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Giant JellyfishCreature 7


LargeAnimalAquaticMindless
Source Pathfinder Monster Core 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 critical hits, precision
Weaknesses Piercing 5, Slashing 5
Resistances Bludgeoning 5, Poison 10

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

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.


Many varieties of jellyfish drift through the world's oceans, feeding on fish and other tiny marine creatures. However, deadly species of monstrous jellyfish pose a threat to unwary swimmers and sailors alike. Note that while jellyfish are animals, they also have the mindless trait because they lack a centralized nervous system.


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.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

Aquatic

Aquatic 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.

Mindless

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