Friday, 14 January 2022

Monster: Flesh Jelly

Monster: Flesh Jelly

The flesh jelly is probably one of the most disgusting monsters in Monster Manual II, if not in the entire bestiary.


Flesh Jelly [Monster Manual II, page 104]

84 points
Attribute Modifiers: ST+24 (Size Modifier, -50%; No Manipulators, -40%) [42]; DX-4 [-80]; IQ-10 [-200]; HT+4 [40].
Secondary Characteristic Modifiers: SM+5; HP+70 (Size Modifier, -50%) [70]; Per+10 [50]; Basic Move-3 [-15].
Advantages: Doesn’t Breathe [20]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Reduced Consumption 4 (Cast-Iron Stomach, -50%) [4].
    Engulf: Binding 24 (Always On, -20%; Aura, +80%; Constricting, Only on smaller targets, +55%; Engulfing, Only on smaller targets, +40%; Melee Attack, Reach C, -30%; One-Shot, -10%; Selective Effect, +20%; Suffocating, Only on smaller targets, +55%; Unbreakable, +40%) [159].
    Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
    Horrid Stench: Affliction 1 (HT; Always On, -20%; Area Effect, 8 yards, +150%; Aura, +80%; Nauseated, +30%; Respiratory Agent, +50%) [39].
    Filth Fever: Toxic Attack 1d-2 (Always On, -10%; Aura, +80%; Contact Agent, -30%; Melee Attack, Reach C, -30%; Resistible, HT-2, -20%; Onset, 2 days, -30%; Cyclic, 12-hour cycle with 12 cycles, +120%; Symptoms, 1/3 HP, DX-2, HT-2, +90%) [6].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Bad Smell [-10]; Blindness [-50]; Hidebound [-5]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50]; Restircted Diet (Fresh Meat) [-10].
Features: No Legs (Slithers).
Notes: Size 13 hexes; Weight 18,000 lbs.
Creature Type: Ooze.

Knowing Your Own Strength [294]
Replace ST+24 (Size Modifier, -50%; No Manipulators, -40%) [42] with ST+24 [240]
Replace HP+70 (Size Modifier, -50%) [70] with HP+70 [140]

Typical Stats

ST:

34

HP:

104

Speed:

5

DX:

6

Will:

0

Move:

2

IQ:

0

Per:

10

 

 

HT:

14

FP:

14

SM:

+5

Dodge:

8

Parry:

N/A

DR:

-

    Engulf: If the flesh jelly starts its turn in close combat with prey or can move there on its turn, it tries to engulf its target; no attack roll is necessary and its quarry may defend only by dodging and retreating. In addition, if it is moving through an SM+2 or smaller creature, this counts as an automatic slam attempt (Pyramid #3-77, p. 6). Failure to dodge means being sucked inside and pinned if of lower SM than the flesh jelly, or partly stuck in the flesh jelly and grappled if of equal or greater SM. The victim can break free by winning a Quick Contest of ST (allowed only every 10 seconds if pinned; and on a 17 or 18, he becomes so entangled that he cannot escape on his own); the flesh jelly has +10 to ST if pinning or +5 if grappling. Engulfed victims cannot breathe. If they run out of breath before they break free, they start to suffocate (see Holding Your Breath, p. B351 and Suffocation, p. B436). The typical flesh jelly can pin/grapple one foe; later enemies are pushed along in front of it unless they win a Quick Contest of ST to prevent it from moving. The flesh jelly can actively constrict engulfed victims, attacking them each turn with a Constriction Attack (p. B43). This ability has effective ST 24.
    Ooze Senses: An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 15). Its smell operates both in air and underwater. In addition, the ooze can detect vibrations in the air. It can locate prey in the dark, but cannot detect details. To use Vibration Sense, the ooze must make a Sense roll (10). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the ooze to move to it and attempt to engulf it.
    Horrid Stench: Any creature that inhales the stench exuded by the flesh jelly in a 8-yard radius becomes nauseated for a number of minutes, equal to the margin of failure on the HT roll to resist.
    Filth Fever: Any creature that makes a skin-to-skin contact with the flesh jelly contracts filth fever or a failed HT-2 roll. Each further instance of 1d-2 toxic damage can be resisted with HT-2; onset 2 days, 12-hour cycle with 12 cycles; symptoms, 1/3 HP, DX-2, HT-2).

    Traits: Appearance (Monstrous; Universal); Bad Smell; Blindness; Doesn’t Breathe; Doesn’t Sleep; Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Manipulators; Reduced Consumption 4 (Cast-Iron Stomach); Restricted Diet (Fresh Meat).
    Notes: Size 13 hexes; Weight 18,000 lbs.
    Creature Type: Ooze.

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