Pathfinder RPG Reference Document
Pathfinder Reference Document

Jellyfish, Death's Head

This long-tentacled jellyfish has a wide bell with a vaguely skull-shaped pattern on it.

Death's Head Jellyfish CR 1

XP 400

N Small vermin (aquatic)

Init +3; Senses darkvision 60 ft.; Perception +0

Defense

AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)

hp 15 (2d8+6)

Fort +6, Ref +3, Will +0

Defensive Abilities amorphous; DR 5/piercing or slashing; Immune mind-affecting effects

Offense

Speed swim 20 ft.

Melee 2 tentacles +3 (1d3+1 plus poison)

Space 5 ft.; Reach 10 ft.

Statistics

Str 12, Dex 17, Con 16, Int —, Wis 10, Cha 1

Base Atk +1; CMB +1; CMD 14 (can't be tripped)

Skills Swim +9

SQ compression

Ecology

Environment any oceans

Organization solitary, pack (2–5), or bloom (6–13)

Treasure none

Special Abilities

Poison (Ex) Tentacle—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1 Con and 1 Cha; cure 2 consecutive saves. If a creature fails two consecutive saving throws, its jaw locks, its tongue swells, and its lips pull back, making speech impossible. This condition ends when the Charisma damage is healed.

Most common in warm or temperate waters, the death's head jellyfish is an aggressive predator. The creature derives its name from the pattern on its 4-foot-wide bell and from the poison it delivers with its tentacles. Those unfortunate enough to be subjected to this toxin develop rigor of the facial muscles that results in a wide-eyed grimace if left untreated.

Jellyfish, Sapphire

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

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

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 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.