And still more jelly! This one includes stats for Old School Essentials
ICE JELLY
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 8
MOVE: 6"
HIT DICE: 5
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: See below
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M (4 feet wide)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
At first glance, ice jellies appear to be nothing more than an uneven patch of frozen water on a floor, wall or other surface. They prefer cold, damp places and thus might
be found in dungeons and similar locations. Like some other jellies, they can squeeze through narrow spaces, under doors, etc.
When attacking, the jelly will rapidly grow a mass of solid icy spikes. Each turn, it can fire up to 3 of these to a distance of 80 feet, each inflicting 2-12 points of damage. It may also choose to make a magical attack, casting Cone of Cold as a 5th level magic-user every 3 turns.
Cold-based attacks will prove fruitless, and provide the jelly with an extra spike attack in the following turn. However, fire and heat-based attacks have twice their normal effect against these creatures, whilst lightning bolts have their normal effect.
When attacking, the jelly will rapidly grow a mass of solid icy spikes. Each turn, it can fire up to 3 of these to a distance of 80 feet, each inflicting 2-12 points of damage. It may also choose to make a magical attack, casting Cone of Cold as a 5th level magic-user every 3 turns.
Cold-based attacks will prove fruitless, and provide the jelly with an extra spike attack in the following turn. However, fire and heat-based 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 3 × ice spike
(2d6) or magical attack THAC0 15 [+4], MV 40’ (10’),
SV D12 W13 P14 B15 S16 (3), ML 12,
AL Neutral, XP 400, NA 1 (0), TT None
▶ Ice spikes: 80' range, 3 per round
▶ Magical attack: acts as if using a Wand of Cold, attacking every 3 rounds.
▶ Seep: Can squeeze through small holes and cracks.
▶ Immunity: Unharmed by cold-based attacks - provides an extra spike attack in the following round.