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Gelatinous Cube

Gelatinous Cube Creature3

N Large Mindless Ooze

Senses 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 As sewer ooze.

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, critical hits, mental, precision, unconscious, visual; Resistances electricity 5

Speed 15 feet

Melee [one-action] cube face +11, Damage 1d6 acid plus paralysis

Engulf [two-actions] 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.


Found underground or in dungeons, these quivering cubes of slime continuously scour their domain for food. The acid in their bodies is weak enough that many gelatinous cubes still contain the gear of their victims, as they’re unable to break them down.

Section 15: Copyright Notice

Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.