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Giant Marauder Jellyfishby Jamie Baty
X7 29, DMR2 60
Hit Dice: 4d8+8 (26 hp)
Initiative: -2 (-2 Dex)
Speed: swim 10 ft. (2 squares)
Armour Class: 11 (-1 size, -2 Dex, +4 natural), touch 7, flat-footed 11
Base Attack/Grapple: +3/+10
Attack: Tentacle +5 melee (1d10 +3 plus paralysis)
Full Attack: 40 Tentacles +5 melee (1d10 +3 plus paralysis)
Space/Reach: 10 ft. / 5 ft. (up to 100' with tentacle)
Special Attacks: Paralysis
Special Qualities: Darkvision 60ft.
Saves: Fort +6, Ref -1, Will +2
Abilities: Str 16, Dex 6, Con 14, Int -, Wis 13, Cha 3
Skills: Hide +10, Listen +7, Move Silently +2, Spot +7, Swim +11
Feats: Alertness, Stealthy
Environment: Temperate, Warm aquatic
Organisation: Solitary, Pair, or School (2-10)
Challenge Rating: 3
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: -
Giant Marauder 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 marauder measures 10 feet across and has 40 tentacles. Its body is almost transparent, making it nearly undetectable.
Giant marauders attack with their paralysing tentacles. The marauder can use only 1d4 tentacles against each opponent, but it can engage up to 10 opponents at once.
A tentacle can be severed with a single point of cutting damage, but only hits scored on the creature's body count toward its hit point total. Tentacles regenerate in several days.
Paralysis (Ex): Any creature hit by the giant marauder jellyfish's tentacle must make a DC 14 fortitude save (Con based) or be paralysed for 1d10 rounds. A paralysed foe is automatically hit by 1d4 tentacles each and is draw 5' closer to the jellyfish each round it is paralysed. Any creature paralysed that cannot breath underwater may drown.
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 Marauder 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. A Giant Marauder jellyfish also has a +12 racial bonus to all Hide skill checks.