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Crimson Jelly

Tiny · Ooze · CR 1/2 · Chaotic Evil

Source. Black Flag SRD
Armor Class
12
Hit Points and Hit Dice
20
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

STR
2
-4
DEX
18
+4
CON
10
+0
INT
1
-5
WIS
10
+0
CHA
8
-1

Overview

Category Monsters
Size Tiny
Type Ooze
Alignment Chaotic Evil
XP 100
Initiative Bonus +4

Movement

Fly 60 ft (18.3 m)
Swim 30 ft (9.1 m)
Hover Yes

Senses

Passive Perception 10

Saving Throws

Strength -4 Dexterity +4 Constitution +0 Intelligence -5 Wisdom +0 Charisma -1

Languages

-

Resistances & Immunities

Damage Immunities
necrotic,grappled,Ooze Resilience
Damage Resistances
Ooze Resilience

Traits

Amorphous

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

Blood Sense

The crimson jelly can pinpoint, by scent, the location of creatures that aren't Constructs or Undead and that don't have all of their HP within 60 feet of it and can sense the general direction of such creatures within 1 mile of it.

Ooze Nature

The crimson jelly doesn't require sleep.

Ooze Resilience

The crimson jelly is resistant to the restrained condition, and it is immune to exhaustion and to the blinded, charmed, deafened, frightened, and prone conditions.

Tainted Attacks

A creature that is reduced to 0 HP by a crimson jelly must succeed on a DC 9 CHA save or suffer one level of exhaustion. While a creature suffers from this exhaustion, it loses most of its memories aside from basic information about itself, such as its name and its capabilities, and it is wracked with nightmarish visions that include a crimson rune.

Transparent

While in an area of dim or bright light, the crimson jelly is invisible. While in darkness, creatures without darkvision can see the jelly's faint crimson glow.

Actions

Feeding Paddles

+4 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 necrotic damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) necrotic damage. The crimson jelly gains temporary HP equal to the necrotic damage dealt, and it attaches to the target. If the jelly had advantage on this attack, it attaches to the target's face, leaving the target unable to breathe or speak while the jelly is attached.
While attached, the crimson jelly can use only the Feeding Paddles action, and it moves with the target whenever the target moves, requiring none of the jelly's movement. The Crimson jelly can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the jelly by succeeding on a DC 12 STR check.

Bonus Actions

Reproduce

While the crimson jelly has 1 or more temporary HP, it can split part of itself off into a new crimson jelly with HP equal to the original crimson jelly's temporary HP. The original crimson jelly then loses any temporary HP it has. The new crimson jelly otherwise has all the same statistics as its parent, except the new jelly can't gain temporary HP from Feeding Paddles attacks until it finishes a long rest.

About Crimson Jelly

Crimson Jelly is a tiny ooze with a Challenge Rating of 1/2. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 20 hit points (derived from None).

Crimson Jelly has communication capabilities including -. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Crimson Jelly

3 tips available

When using Crimson Jelly in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
  • Amorphous Movement: This creature can squeeze through spaces as small as 1 inch! Traditional barriers are ineffective. Use 'Wall of Force', 'Forcecage', or magical barriers to contain it.

Player Guide: Facing Crimson Jelly

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
  • Contain Amorphous Creature: This creature can squeeze through tiny spaces! Traditional barriers won't work. Use 'Wall of Force', 'Forcecage', or magical barriers. 'Create Bonfire' can block movement.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 75 XP
  • Hard: 112 XP
  • Deadly: 150 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Crimson Jelly?
Crimson Jelly has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Crimson Jelly?
Crimson Jelly is a Tiny Ooze, which affects how certain spells and abilities interact with it.
What languages does Crimson Jelly speak?
Crimson Jelly can communicate in -.

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