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
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
26 (+8) | 19 (+4) | 24 (+7) | - | 12 (+1) | 1 (-5) |
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-basedPoison (Ex)
- Delivery: Tentacle-injury
- Fortitude Save: 23
- Frequency: 1/round for 6 rounds
- Track: Critical Dexterity, Critical Constitution
- Saves: 2 consecutive saves
Ecology
Environment: Warm or Temperate OceansOrganization: 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.