The bell of this enormous amber jellyfish is as large as a carriage. A sinister bloom of tentacles dangles and writhes below.
Jellyfish, Giant CR 7
N Large vermin (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +0
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
Speed swim 20 ft.
Melee 4 tentacles +9 (1d6+4 plus poison)
Space 10 ft.; Reach 15 ft.
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
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.
Environment any oceans
Organization solitary, pack (2–5), or bloom (6–12)
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.
Section 15: Copyright Notice
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.