# Jelly, Flesh
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slam: 2d6 (×2)
> >Melee/Ranged: +20/+7
> >Secondary: +15/+2
> >Multiattack: +18/+5
> >M/R_PA: +20/+7
> >2nd/PA: +15/+2
> >MA_PA: +18/+5
> >Itterative: 3
> > xDmg:: Str: +11; Str2: +16; StrOH: +5; StrPA: +11; StrPA2H: +16; StrPAOH: +5
> > xDCs:: Str: 30; Dex: 17; Con: 25; Int: 19; Wis: 14; Cha: 14
> > xFeat:: —/0 (0)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Flesh Jelly</div>
<div class="CR">CR 19 (204,800 XP)</div>
<div class="SOU">Monster Manual 2</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Gargantuan Ooze
**Init** –2
**Senses** blindsight 60 ft.; **Perception** -5
**Aura** nauseating stench (DC 25 Fortitude, 50 ft., 2d6 rounds)
#### defense
**AC** 4, 4 touch, 6 flat-footed (-2 Dex, –4 size)
**hp** 180 (18d8+108)
**Fort** +12, **Refl** +4, **Will** +1
**Feint** —, **Demoralize** —
#### offense
**Speed** 20 ft.
**Melee** slam +6 (1d6+3 plus 1d4 acid and grab)
**Space** 20 ft., **Reach** 15 ft.
**Special Attacks** absorb, disease, engulf, horrid stench
#### statistics
**Str** 32, **Dex** 6, **Con** 23, **Int** —, **Wis** 1, **Cha** 1
**BAB** +13, **CMB** +28, **CMD** 36, **TA** +20, **RTA** +7
**Skills** Perception -5
**Languages**
#### special abilities
### Absorb (Ex)
A flesh jelly feeds by absorbing other creatures into its bulk. Any creature engulfed by the monster is rendered unconcious and reduced to 0 hit points. The following round, the victim is reduced to –1 hit points. The third round, the victim is absorbed into the Jelly's mass and dies. A DC 25 Fortitude save is allowed at each stage to forstall the effect. Each absorbed creature heals a flesh jelly of 2d6 points of damage. A flesh jelly expels the absorbed creature's personal belongings from its body 1d3 rounds after absorption.
### Disease (Ex)
Filth Fever (Ex) Engulf—Injury; save Fort DC 25, onset 1d3 days, frequency 1/day, effect 1d3 Dex damage and 1d3 Con damage, cure 2 consecutive saves.
### Engulf (Ex)
A flesh jelly can simply bowl over creatures up to one size category smaller than itself as a standard action. This attack affects as many opponents as the flesh jelly's body can cover. Each target can make either an attack of opportunity against the flesh jelly or a Reflex save (DC 30) to avoid being engulfed. A successful saving throw indicates that the target has been pushed back or aside (target's choice) as the ooze moves forward. An engulfed creature is considered grappled and trapped within the flesh jelly's body. A flesh jelly cannot make a slam attack during a round in which it attempts to engulf, but each engulfed creature takes automatic slam damage and must save against disease (see above) on that round and every round thereafter that it remains trapped. On any round after engulfing a creature, the flesh jelly can attempt to absorb it.
### Horrid Stench (Ex)
Any corporeal creature with 10 or fewer Hit Dice that comes within 50 feet of a flesh jelly must make a Fortitude saving throw (DC 25) or be nauseated for the next 2d6 rounds. Another save is required at the end of that time if the creature is still within range. A single successful save against this effect renders the creature immune to that flesh jelly's horrid stench for 24 hours. A nauseated creature cannot concentrate on spells, attack, cast spells, or do anything else requiring attention. The only action permitted is a single move or move-equivalent action. Driven by its raging hunger, a flesh jelly simply rolls over its foes, absorbing them into its body mass. When facing a group, it usually concentrates on engulfing one target, then defends itself by lashing out at other opponents with its fleshy pseudopods while attempting to absorb its meal.