Jellyfish Swarm
All but invisible in the water, this foul swarm of fist-sized jellyfish wriggles and writhes, a virtual wall of stinging tentacles.
Jellyfish Swarm (CR 6)
Diminutive Vermin (Aquatic, Swarm)Alignment: Neutral
Initiative: +1
Senses: Darkvision 60 feet; Perception +0
Speed: Swim 20 feet
Space: 10 feet
Defense
Armor Class: 15, touch 15, flat-footed 14 (+1 Dex, +4 size)Hit Points: 54 (12d8)
Saving Throws: Fort +8, Ref +5, Will +4
Immunity: swarm traits, weapon damage
Offense
Melee: swarm (3d6 plus poison)Reach: 0 feet
Special Attacks: Distraction (DC 16)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
1 (-5) | 13 (+1) | 10 (+0) | - | 10 (+0) | 2 (-4) |
CMB -
CMD -
Feats:
Skills: Swim +9, Stealth +29
- Racial Modifiers: Stealth +16
Special Abilities
Poison (Ex)
- Delivery: Swarm-injury
- Fortitude Save: 16
- Frequency: 1/round for 6 rounds
- Track: Critical Dexterity
- Saves: 2 consecutive saves
Ecology
Environment: Any AquaticOrganization: solitary or bloom (2-8)
Treasure: none
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.