Ochre Jelly
CREATURE 5Ochre jellies are animate masses of protoplasm with a sickly combination of yellow, orange, and brown hues. Their acidic bodies dissolve flesh but leave other materials, including a victim's gear and bones, intact. Some ancient cultures would entomb bodies in stone sarcophaguses with ochre jellies to allow the ooze to break down the flesh and clean and polish the bones.
Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.
A ochre jelly can sense nearby motion through vibration and air movement.
Whenever an ochre jelly is hit by an attack or effect that would deal slashing, piercing, or electricity damage and the ochre jelly has at least 10 HP, the jelly splits into two identical jellies with half the original's HP.
One jelly is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push).
1d8+3 bludgeoning damage plus 2d4 acid damage, DC 23 basic Fortitude save
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
An ochre jelly's acid damages only flesh-not bone, stone, wood, or other materials.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.