Assassin Jelly (CR 6)

Medium Ooze
Alignment: Neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +13 and Spot +13


AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 5d10+25 (52 hp)
Fort +6, Ref +3, Will +3
Speed: 30 ft., climb 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +5
Attack: tentacle +5 melee
Full Attack: tentacle +5 melee
Damage: tentacle 1d6+3
Special Attacks/Actions: Constitution damage 1d6, improved grab, paralysis
Abilities: Str 15, Dex 15, Con 20, Int 10, Wis 14, Cha 1
Special Qualities: camouflage, hide in plain sight, immunities (electricity, sonic, and mind-affecting effects), ooze traits
Feats: Improved Initiative; Track.
Skills: Climb +10, Hide +13, Listen +13, Move Silently +6, Spot +13, and Survival +5 (+13* when tracking by scent)
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Climate/Terrain: Any warm or temperate land
Organization: Solitary
Treasure: 1/10th coins, 50% goods, 50% items

Source: Web

Combat

An assassin jelly's underside contains hundreds and hundreds of tiny rasping mouths. The creature attacks by forming a snaking tentacle that it uses to slap foes. A hit deals bludgeoning damage and slashing damage from the mouths.

An assassin jelly prefers to stalk lone prey and ambush its victims while they sleep. From time to time one will follow an entire party to its lodging or campsite. The jelly tends to stay just within range of its blindsight ability and uses its camouflage and hide in plain sight abilities to then slither in to attack its chosen victim. Often the victim's companions don't notice the assault until they find their comrade's desiccated husk in the morning.

Constitution Damage (Ex): After an assassin jelly establishes a grappling hold on a living foe and it begins its turn with the foe in its grasp, its many mouths suck blood and other fluids from the victim. The jelly deals an extra 1d6 points of Constitution damage in addition to its tentacle damage with a successful grapple check. When it can grapple a paralyzed foe, an assassin jelly typically draws every last ounce of fluid from the body, leaving behind nothing but a dry husk.

Improved Grab (Ex): To use this ability, an assassin jelly must hit a foe the same size category as itself or smaller with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can deal Constitution damage.

Paralysis (Ex): An assassin's jelly's mouths produce an anesthetic slime. A target hit by an assassin jelly's tentacle attack must succeed on a DC 17 Fortitude save or be paralyzed for 3d6 rounds. The save DC is Constitution-based. The jelly can automatically grab a paralyzed opponent.

Camouflage (Ex): Even when it isn't hiding, it takes a Spot check (DC 15) to notice an assassin jelly.

Hide in Plain Sight (Ex): An assassin jelly can attempt to hide even when being observed. If the jelly's Hide check result is less than 15, it still takes at least a DC 15 Spot check to notice it, thanks to its camouflage ability.

Skills: An assassin jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. An assassin jelly has a +8 racial bonus on Hide, Listen, and Spot checks. It also has a +8 racial bonus on Survival checks when tracking by scent.