DaveMage said:
Turns out the flumph in the WBD has been advanced, and has the fiendish, feral, half-dragon, half-giant, and monster-of-legend, templates applied to it, giving it a CR of 87 and rulership over the entire dungeon.
I'm sure jim won't be giving us THAT encounter - wouldn't want to spoil it.
it's like he's in my office reading over my shoulder...
.... instead of working on this thing with me... what a slacker.
since i can't post the cube (without giving away an AWESOME encounter),
here's a ochre jelly
C42. Imprisoned Ochre Jelly
The doors leading into this cell are locked. The key to unlock them can be found in Room C38. Otherwise, a DC 22 Open Lock check is enough to bypass the lock.
This chamber contains a mass of yellowish ooze. The strange entity is oddly shaped and, in the darkness, moves slowly. Its slick surface undulates, reflecting light against the black of the dungeon walls.
Initial Attitude: Hostile
Encounter: An ochre jelly (hp 74) is trapped in this cell. The creature has been imprisoned here for decades, and not even the gnolls could say who is responsible for imprisoning it here. Its corrosive jelly eats away at the stonework, turning it black and grey.
Tactics: As soon as anyone opens the door, the ochre jelly strikes the first target that gets in its way. In combat, it grapples and constricts its prey. If a PC is stunned, it moves on to the next, so it can escape without fear of reprisal. If the PCs leave it a way out, it moves into the corridor outside the door. It does not fight, unless it has to.
Treasure: Any treasure that may have existed is slag now.
EL: 5
Scaling: To increase the challenge of this encounter, give the ochre jelly maximum hit points. To decrease the challenge, replace the ochre jelly with a gray ooze.
Ochre Jelly: CR 5; Large ooze; HD 6d10+36; hp 74; Init –5; Spd 10 ft., climb 10 ft.; AC 4, touch 4, flat-footed 4; Base Atk +4; Grp +10; Atk +5 melee (2d4+3 plus 1d4 acid, slam); Full Atk +5 melee (2d4+3 plus 1d4 acid, slam); Space/Reach 10 ft./5 ft.; SA Acid, constrict 2d4+3 plus 1d4 acid, improved grab; SQ Blindsight 60 ft., split, ooze traits; AL N; SV Fort +8, Ref –3, Will –3; Str 15, Dex 1, Con 22, Int —, Wis 1, Cha 1.
Skills and Feats: Climb +10.
Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.
Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.
Improved Grab (Ex): To use this ability, an ochre jelly must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.
Skills: An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.