Swarm, Jellyfish
Jellyfish often cluster together during springtime or when environmental conditions such as an increase in ocean temperature favor it. When conditions are right, jellyfish shift from being a nuisance to being a menace, if accidentally so, for a jellyfish swarm, unlike more aggressive monstrous kin like the giant jellyfish, comprises not aggressive hunters but rather opportunistic strikers. They do not generally move to attack nearby prey, but their nearly translucent coloration makes it horrifically easy for a creature to swim into a swarm unawares. Once a jellyfish swarm deals damage to a creature, the swarm pursues it for several rounds before giving up the chase. Many aquatic races use jellyfish swarms as defensive guardians, trusting a swarm's lack of interest in moving to keep it stationary for long periods of time.
- HP
- 54 (12d8)
- AC
- 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
- Speed
- swim 20 ft.
- Init
- +1
- Melee
- swarm (3d6 plus poison)
- Space
- 10 ft.
- Reach
- 0 ft.
- BAB
- +9
- CMB
- -
- CMD
- &mdash
- Fort
- +8
- Ref
- +5
- Will
- +4 {# monster-refactor-plan-v3.md Bucket B -- resist/immune/vulnerable were never rendered at all before defenses_for_display was wired for Monster (raw immune/weaknesses had no display line either); dr/sr/senses stay as the raw stat-block prose above/below since those already render and this avoids showing the same fact twice. #}
- Racial Modifiers
- Stealth +16
distraction (DC 16)
Swim +9, Stealth +29
- Type
- Vermin
- Alignment
- N
- Size
- Diminutive
- Environment
- any aquatic
- Organization
- solitary or bloom (2-8)
- Treasure
- none
- Senses
- darkvision 60 ft.; Perception +0
- Source
- Bestiary 2
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