Sapphire Jellyfish

CR: 11 XP: 12,800


N Huge vermin (aquatic)


Init: +4 Senses: blindsense 30 ft., darkvision 60 ft. Perception: +1


Defense

AC: 24, touch 12, flat-footed 20 (+4 Dex, +12 natural, –2 size)


hp: 138 (12d8+84)


Fort: +15 Ref: +8 Will: +5


Defensive Abilities: amorphous


DR: 10/piercing or slashing


Immune: electricity, mind-affecting effects


Offense

Speed: swim 30 ft.


Melee: 4 tentacles +15 (1d8+8 plus poison)


Space: 15 ft. Reach: 20 ft.


Special Attacks: electricity blast


Statistics

Str: 26 Dex: 19 Con: 24 Int: — Wis: 12 Cha: 1


Base Atk: +9 CMB: +19 CMD: 33 (can’t be tripped)


Skills: Swim +16


SQ: compression


Ecology

Environment: warm or temperate oceans


Organization: solitary, pack (2–3), or bloom (4–7)


Treasure: none


Description

Electricity Blast (Ex) Once every 1d6 rounds as a standard action, a sapphire jellyfish can discharge a 20-foot-radius blast of electricity, dealing 8d6 points of electricity damage (DC 22 Reflex for half). Any creature that takes damage from this electricity must also make a DC 22 Fortitude save to avoid being staggered for 1d4 rounds.

Poison (Ex) Tentacle—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Dex and 1d4 Con; cure 2 consecutive saves. The save DC is Constitution-based.

Like other giant jellyfish, a sapphire jellyfish is an active hunter. It stores powerful electrical charges in its domelike bell, which is 16 feet in diameter. Its sensory tentacles can trail for twice that length, but the dangerous toxic tentacles are positioned within about 20 feet of the creature’s bell.

Source: Pathfinder Roleplaying Game Bestiary 3