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Giant Death's Head Jellyfish

by Jamie Baty

MMC 67
Large Vermin
Hit Dice: 6d8+12 (39 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: swim 15 ft. (3 squares)
Armour Class: 13 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +4/+13
Attack: Tentacle +8 melee (1d12 +5 plus poison)
Full Attack: 24 Tentacle +8 melee (1d12 +5 plus poison)
Space/Reach: 10 ft. /5 ft. (up to 100ft with tentacle)
Special Attacks: Poison
Special Qualities: Darkvision 60ft.
Saves: Fort +7, Ref +1, Will +4
Abilities: Str 20, Dex 8, Con 14, Int -, Wis 14, Cha 4
Skills: Hide -5, Listen +13, Spot +13, Swim +13
Feats: Alertness, Endurance, Improved Initiative
Environment: Temperate, Warm aquatic
Organisation: Solitary, Pair, or School (2-5)
Challenge Rating: 5
Treasure: Half Standard
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

Giant Death's Head jellyfish are nearly transparent creatures and possess stinging tentacles up to 100 feet long. The tentacles look like weeds hanging down in the water, but these giant jellyfish can manipulate their tentacles to attack prey.
Giant jellyfish stay afloat by storing air in one or more large bladders, which make up the majority of their bodies. They float on or near the surface of the ocean.
The death's head takes its name from a pattern on its body that resembles a skull. The jellyfish measures 14 feet across and has 24 tentacles, Its body is midnight blue, and the characteristic death's head mark ranges from yellow to fluorescent green.
Many sailors harbour a superstitious fear of the Death's Head. If one is spotted at night, it is believed to be a portent of someone's death.

Combat
This aggressive jellyfish initiates attacks. It can bring ld6 tentacles to bear against an opponent, and can engage up to four opponents. The poison of the death's head is very dangerous.

Poison (Ex): Any creature hit by the giant death's head jellyfish's tentacle must make a DC 15 fortitude save (Con based) or take 1d6 Con damage (both primary and secondary). Even if the save is successful, the character still takes -4 penalty to all rolls for the next 10-30 minutes (this penalty is not cumulative).

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: A Giant Death's Head 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.