Sapphire Jellyfish

This tremendous, translucent jellyfish glows with blue internal light, and the water around its bell vibrates with an electrical charge.
 

Sapphire Jellyfish (CR 11)

Huge Vermin (Aquatic)
Alignment: Neutral
Initiative: +4
Senses: Blindsense 30 feet, Darkvision 60 feet; Perception +1
  Speed: Swim 30 feet
Space: 15 feet
 

Defense

Armor Class: 24, touch 12, flat-footed 20 (+4 Dex, +12 natural, -2 size)
Hit Points: 138 (12d8+84)
Saving Throws: Fort +15, Ref +8, Will +5
Amorphous,
Damage Reduction: 10/piercing or slashing
Immunity: electricity, mind-affecting effects
 

Offense

Melee: 4 tentacles +15 (1d8+8 plus poison)
Reach: 20 feet
  Special Attacks: electricity blast
 

Statistics

StrDexConIntWisCha
26 (+8) 19 (+4) 24 (+7) - 12 (+1) 1 (-5)
Base Attack Bonus: +9
CMB +19
CMD 33 (can't be tripped)
  Feats:
  Skills: Swim +16
  Languages:
  Special Qualities: Compression

 

Special Abilities

Electricity Blast (Ex)

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 half). Any creature that takes damage from this electricity must also make a DC 23 Fortitude save or be staggered for 1d4 rounds. The save DC is Constitution-based

Poison (Ex)

Tentacle-injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Dex and 1d4 Con; cure 2 consecutive saves. The save DC is Constitution-based.
 

Ecology

Environment: Warm or Temperate Oceans
Organization: solitary, pack (2-3), or bloom (4-7)
Treasure: none

  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.