Stunjelly

Large ooze, unaligned

Armor Class 9
Hit Points 57 (6d10 + 24)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 18 (+4) 1 (-5) 6 (-2) 1 (-5)

Damage Resistances piercing
Damage Immunities acid, cold, lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Amorphous. The stunjelly can move through a space as narrow as one inch wide without squeezing.
  • Corrosive Form. A creature that touches the stunjelly or hits it with a melee attack while within five feet of it takes 7 (2d6) acid damage. Any nonmagical weapon made of wood or other organic material that hits the stunjelly partly dissolves. After hitting the stunjelly, the weapon takes a permanent and cumulative -1 to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of wood (or other organic material) that hits the stunjelly is destroyed after dealing damage.
  • Engulfing. When the stunjelly hits a creature with a Slam attack, it may make one Engulf attack against that creature as a bonus action.
  • Spider Climb. The stunjelly can climb difficult surfaces, including hanging upside down on ceilings, without needing to make an ability check.

ACTIONS

  • Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) acid damage. If the target is a creature, it must make a DC 14 Constitution saving throw. On a failed save, the creature is paralyzed for one minute. The creature may repeat this saving throw at the end of each of its turns, ending the paralysis on itself on a success. If the creature is wearing armor made of leather or other organic material when hit by the stunjelly, that armor is partly dissolved and takes a permanent and cumulative -1 to the Armor Class it offers. The armor is destroyed if the penalty reduces its Armor Class to 10.
  • Engulf. The stunjelly attempts to engulf one creature of size Large or smaller within five feet of it. The creature must make a DC 15 Dexterity saving throw. On a failed save, the stunjelly enters the creature’s space, and the creature takes 7 (2d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and must succeed on a DC 14 Constitution saving throw or be paralyzed for one minute. The creature may repeat this Constitution saving throw at the end of each of its turns, ending the paralysis on itself on a success. At the start of each of the stunjelly’s turns, the engulfed creature takes 14 (4d6) acid damage, and any equipment it is carrying made of leather or other organic material is partly dissolved (see Slam above). When the stunjelly moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within five feet of the stunjelly. The stunjelly may only engulf one Large, two Medium, or four Small or smaller creatures at one time.

ABOUT

Stunjellies hide within larger subterranean complexes, where they often disguise themselves by flattening themselves against walls to rely on their translucent gray color to blend in with the background. Mindless things, the stunjelly waits until a living creature comes close before reaching out and attacking with its pseudopodia. They secrete a weak acid that carries a virulent venom that causes paralysis. Wise delvers know to back up when they smell vinegar, a byproduct of the paralyzing acid reacting with air.

Section 15: Copyright Notice

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

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