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Giant JellyfishCreature 7


NLargeAnimalAquaticMindless
Source Pathfinder Bestiary 2
Perception +12 (darkvision)
Languages none
Skills Acrobatics +15, Athletics +17, Stealth +15
Str +6, Dex +4, Con +6, Int -5, Wis +0, Cha -5

AC 15; Fort +17; Reflex +15; Will +1;
HP 165
Speed 0 feet (swim 20 feet)
Immunities mental, precision
Weaknesses Piercing 5, Slashing 5
Resistances Bludgeoning 10, Poison 10

Tentacle One Action +18 (+14, +10) to hit (agile, reach 20) 2d8+8 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Jellyfish Venom (poison)

Saving Throw DC 25 fortitude

Maximum Duration 6 rounds

Stage 1 2d8 poison damage and Clumsy 1 (1 round)

Stage 2 3d6 poison damage and Clumsy 2 (1 round)

Stage 3 2d10 poison damage and Paralyzed (1 round)

Squeeze

A giant jellyfish can fit into tight spaces as if it were a Medium creature. It can move at its full Speed while Squeezing.


Unlike its smaller cousins, the giant jellyfish is an active predator that chases down its prey through reefs or open water. It can even squeeze its enormous bell-shaped body into the tight confines of shipwrecks to drape its mane of tentacles across the exposed flesh of its prey.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.