Thunder Jelly
Large • Ooze • Unaligned
Armor Class 8
Hit Points 76 (9d10 + 27)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 8 (-1) | 16 (+3) | 2 (-4) | 6 (-2) | 1 (-5) |
Damage Immunities bludgeoning; force, thunder
Condition Immunities charmed, deafened, exhaustion, frightened, grappled, prone, restrained
Senses blindsight 60 ft., passive Perception 8
Languages -
CR 4 (XP 1,100; PB +2)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Bouncy. The ooze doesn't take fall damage.
Kinetic Absorption. Whenever a creature hits the ooze with an attack roll, it gains 1 Kinetic Charge. Additionally, whenever the ooze is subjected to bludgeoning, force, or thunder damage, it gains 2 Kinetic Charges. The ooze can have a maximum of 6 charges.
Newtonian Fluid. While the ooze has 4 or more Kinetic Charges, its speed is halved, and its Armor Class is increased by 8.
Unusual Nature. The ooze doesn't require air or sleep.
ACTIONS
Pseudopod. Melee Weapon Attack: +5, reach 5 ft. Hit: 19 (3d10 + 3) bludgeoning damage. The ooze can expend any number of Kinetic Charges to deal an additional 3 (1d6) thunder damage per charge.
Kinetic Blast (3 Kinetic Charges). Constitution Saving Throw: DC 13, each creature in a 15-foot emanation originating from the ooze. Failure: 16 (3d10) thunder damage. Success: Half damage.
BONUS ACTIONS
Kinetic Lurge. The ooze can expend any number of Kinetic Charges to jump up to 10 feet per charge. This movement doesn't provoke opportunity attacks.
REACTIONS
Rebound. Trigger: The ooze is hit by an attack roll from a creature within 5 feet of it. Response - Strength Saving Throw: DC 13, the attacker. Failure: The target is knocked prone. If the target is Large or smaller, the ooze also moves into its space, and the target can't stand up while the ooze remains in its space.
Thunder Jelly
Large • Ooze • Unaligned
Armor Class 8
Hit Points 37 (5d10 + 10)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 8 (-1) | 14 (+2) | 2 (-4) | 6 (-2) | 1 (-5) |
Damage Immunities bludgeoning; force, thunder
Condition Immunities charmed, deafened, exhaustion, frightened, grappled, prone, restrained
Senses blindsight 60 ft., passive Perception 8
Languages -
CR 1 (XP 200; PB +2)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Bouncy. The ooze doesn't take fall damage.
Kinetic Absorption. Whenever a creature hits the ooze with an attack roll, it gains 1 Kinetic Charge. Additionally, whenever the ooze is subjected to bludgeoning, force, or thunder damage, it gains 2 Kinetic Charges. The ooze can have a maximum of 6 charges.
Newtonian Fluid. While the ooze has 4 or more Kinetic Charges, its speed is halved, and its Armor Class is increased by 8.
Unusual Nature. The ooze doesn't require air or sleep.
ACTIONS
Pseudopod. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (1d10 + 2) bludgeoning damage. The ooze can expend any number of Kinetic Charges to deal an additional 2 (1d4) thunder damage per charge.
Kinetic Blast (3 Kinetic Charges). Constitution Saving Throw: DC 12, each creature in a 15-foot emanation originating from the ooze. Failure: 9 (2d8) thunder damage. Success: Half damage.
BONUS ACTIONS
Kinetic Lurge. The ooze can expend any number of Kinetic Charges to jump up to 10 feet per charge. This movement doesn't provoke opportunity attacks.
REACTIONS
Rebound. Trigger: The ooze is hit by an attack roll from a creature within 5 feet of it. Response - Strength Saving Throw: DC 12, the attacker. Failure: The target is knocked prone. If the target is Large or smaller, the ooze also moves into its space, and the target can't stand up while the ooze remains in its space.
Thunder Jelly
Large • Ooze • Unaligned
Armor Class 8
Hit Points 123 (13d10 + 52)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 8 (-1) | 18 (+4) | 2 (-4) | 6 (-2) | 1 (-5) |
Damage Immunities bludgeoning; force, thunder
Condition Immunities charmed, deafened, exhaustion, frightened, grappled, prone, restrained
Senses blindsight 60 ft., passive Perception 8
Languages -
CR 7 (XP 2,900; PB +3)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Bouncy. The ooze doesn't take fall damage.
Kinetic Absorption. Whenever a creature hits the ooze with an attack roll, it gains 1 Kinetic Charge. Additionally, whenever the ooze is subjected to bludgeoning, force, or thunder damage, it gains 2 Kinetic Charges. The ooze can have a maximum of 6 charges.
Newtonian Fluid. While the ooze has 4 or more Kinetic Charges, its speed is halved, and its Armor Class is increased by 8.
Unusual Nature. The ooze doesn't require air or sleep.
ACTIONS
Pseudopod. Melee Weapon Attack: +7, reach 5 ft. Hit: 36 (5d12 + 4) bludgeoning damage. The ooze can expend any number of Kinetic Charges to deal an additional 3 (1d8) thunder damage per charge.
Kinetic Blast (3 Kinetic Charges). Constitution Saving Throw: DC 15, each creature in a 15-foot emanation originating from the ooze. Failure: 26 (4d12) thunder damage. Success: Half damage.
BONUS ACTIONS
Kinetic Lurge. The ooze can expend any number of Kinetic Charges to jump up to 10 feet per charge. This movement doesn't provoke opportunity attacks.
REACTIONS
Rebound. Trigger: The ooze is hit by an attack roll from a creature within 5 feet of it. Response - Strength Saving Throw: DC 15, the attacker. Failure: The target is knocked prone. If the target is Large or smaller, the ooze also moves into its space, and the target can't stand up while the ooze remains in its space.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
