Saturday 22 February 2020

Jellies...! Part 3

Time for some more jelly! This one includes stats for Old School Essentials, to which I've become a recent convert:

FIRE JELLY
  

FREQUENCY: Very rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 8

MOVE: 4"

HIT DICE: 4-6

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: See below

DAMAGE/ATTACK: 2-16

SPECIAL ATTACKS: Blinding, Engulf (see below)

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: M (4-6 feet wide)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil
 

Although Fire Jellies can squeeze through narrow spaces and along ceilings, walls, and floors, on first glance they appear to be a mass of blackish grey stone dotted with numerous pits. They might even be mistaken for a large area of metal slag until they move. Fire Jellies are usually found in deep caves far underground, favouring areas where magma and other volcanic activity is present. Occasionally found in dungeons, they sometimes also seek out areas where metalworking and similar activity is present and thus are quite well known to dwarves and gnomes as a dangerous pest. They are attracted to sources of heat, and so parties using torches and similar open flames run the risk of being ambushed.

When attacking, the jelly rapidly becomes a large burning mass covered with black patches. In this form they are particularly dangerous to any beings that possess Infravision, as they risk being temporarily blinded (for 1-6 turns) unless a Saving Throw is made. The jelly will attempt to strike with two burning pseudopods, each inflicting 2-16 points of damage. It will also try to engulf any fallen opponent, inflicing 3-30 points of damage per turn from intense heat and burning.
 
Fire-based attacks will prove fruitless, and provide the jelly with an extra attack in the following turn. However, cold attacks have twice their normal effect against these creatures, whilst lightning bolts have their normal effect.
 
STATS FOR OSE

AC 8 [11], HD 5** (25hp), Att 2 × pseudopod
(2d8) or Engulf (3d10) THAC0 15 [+4], MV 30’ (10’), 

SV D12 W13 P14 B15 S16 (3), ML 12, 
AL Neutral, XP 400, NA 1 (0), TT None

▶ Immunity: Unharmed by fire-based attacks - provides an extra pseudopod attack in the following round.
▶ Blinding: blinds any persons possessing infravision (save vs paralysis)
▶ Engulf: fallen prey engulfed and receive 3d10 damage per round
▶ Seep: Can squeeze through small holes and cracks.

1 comment:

  1. Great work! You might be able to re-purpose a few entries from my OSE Encounter Activity tables for Puddings, Oozes, Slimes, and Jellies with these :)

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