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Ochre Jelly

Large Ooze, unaligned

CR 2

450 XP

AC: 8
HP: 45 (6d10+12)
Speed: walk 10 ft. , climb 10 ft.
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages:
STR
15
+2
DEX
6
-2
CON
14
+2
INT
2
-4
WIS
6
-2
CHA
1
-5

Special Abilities

Amorphous

The jelly can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb

The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

Quick Reference

Challenge: CR 2
Type: Ooze
Size: Large
Alignment: unaligned
Best for a party of 4 at level 4-5

Running This Encounter

The Ochre Jelly is a gelatinous predator that excels in dungeon environments where its ability to squeeze through tight spaces creates tension and unpredictability. Its low AC makes it vulnerable to attacks, but its acid damage output and immunity to many common conditions make it a genuine threat. Run this encounter by using the environment—have the jelly emerge from unexpected angles, split into smaller threats when damaged, and force players to adapt their typical tactics. The real danger lies in its ability to restrict movement and deal consistent acid damage rather than raw power.

Combat Tactics

The Ochre Jelly engages directly with its pseudopods, prioritizing melee combatants and attempting to grapple enemies to deal ongoing acid damage. When reduced to half health or fewer hit points, it splits into two separate jellies, forcing the party to reassess and potentially fight multiple threats simultaneously. The jelly doesn't use tactics beyond aggressive pursuit—it simply attacks whatever is closest, making it predictable but relentless.

Environment & Setting

Ochre Jellies thrive in damp dungeon corridors, caves, and underground passages where their climbing ability allows them to traverse walls and ceilings. Ideal encounters feature narrow spaces that limit the party's ability to spread out, organic debris or corpses for the jelly to dissolve, and opportunities for the creatures to split and flank.