Monsters / Gelatinous Cube
Gelatinous Cube
CR 3 - 800 XP - N Large Ooze
Stat block
AC4 (touch 4, flat-footed 4)HP50 (4d8+32)SavesFort +9, Ref +-4, Will +-4Meleeslam +2 (1d6 plus 1d6 acid)Speed15 ft.AbilitiesStr 10, Dex 1, Con 26, Int -, Wis 1, Cha 1BAB / CMB / CMD+3 / +4 / 9Sensesblindsight 60 ft.; Perception -5Environmentany
immune electricityimmune ooze traits
Combat brain - every behavior cites its line (2 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
mindless (from intelligence)
Int - (no Intelligence score)
Int - (no Intelligence score)
bruiser (from abilities)
abilities: Str 10 over Dex 1 - plant and full-attack, soak the hits
abilities: Str 10 over Dex 1 - plant and full-attack, soak the hits
On-hit riders and breath
paralysis
engulf
From the entry
A gelatinous cube's acid does not harm metal or stone.
Although it moves slowly, a gelatinous cube can simply engulf Large or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 12 Reflex save to avoid being engulfed-on a success, they are pushed back or aside (opponent's choice) as the cube moves forward. Engulfed creatures are subject to the cube's paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.
A gelatinous cube secretes a...