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Swarm, Jellyfish

CR 6.00 Vermin N Diminutive HD 12
All but invisible in the water, this foul swarm of fist-sized jellyfish wriggles and writhes, a virtual wall of stinging tentacles.

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)
Init
+1
Speed
swim 20 ft.
Fort
+8
Ref
+5
Will
+4
BAB
+9
CMB
-
CMD
&mdash
Melee
swarm (3d6 plus poison)
Space
10 ft.
Reach
0 ft.
Racial Modifiers
Stealth +16
str
1
-5
dex
13
+1
con
10
+0
int
-
wis
10
+0
cha
2
-4

distraction (DC 16)

Universal Monster Rules

Distraction (DC 16) Ex from Universal Monster Rule
A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + the 1/2 creature's HD + the creature's Con modifier) negates the effect.
Poison (swarm) 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.

Swim +9, Stealth +29

Details
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
Source

Bestiary 2

Attribution

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.

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