Library / Bestiary

Tyrant Jelly

CR 9.00 Ooze N Large HD 10
This amber-colored ooze contains the preserved larva of a giant insect, almost like a monstrous brain.

When an ochre jelly infiltrates a colony of giant bees or wasps and consumes a queen egg, a strange reaction sometimes occurs between the jelly's fluids and the egg, resulting in a tyrant jelly—an intelligent ooze using an immature insect as a primitive brain. The tyrant jelly has unusual powers over vermin, and quickly takes control of the colony, sending its drones to gather food to sate its unnatural hunger. Other vermin are attracted to the scent of these creatures, and then fall under the tyrant's sway—a colony often has giant bees, centipedes, spiders, and wasps working together.

A tyrant jelly's primary interests are food and survival. Magic or telepathy might allow a creature to bargain with it, exchanging food for its cooperation. Some insect cults hunt tyrant jellies, believing their strange substance has properties similar to a giant bee's royal jelly (Pathfinder RPG Bestiary 2 43) or can increase the intelligence of other vermin.

HP
129 (10d8+84); fast healing 5
AC
33, touch 4, flat-footed 33 (–5 Dex, +29 natural, –1 size)
Init
+2M
Speed
20 ft., climb 10 ft.
Fort
+11
Ref
–2
Will
+6
BAB
+7
CMB
+12 (+16 grapple)
CMD
17 (can't be tripped)
Melee
slam +12 (6d6+6 plus 1d6 acid plus grab and poison)
Space
10 ft.
Reach
5 ft.
DR
5/epic
str
18
+4
dex
1
-5
con
22
+6
int
5
-3
wis
12
+1
cha
13
+1

constrict (6d6+4 plus 1d6 acid plus grab and poison)

mythic power (3/day, surge +1d6)

Poison — Slam—injury; save Fort DC 21; frequency 1/round for 4 rounds; effect 1d4 Con; cure 2 consecutive saves.

compression

Control Vermin — A tyrant jelly's spell-like abilities work on mindless vermin that have exoskeletons (bees, centipedes, crabs, flies, wasps, and so on), but not soft-bodied creatures such as leeches, slugs, or worms.

Create Spawn — Slashing weapons, piercing weapons, and electricity attacks deal no damage to a tyrant jelly. Instead, part of the creature splits off into an ochre jelly. This new jelly has 30 hit points and fast healing 5; the tyrant jelly loses 30 hit points when it splits off. The new jelly is under the control of the tyrant jelly. A tyrant jelly with 30 hit points or fewer can't split again, and dies if reduced to 0 hit points. A tyrant jelly can reabsorb an adjacent spawn as a full-round action, destroying the spawn and adding the spawn's current hit points to its own.

Vermin Empathy — A tyrant jelly can improve the attitude of vermin as a druid can with animals. Vermin have a starting attitude of unfriendly.

Universal Monster Rules

Grab
Grab (slam) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (6d6+4 plus 1d6 acid plus grab and poison) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Compression Ex from Universal Monster Rule
The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
Poison (slam) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Control Vermin from text
A tyrant jelly's spell-like abilities work on mindless vermin that have exoskeletons (bees, centipedes, crabs, flies, wasps, and so on), but not soft-bodied creatures such as leeches, slugs, or worms.
Create Spawn from text
Slashing weapons, piercing weapons, and electricity attacks deal no damage to a tyrant jelly. Instead, part of the creature splits off into an ochre jelly. This new jelly has 30 hit points and fast healing 5; the tyrant jelly loses 30 hit points when it splits off. The new jelly is under the control of the tyrant jelly. A tyrant jelly with 30 hit points or fewer can't split again, and dies if reduced to 0 hit points. A tyrant jelly can reabsorb an adjacent spawn as a full-round action, destroying the spawn and adding the spawn's current hit points to its own.
Mythic Power (3/day, surge +1d6) from text
Vermin Empathy from text
A tyrant jelly can improve the attitude of vermin as a druid can with animals. Vermin have a starting attitude of unfriendly.

Feats, Traits & Items

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative

The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Step Up from Feat

Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Weapon Focus (slam) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus
Weapon Focus, Mythic (slam) from Feat

Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain a bonus on attack rolls with your selected weapon equal to half your tier until the end of your turn.

Climb +12, Perception +11

spell-like abilities:
3/day—Charm Monster, 3/day—Giant Vermin, 3/day—Hold Monster, 3/day—Dominate Monster
Details
Type
Ooze
Alignment
N
Size
Large
Environment
any underground
Organization
solitary or nest (1 plus 7–19 giant wasps)
Treasure
standard
Senses
blindsight 60 ft.; Perception +11
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
11 House/Core
View references and cross-links for Tyrant Jelly

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.