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Jellyfish, Agrisianby Jamie Baty
Hit Dice: 8d8+16 (52 hp)
Initiative: +2 (-2 Dex, +4 Improved Initiative)
Speed: swim 20 ft. (4 squares)
Armour Class: 9 (-1 size, -2 Dex, +2 natural), touch 7, flat-footed 9
Base Attack/Grapple: +6/+14
Attack: Sting +9 melee (2d8 +4)
Full Attack: Sting +9 melee (2d8 +4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Envelopment, improved grab, paralysis
Special Qualities: Darkvision 60ft.
Saves: Fort +8, Ref +0, Will +5
Abilities: Str 18, Dex 6, Con 14, Int 0, Wis 13, Cha 3
Skills: Hide -6, Listen +1, Spot +5, Swim +16
Feats: Endurance, Improved Initiative, Iron Will
Environment: Any aquatic
Organisation: Solitary, or Cluster (2-10)
Challenge Rating: 7
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -
The blob of flesh floating near your boat has an eerie glow to it. As it approaches, you see pulsing veins and organs within the mass. Tangled in the blob's mass of stingers is the last swimmer it encountered.
These giant aquatic creatures are non-intelligent blobs of flesh measuring from 10 to 30 feet in diameter. They are nearly transparent; glowing veins and organs can be seen pulsing within them.
Agrisian jellyfish are carnivorous and will eat virtually anything that swims, including adventurers. They emit a ghostly light that attracts fish and other creatures to them.
Though they can be encountered in the open sea on rare occasions, Agrisian jellyfish are native to Lake Agrisa. Due to volcanic activity on its bottom, the lake is unnaturally warm. Fog banks continuously swirl on its surface. The volcanic activity also causes whirlpools strong enough to capsize small vessels. Agrisian jellyfish ride these twisting "thermals" up from the bottom. Because of their eerie glow, the jellyfish can be seen circling the water in these areas. The fishermen of Lake Agrisa realise these "swarms" of jellyfish mark the boundaries of the whirlpools and avoid them. However, curiosity often gets the best of less knowledgeable sailors, who are attracted by the glowing blobs and become stuck in the whirlpools.
An Agrisian jellyfish typically envelopes its prey, then stings it into submission. Anyone stung by a jellyfish may be rendered paralysed and unconscious for 2d6 rounds. Unconscious characters usually drown in short order.
Envelopment (Ex): Any creature held by the Agrisian jellyfish may be enveloped. An enveloped creature is moved under the jellyfish, remains held, and automatically takes stinger damage each round. Once a creature is enveloped, the Agrisian jellyfish is free to attack another creature.
Improved Grab (Ex): To use this ability, an Agrisian jellyfish must hit an opponent of any size with its attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. The Agrisian jellyfish may envelope any held creature.
Paralysis (Ex): Any creature hit by the Agrisian jellyfish's stinger attack must make a DC 16 fortitude save or be paralysed and unconscious for 2d6 rounds.
Vermin Traits: Vermin are mindless - they have no intelligence score and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Skills: An Agrisian jellyfish gains a +8 racial bonus to any swim check. It may always take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.