Mustard Jelly (CR 7)

Large Ooze
Alignment: Always neutral
Initiative: -5 (Dex)


AC: 4 (-1 size, -5 Dex), touch 4, flat-footed 9
Hit Dice: 7d10+29 (67 hp); DR: 10/magic
Fort +4, Ref -3, Will -3
Speed: 10 ft.
Space: 10 ft./10 ft.
Base Attack +5; Grapple +4
Attack: Slam +6 melee
Full Attack: Slam +6 melee
Damage: Slam 2d4+3 and 1d4 acid
Special Attacks/Actions: Improved grab, acid, poisonous aura, constrict 2d4+3 and 1d4 acid
Abilities: Str 15, Dex 1, Con 15, Int -, Wis 1, Cha 1
Special Qualities: SR 13, cold immunity, split, ooze
Feats: -
Skills: -
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Climate/Terrain: Any marsh and underground
Organization: Solitary
Treasure: None

Source: Converted

Unlike other oozes, the mustard jelly cannot climb walls or stick to ceilings.

Combat

A mustard jelly attacks by forming a pseudopod of its acidic substance and striking with it.

Improved Grab (Ex): To use this ability, the mustard jelly must hit with its slam attack. If it gets a hold, it can constrict.

Constrict (Ex): A mustard jelly deals automatic slam and acid damage with a successful grapple check.

Acid (Ex): A mustard jelly secretes a digestive acid that dissolves only flesh and wood. Any melee hit deals acid damage.

Poisonous Aura (Ex): 10-foot radius, affected as by slow spell as cast by a 12th-level sorcerer, Fortitude negates DC 15. The save must be made each round a creature is within range.

Split (Ex): Weapon and electricity attacks deal no damage to a mustard jelly. Instead the creature splits into two identical jellies, each with half the original's hit points (round down). A jelly with only 1 hit point cannot be further split.

Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

The Mustard Jelly first appeared in the Monster Manual (Gary Gygax, 1977).