Library / Bestiary
Jellyfish, Sapphire
CR
11.00
Vermin
N
Huge
HD 12
This tremendous, translucent jellyfish glows with blue internal light, and the water around its bell vibrates with an electrical charge.
Description
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.
Combat Stats
HP
138 (12d8+84)
AC
24, touch 12, flat-footed 20 (+4 Dex, +12 natural, -2 size)
Init
+4
Speed
swim 30 ft.
Fort
+15
Ref
+8
Will
+5
BAB
+9
CMB
+19
CMD
33 (can't be tripped)
- Melee
- 4 tentacles +15 (1d8+8 plus poison)
- Space
- 15 ft.
- Reach
- 20 ft.
- DR
- 10/piercing or slashing
- Defensive Abilities
- amorphous
Ability Scores
str
26
+8
dex
19
+4
con
24
+7
int
-
wis
12
+1
cha
1
-5
Special Attacks
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.
Special Qualities
Special Abilities
Universal Monster Rules
Amorphous
Ex
from Universal Monster Rule
The creature's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits.
Compression
Ex
from Universal Monster Rule
The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
Poison
(tentacles)
Ex
from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.
Special Abilities
Electricity Blast
from text
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.
Skills
Swim +16
Details
- 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
Tags
OGL 1.0a Notice.
Pathfinder-derived Open Game Content on this page is used under the
Open Game License v1.0a and Section 15 notice.