Jellyfish, Sapphire
Like 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.
- HP
- 138 (12d8+84)
- AC
- 24, touch 12, flat-footed 20 (+4 Dex, +12 natural, -2 size)
- Speed
- swim 30 ft.
- Init
- +4
- Melee
- 4 tentacles +15 (1d8+8 plus poison)
- Space
- 15 ft.
- Reach
- 20 ft.
- BAB
- +9
- CMB
- +19
- CMD
- 33 (can't be tripped)
- Fort
- +15
- Ref
- +8
- Will
- +5
- DR
- 10/piercing or slashing
- Defensive Abilities
- amorphous
Electricity Blast — 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. The save DC is Constitution-based.
Swim +16
- Type
- Vermin
- Alignment
- N
- Size
- Huge
- Environment
- warm or temperate oceans
- Organization
- solitary, pack (2-3), or bloom (4-7)
- Treasure
- none
- Senses
- blindsense 30 ft., darkvision 60 ft.; Perception +1
- Source
- Bestiary 3
Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.
This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.
How publishing works Browse worldsLoading references...