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    Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Vermin‎ > ‎Jellyfish‎ > ‎

    Jellyfish, Sapphire

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

    Sapphire Jellyfish CR 11

    XP 12,800
    N Huge vermin (aquatic)
    Init +4; Senses blindsense 30 ft., darkvision 60 ft.; Perception +1

    DEFENSE

    AC 24, touch 12, flat-footed 20 (+4 Dex, +12 natural, -2 size)
    hp 138 (12d8+84)
    Fort +15, Ref +8, Will +5
    Defensive Abilities amorphous, DR 10/piercing or slashing; Immune electricity, mind-affecting effects

    OFFENSE

    Speed swim 30 ft.
    Melee 4 tentacles +15 (1d8+8 plus poison)
    Space 15 ft.; Reach 20 ft.
    Special Attacks electricity blast

    STATISTICS

    Str 26, Dex 19, Con 24, Int —, Wis 12, Cha 1
    Base Atk +9; CMB +19; CMD 33 (can't be tripped)
    Skills Swim +16
    SQ 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 22 Reflex for half). Any creature that takes damage from this electricity must also make a DC 22 Fortitude save to avoid being staggered for 1d4 rounds.

    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.

    Editor's Note
    As seems to be common for Bestiary 3, this does not indicate Ability Damage or Drain.