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Friday 8 April 2016

TSR's Mustard Jelly (Edit?)

TSR classic monsters 2nd Edtion:


Mustard Jelly
Mustard jelly originated when a young wizard attempted to polymorph herself into an ochre jelly. Her spell failed, and she became a mustard jelly. The stuff has multiplied rapidly in the years since her accident, and it is now a serious threat in many areas.
The monstrous amoeboid mustard jelly is far more dangerous than the ochre jelly. Mustard jelly is translucent, and very hard to see until it attacks. The only clue to its presence is a faint odor, similar to blooming mustard plants. Once it does attack, it may be seen as yellowish brown in color.
Normally, mustard jelly attacks by forming an acidic pseudopod of its own substance and thrusting. The jelly monster secretes a vapor over a 10-foot radius. Those near the jelly must roll a saving throw vs. poison each round. Those who fail the saving throw become lethargic and move at half-normal speed, due to the effects of the vapor. The toxic effects last for two rounds and they are cumulative.
This large creature can divide itself at will into two smaller, faster halves (movement rate 18). Each is capable of attacking, but has only half the hit points the creature had before dividing. A mustard jelly can, for example, flow into a room, divide itself into independent halves to attack, and then reform into a torus in order to surround a pillar its prey has climbed. Unlike the ochre jelly, mustard jelly cannot move through tiny spaces, nor can it move along ceilings, although it will eat through wooden doors. It cannot climb walls either, and so most of its bulk must remain on the floor, stretching up only 4 or 5 feet.
Although intelligent, mustard jelly is not known to value treasure of any sort, except as a lure for greedy adventurers. Of course, it is possible that some treasure might remain after a victim has been devoured.
Mustard jelly is impervious to normal weapons (and can eat wooden ones) and electrical attacks. Amagic missile spell will only cause it to grow; mustard jelly gains hit points equal in number to the damage rolled. Cold causes only half damage, and other attacks have normal effects.
Stunjelly
This relative of the gelatinous cube was designed by some forgotten mage to resemble a section of ordinary stone wall. They are usually about 10 feet square by 2½ to 5 feet thick, and somewhat translucent. If a bright light is shone on one side of the stunjelly, it will be seen on the other. Illumination equal to a continuous light spell will reveal whatever treasure a stunjelly might be carrying. Stunjellies make no noise when they move, but they do produce a faint odor of vinegar.
The stunjelly has many features in common with the gelatinous cube. Like the cube, the stunjelly paralyzes creatures who venture too close! Adventurers walking near a stunjelly may be attacked by an anaesthetic pseudopod; those struck must roll a saving throw vs. paralyzation. Those who succeed suffer no ill effects. Those who fail are paralyzed for 5d4 rounds, during which time the stunjelly tries to surround the victim and digest him. Like the gelatinous cube, it is immune to electrical attacks, mind-influencing spells, paralyzation, and polymorph spells. Unlike the gelatinous cube, stunjelly is affected normally by cold attacks.
Stunjellies reproduce by fission, as one extremely thick jelly splits into two smaller ones. This process is accompanied by a horrible, rending sound, audible throughout the vicinity.
A stunjelly might mindlessly carry undigested metals around with it for days. These would include treasure types J, K, L, M, N, and Q, as well as potions, daggers, or similar objects.
Stunjellies are tolerated in many dungeons as traps for unwary intruders, or as janitorial monsters sweeping the passages of digestible litter. For this duty, they are preferred over other breeds of slime and ooze, since they cannot slither through doors into areas where they would be unwelcome.



Olive Slime
Olive Slime CreatureMustard JellyJelly, Stun-
Climate/Terrain:Any subterraneanAny dampAny subterraneanAny subterranean
Frequency:Very rareRareRareRare
Organization:ColonyColonySolitarySolitary
Activity Cycle:AnyAnyNightNight
Diet:ScavengerCarnivoreScavengerScavenger
Intelligence:Non- (0)Animal (1)Average (8-10)Animal (1)
Treasure:NilNilSee belowSee below
Alignment:NeutralNeutralNeutralNeutral
No. Appearing:1-41-2011
Armor Class:9948
Movement:0694
Hit Dice:2+2See below7+1417
THAC0:1917, 15, or 131317
No. of Attacks:011 or 21
Damage/Attack:NilSee below5-202-8
Special Attacks:See belowOlive slimeSee belowParalyzation
Special Defenses:See belowSee below+1 or better to hitNil
Magic Resistance:See belowSee below10%Nil
Size:S (4’ radius)SpecialL (9-12’ diam.)L (10’ on a side)
Morale:Average (10)Average (9)Elite (13-14)Average (9)
XP Value:420420, 975, or 2,5004,000
(½ if half slain)
420
Ooze/Slime/Jelly I

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