Jellyfish, Sapphire JellyfishThis tremendous, translucent jellyfish glows with blue internal light, and the water around its bell vibrates with an electrical charge.Sapphire Jellyfish CR 11Source Bestiary 3 pg. 155 XP 12,800 N Huge vermin (aquatic) Init +4; Senses blindsense 30 ft., darkvision 60 ft.; Perception +1DefenseAC 24, touch 12, flat-footed 20 (+4 Dex, +12 natural, –2 size) hp 138 (12d8+84) Fort +15, Ref +8, Will +5 Defensive Abilities amorphous; DR 10/piercing or slashing; Immune electricity, mind-affecting effectsOffenseSpeed swim 30 ft. Melee 4 tentacles +15 (1d8+8 plus poison) Space 15 ft., Reach 20 ft. Special Attacks electricity blastStatisticsStr 26, Dex 19, Con 24, Int —, Wis 12, Cha 1 Base Atk +9; CMB +19; CMD 33 (can’t be tripped) Skills Swim +16 SQ compressionEcologyEnvironment warm or temperate oceans Organization solitary, pack (2–3), or bloom (4–7) Treasure noneSpecial AbilitiesElectricity Blast (Ex) Once every 1d6 rounds as a standard action, a sapphire jellyfish can discharge a 20-foot-radius blast of electricity, dealing 8d6 points of electricity damage (DC 23 Reflex for half). Any creature that takes damage from this electricity must also make a DC 23 Fortitude save to avoid being staggered for 1d4 rounds.
Poison (Ex) Tentacle—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Dex and 1d4 Con; cure 2 consecutive saves. The save DC is Constitution-based.DescriptionLike other giant jellyfish, a sapphire jellyfish is an active hunter. It stores powerful electrical charges in its domelike bell, which is 16 feet in diameter. Its sensory tentacles can trail for twice that length, but the dangerous toxic tentacles are positioned within about 20 feet of the creature’s bell.Creatures in "Jellyfish" Category
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