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Nothic Spider Climb. The jelly can climb difficult surfaces, including
Medium aberration, neutral evil upside down on ceilings, without needing to make an
ability check.
Armor Class 15 (natural armor) Actions
Hit Points 45 (6d8 + 18)
Speed 30 ft. Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6)
STR DEX CON INT WIS CHA acid damage.
14 (+2) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (−1)
Reactions
Skills Arcana +3, Insight +4, Perception +2, Stealth +5 Split. When a jelly that is Medium or larger is subjected to
Senses truesight 120 ft., passive Perception 12 lightning or slashing damage, it splits into two new jellies if it
Languages Undercommon has at least 10 hit points. Each new jelly has hit points equal
Challenge 2 (450 XP) to half the original jelly’s, rounded down. New jellies are one
size smaller than the original jelly.
Keen Sight. The nothic has advantage on Wisdom
(Perception) checks that rely on sight. An ochre jelly is a yellowish ooze that can slide under
Actions doors and through narrow cracks in pursuit of creatures
to devour.
Multiattack. The nothic makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Octopus
Hit: 6 (1d6 + 3) slashing damage.
Small beast, unaligned
Rotting Gaze. The nothic targets one creature it can see
within 30 feet of it. The target must succeed on a DC 12 Armor Class 12
Constitution saving throw against this magic or take 10 (3d6) Hit Points 3 (1d6)
necrotic damage. Speed 5 ft., swim 30 ft.
Weird Insight. The nothic targets one creature it can see STR DEX CON INT WIS CHA
within 30 feet of it. The target must contest its Charisma 4 (−3) 15 (+2) 11 (+0) 3 (−4) 10 (+0) 4 (−3)
(Deception) check against the nothic’s Wisdom (Insight)
check. If the nothic wins, it magically learns one fact or secret Skills Perception +2, Stealth +4
about the target. The target automatically wins if it is immune Senses darkvision 30 ft., passive Perception 12
to being charmed. Languages —
Challenge 0 (10 XP)
A nothic is a monstrous creature with terrible talons and
a single great eye. When driven to violence, it uses its Hold Breath. While out of water, the octopus can hold its
horrific gaze to rot the flesh from its enemies’ bones. breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on
Ochre Jelly Dexterity (Stealth) checks made while underwater.
Large ooze, unaligned Water Breathing. The octopus can breathe only underwater.
Armor Class 8 Actions
Hit Points 45 (6d10 + 12) Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 10 ft., climb 10 ft.
target. Hit: 1 bludgeoning damage, and the target is grappled
(escape DC 10). Until this grapple ends, the octopus can’t
STR DEX CON INT WIS CHA use its tentacles on another target.
15 (+2) 6 (−2) 14 (+2) 2 (−4) 6 (−2) 1 (−5)
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-
Damage Resistances acid radius cloud of ink extends all around the octopus if it is
Damage Immunities lightning, slashing underwater. The area is heavily obscured for 1 minute,
Condition Immunities blinded, charmed, deafened, although a significant current can disperse the ink. After
exhaustion, frightened, prone releasing the ink, the octopus can use the Dash action as a
Senses blindsight 60 ft. (blind beyond this radius), bonus action.
passive Perception 8
Languages —
Challenge 2 (450 XP)
Amorphous. The jelly can move through a space as narrow as
1 inch wide without squeezing.
Chapter 12: Monsters
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D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

