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Pathfinder

Compendium

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Sapphire Jellyfish

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This tremendous, translucent jellyfish glows with blue internal light, and the water around its bell vibrates with an electrical charge.

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.

Special Abilities

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 23 Reflex for half). Any creature that takes damage from this electricity must also make a DC 23 Fortitude save to avoid being staggered for 1d4 rounds. The save DC is Constitution-based.

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.

Attributes

AC
24, Touch 12, Flat-footed 20 (+4 Dex, +12 Natural, -2 Size)
Alignment
N
Base Atk
+9
CMB
+19
CMD
33 (Can't Be Tripped)
CR
CR 11
Cha
1
Con
24
Creature Type
Vermin (Aquatic)
DR
10/piercing Or Slashing
Defensive Abilities
Amorphous
Dex
19
Environment
Warm Or Temperate Oceans
Fort
+15
HP
138 (12d8+84)
Immune
Electricity, Mind-affecting Effects
Init
N Huge Vermin ( Aquatic ) +4
Int
&Mdash;
Melee
4 Tentacles +15 (1d8+8 Plus Poison )
Organization
Solitary, Pack (2-3), Or Bloom (4-7)
Reach
20 Ft.
Ref
+8
SQ
Compression
Senses
Blindsense 30 Ft., Darkvision 60 Ft.; Perception +1
Size
Huge
Skills
Swim +16
Space
15 Ft.
Special Attacks
Electricity Blast
Speed
Swim 30 Ft.
Str
26
Treasure
None
Will
+5
Wis
12
XP
12,800
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