Tomb Jelly

Creature 5
  • Large
  • mindless
  • ooze
Perception
+7; motion sense 60 feet
Skills
Athletics +13
Str +6, Dex −5, Con +6, Int −5, Wis +0, Cha −5

Motion Sense A tomb jelly can feel nearby motion through vibration and air movement.

AC
12; Fort +15, Ref +4, Will +7
HP
150; Immunities acid, visual, bleed, critical hits, precision, slashing, unconscious, void
Speed
15 feet, climb 10 feet

Melee ◆ pseudopod +15 (unarmed), Damage 1d6 acid plus 1d8+6 bludgeoning plus Tomb Curse

Bound in Death ◆ (healing, void) The tomb jelly splatters some of its substance on a willing undead creature within its reach. The target regains 5 void healing HP and its melee Strikes get the benefits of tomb curse until the end of its next turn.

Flesh-dissolving Acid A tomb jelly's acid damages only flesh.

Tomb Curse (curse, divine, void) A creature hit by a tomb jelly's pseudopod takes 1d6 persistent void damage. If the creature dies while it has this persistent damage, its corpse is affected by Peaceful Rest, except the tomb jelly can still dissolve its flesh.

Source: Pathfinder Monster Core

Running this fight? Add the tomb jelly to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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