Gelatinous Cube

CREATURE 3

n large mindless ooze 

Perception +5; motion sense 60 feet, no vision

Skills Athletics +11 (+13 to Shove)

Str +4 Dex -5 Con +5 Int -5 Wis +0 Cha -5

Motion Sense A sewer ooze can sense nearby motion through vibration and air movement.

Transparent A gelatinous cube is so clear that it's difficult to spot. A successful DC 23 Perception check is required to notice a stationary cube, and a creature must be Searching to attempt this check. A creature that walks into the cube is automatically Engulfed (this usually causes the GM to call for initiative).

AC  10; Fort +12, Ref +0, Will +5

HP 90; Immunities acid, mental, precision, critical hits, unconscious, visual

Speed 15 feet

Melee [>] cube face +11, Damage 1d6 acid plus paralysis

Engulf [>>] DC 19, 2d6 acid, Escape DC 19, Rupture 7. A creature Engulfed by the gelatinous cube must also attempt a saving throw against paralysis.

Paralysis (incapacitation) A creature Engulfed by the cube or hit by its attack is paralyzed unless it succeeds at a DC 20 Fortitude save. A victim can attempt a new save to recover at the end of each of its turns.

Weak Acid A gelatinous cube's acid damages only organic material—not metal, stone, or other inorganic substances.

Bestiary, page 254. Expanded in LOIL.

Open Gelatinous Cube in the interactive creatures list or browse all creatures starting with G.