Dewdrop JellyCreature 1
Source Pathfinder Rage of Elements
Perception +7 (darkvision)
Languages Thalassic
Skills Athletics +6, Stealth +7
Str +2, Dex +3, Con +3, Int -4, Wis +1, Cha +0
AC 16; Fort +7; Reflex +10; Will +4;
HP 20
Speed 0 feet (fly 20 feet, swim 50 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Fire 5
Tentacle
+8 (+3, -2) to hit (unarmed) 1d6+2 BludgeoningDissolve

Trigger The dewdrop jelly takes damage from a hostile action
Effect The dewdrop jelly dissolves into a fine mist. Until the start of the jelly's next turn, it can't be attacked or targeted and doesn't take up space. At the end of the round, the jelly re-forms in any open space within 25 feet of where it Dissolved.
Overflow
(move)The dewdrop jelly flattens its bell and shoots forward, Flying or Swimming twice in a straight line toward its target and attempting a tentacle Strike. On a success, the dewdrop attaches to the target's face, covering its mouth in the suspended water of its gelatinous body. If the target cannot breathe water, it begins to drown. The DC to [/act escape dc=16] is 16.
Dewdrop jellies are small water elementals resembling jellyfish made of gelatinous bubbles. They typically travel in small schools, floating through the air or swimming through the endless seas of their home plane. When threatened, the jellies discorporate into a thin, vaporous mist, reconstituting into their bubble shape only after the danger has passed. Their clever elusiveness makes them hard to find, leading some to claim that dewdrop jellies are mythical flights of fancy told to entertain children.
Traits
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.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.