Jellyfish Swarm

All but invisible in the water, this foul swarm of fist-sized jellyfish wriggles and writhes, a virtual wall of stinging tentacles.

CR: 6 XP: 2,400


N Diminutive vermin (aquatic, swarm)


Init: +1 Senses: darkvision 60 ft. Perception: +0


Defense

AC: 13, touch 13, flat-footed 12 (+1 Dex, +2 size)


hp: 54 (12d8)


Fort: +8 Ref: +5 Will: +4


Immune: swarm traits, weapon damage


Offense

Speed: swim 20 ft.


Melee: swarm (3d6 plus distraction and poison)


Space: 10 ft. Reach: 0 ft.


Special Attacks: distraction (DC 16)


Statistics

Str: 1 Dex: 13 Con: 10 Int: — Wis: 10 Cha: 2


Base Atk: +9 CMB: — CMD: —


Skills: Swim +4, Stealth +29, Racial Modifiers Stealth +16


Ecology

Environment: any aquatic


Organization: solitary or bloom (2–8)


Treasure: none


Description

Poison (Ex) Swarm–injury; save Fort DC 16; frequency 1/ round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves. Jellyfish often cluster together during springtime or when environmental conditions such as an increase in ocean temperature favor it. When conditions are right, jellyfish shift from being a nuisance to being a menace, if accidentally so, for a jellyfish swarm, unlike more aggressive monstrous kin like the giant jellyfish, comprises not aggressive hunters but rather opportunistic strikers. They do not generally move to attack nearby prey, but their nearly translucent coloration makes it horrifically easy for a creature to swim into a swarm unawares. Once a jellyfish swarm deals damage to a creature, the swarm pursues it for several rounds before giving up the chase. Many aquatic races use jellyfish swarms as defensive guardians, trusting a swarm’s lack of interest in moving to keep it stationary for long periods of time.

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Source: Pathfinder Roleplaying Game Bestiary 2