A flesh jelly is a nauseating mound of stinking flesh that gorges itself on any creatures unfortunate enough to cross its path. These ravenous oozes are usually found in tropical regions.
A flesh jelly is a blob of soft, fleshy tissue surrounded by a filthy membrane composed of skin, hair, and fur. When it moves, a few of the loose bones inside it press against the outer membrane, causing its disgusting body to bulge out here and there. The creature has no eyes, ears or mouth.
Flesh Jelly, Lesser
Large ooze, unaligned
Armor Class 8
Hit Points 95 (10d10 + 40)
Speed 15 ft.
Abilities Str 22 (+6), Dex 6 (-2), Con 19 (+4), Int 1 (-5), Wis 6 (-2), Cha 1 (-5)
Saving Throws Con +7
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralysis, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Challenge 3 (700 XP)
Diseased. Any creature that touches or takes damage from the jelly’s attacks must succeed on a DC 14 Constitution saving or contract filth fever. An infected creature does not show symptoms for 1d4 days. Once symptoms show, the infected creature’s Dexterity and Constitution scores are reduced by 1d4 each. At the end of a long rest, an infected creature must make a DC 14 Constitution saving throw. On a failed save, the creature’s Dexterity and Constitution scores are reduced by 1d4 each again. On a successful save, the creature’s Dexterity and Constitution scores increase by 1d4 each up to its normal maximum. If a successful saving throw returns the infected creature’s Dexterity and Constitution scores to its normal maximum the creature recovers from the disease. If the creature is magically cured, any lost Dexterity or Constitution returns after a long rest.
Immutable Form. The jelly is immune to any spell or effect that would alter its form.
Stench. Any creature that starts its turn within 15 feet of the jelly must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. A creature poisoned in this way is incapacitated. On a successful saving throw, the creature is immune to the jelly’s Stench for 24 hours.
Multiattack. The jelly makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage.
Engulf. The jelly moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the jelly enters a creature’s space, the creature must make a DC 16 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the jelly. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the jelly enters the creature’s space, and the creature takes 10 (1d8 + 6) bludgeoning damage and is engulfed. The engulfed creature can’t breathe, is restrained, and the target’s Constitution score is reduced by 1d4 at the start of each of its turns. The target dies and is absorbed into the flesh jelly if its Constitution score drops to 0. Otherwise, this reduction lasts until the creature finishes a short or long rest.
An engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the jelly.
Thanks for reading!
I needed a quick, gross monster for a new adventure that I’m working on. That’s when I remember these guys from the third edition Monster Manual II.
Totally yuck, right?
Hey, if you aren’t already, follow me on Facebook!
See you soon.