Giant Jellyfish
CR: 7 XP: 3,200
N Large vermin (aquatic)
Init: +2 Senses: darkvision 60 ft. Perception: +0
Defense
AC: 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp: 94 (9d8+54)
Fort: +12 Ref: +5 Will: +3
Defensive Abilities: amorphous
DR: 10/ piercing or slashing
Immune: mind- affecting effects
Offense
Speed: swim 20 ft.
Melee: 4 tentacles +9 (1d6+4 plus poison)
Space: 10 ft. Reach: 15 ft.
Statistics
Str: 18 Dex: 15 Con: 22 Int: — Wis: 11 Cha: 1
Base Atk: +6 CMB: +11 CMD: 23 (can’t be tripped)
Skills: Swim +12
SQ: compression
Ecology
Environment: any oceans
Organization: solitary, pack (2–5), or bloom (6–12)
Treasure: None
Description
Poison (Ex) Tentacles—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 consecutive saves. The save DC is Constitution based. Unlike its smaller cousins, the giant jellyfish is an active predator that seeks out prey. Capable of slithering through narrow cracks, a giant jellyfish is a horrifying beast to encounter lurking in the hold of a flooded or sunken ship. Other species of these vermin exist, as summarized on the following table—these variants often have different types of poison or other abilities like translucency or constriction.
Species CR Size HD Death’s head jellyfish Small Crimson jellyfish Medium Sapphire jellyfish Huge Vampire jellyfish Gargantuan
