At first glance, the circular outline near the floor on the other side of the room seems little more than a trick of the lighting. Upon closer inspection it is apparent that the orb is comprised of a clear gel-like substance. Unfortunately, at this distance it is already too late to run away, as the orb rolls at you with alarming speed.
Gelatinous Orb CR 2
Speed 50 ft.
Melee slam +7 (1d4 acid damage)
Space 2½ ft.; Reach 0 ft.
Special Attacks engulf head
Gelatinous orbs have the uncanny ability to jump up and land on a Medium-sized or smaller creature’s head, completely engulfing it as a standard action. It cannot make a slam attack during a round in which it engulfs. Opponents can either make an attack of opportunity against the ooze, or a saving throw versus the attack, but not both. If the target forgoes the opportunity attack, it may instead make a DC 13 Reflex save to avoid having its head engulfed. If the save fails, or the target instead opted to make an opportunity attack, the target takes 1d4 acid damage, is blinded, deafened, nauseated, and is in danger of suffocating every round that its head is engulfed. Any attack against a gelatinous orb that has engulfed an opponent’s head has a 50% chance of targeting the engulfed opponent instead.
Environment any underground
Organization solitary or league (4-10)
Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz