Ochre Jelly (CR 5)
Alignment: Always neutral
Initiative: -5 (Dex)
AC: 4 (-1 size, -5 Dex), touch 4, flat-footed 9
Hit Dice: 6d10+36 (69 hp)
Fort +8, Ref -3, Will -3
Speed: 10 ft., climb 10 ft.
Space: 10 ft./5 ft.
Base Attack +4; Grapple +10
Attack: Slam +5 melee
Full Attack: Slam +5 melee
Damage: Slam 2d4+3 plus 1d4 acid
Special Attacks/Actions: Improved grab, acid, constrict 2d4+3 and 1d4 acid
Abilities: Str 15, Dex 1, Con 22, Int -, Wis 1, Cha 1
Special Qualities: split, ooze
Skills: Climb +10
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Climate/Terrain: Temperate marshes
Oozes attack any creatures they encounter.
Ochre jellies attempt to envelop and squeeze their prey.
Improved Grab (Ex): To use this ability, the ochre jelly must hit with its slam attack. If it gets a hold, it can constrict.
Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage.
Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.
Split (Ex): Weapons and electricity attacks deal no damage to an ochre 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.
Blindsight (Ex): An ooze's entire body is a primitive sense organ that can ascertain prey by scent and vibration within 60 feet.
Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.