Shadow Jelly (CR 6)
Large Ooze (Extraplanar)
Alignment: Always neutral
Initiative: -5 (Dex)
Languages: No language
AC: 4 (-1 size, -5 Dex), touch 4, flat-footed 9
Hit Dice: 6d10+36 (69 hp)
Fort +6, 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 1d6 Str
Special Attacks/Actions: Strength damage, improved grab
Abilities: Str 15, Dex 1, Con 18, Int -, Wis 1, Cha 1
Skills: Climb +10 and Hide -9 (+3 in shadowy areas)
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Climate/Terrain: Plane of Shadow
Shadow jellies lurk in the darkest of dark places, waiting for living prey to happen by. On the Plane of Shadow, they gravitate toward the darklands, from where they originate. When prey presents itself, a shadow jelly lurches forward out of hiding, seeking to get a grip on its opponent. Once it has caught a foe, a shadow jelly withdraws to its hiding place, even if it is still under attack. It changes tactics only if it loses its grip on its foe.
Strength Damage (Su): The touch of a shadow jelly deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow jelly dies. This is a negative energy effect.
Improved Grab (Ex): To use this ability, a shadow jelly must hit with its slam 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 automatically deal 1d6 points of Strength damage each round.
Skills: *A shadow jelly gains a +12 racial bonus on Hide checks in areas of shadowy illumination. A shadow 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.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.