A translucent blue and nearly invisible in water, this cube-shaped jellyfish has four distinct sides and trails dozens of extremely long tentacles.
Speed swim 60 ft.
Str 21, Dex 13, Con 14, Int --, Wis 10, Cha 2
A sea wasp can entangle a creature up to two sizes smaller than itself with its tentacles with a successful CMB check. An entangled opponent suffers tentacle damage and the effect of its poison each round the hold is maintained. An entangled creature still receives a save to avoid the effects of its poison. While a foe is entangled, the sea wasp cannot attack any other creature.
Sting--injury; save Fort DC 20; frequency 1/round for 1d6 rounds; effect 1d8 Con damage; cure 3 consecutive saves. The DC of the save is Constitution-based.
A monstrous sea wasp can jet backward once per round as a full-round action at a speed equal to four times its swim speed. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Monstrous sea wasps can automatically sense the location of anything within 60 feet that is in contact with water.