Jelly, Whip

Medium ooze, unaligned

Armor Class 10
Hit Points 21 (3d8 + 9)
Speed 20 ft., climb 20 ft.

11 (+0) 10 (+0) 17 (+3) 1 (-5) 2 (-4) 2 (-4)

Damage Immunities acid, cold
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this point), passive Perception 6
Challenge 2 (450 XP)


  • Amorphous. The whip jelly can move through a space as narrow as one inch wide without squeezing.
  • Corrosive Form. A target that touches the whip jelly or hits it with a melee attack while within five feet of it takes 7 (2d6) acid damage. Any nonmagical weapon made of metal or wood that hits the whip jelly corrodes. After dealing damage, the weapon takes a permanent cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the whip jelly is destroyed after dealing damage. The whip jelly can eat through two inches of nonmagical wood or metal in one round.
  • Spider Climb. The whip jelly can climb difficult surfaces, including hanging upside down on ceilings, without needing to make an ability check.


  • Pseudopod. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 2 (1d4) bludgeoning damage plus 7 (2d6) acid damage.


Whip jellies are oozes that hunt the depths of subterranean caves, buried ruins, and anywhere away from the light of the sun. They are bluish-gray in color, translucent, and constantly quivering. When they sense prey, they extrude up to four long, whip-thin tendrils. These tendrils carry acid to their prey, and when the prey dies, they drag the carcass back to the mass to be reduced to syrup and sucked up. Whip jelly acid readily dissolves nonmetallic substances and can eat through nearly any organic matter.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

This is not the complete section 15 entry - see the full license for this page