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Jelly, Marsh

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This transparent jellyfish-like being occasionally flickers with a weird green inner light that steadily flashes on and off.

Marsh Jelly CR 3

XP 800
N Medium aberration
Init +5; Senses darkvision 60 ft., scent; Perception +10

DEFENSE

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 32 (5d8+10)
Fort +3, Ref +2, Will +5
DR 5/piercing or slashing

OFFENSE

Speed 5 ft., fly 30 ft. (average)
Melee 4 tentacles +6 (1d6+3 plus poison)
Special Attacks death throes, disorienting glow

STATISTICS

Str 16, Dex 13, Con 15, Int 3, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 17 (can't be tripped)
Feats Improved Initiative, Skill Focus (Perception), Stealthy
Skills Escape Artist +3, Fly +5, Perception +10, Stealth +7

SPECIAL ABILITIES

Death Throes (Ex)

When slain, a marsh jelly explodes in a blast of acid that deals 2d6 points of acid damage to anything within 10 feet. A successful DC 14 Reflex save reduces the damage by half. The save DC is Constitution-based.

Disorienting Glow (Ex)

When a marsh jelly first takes damage, its body begins pulsating and flashing rapidly, emitting an eerie greenish glow. Creatures viewing a pulsating marsh jelly must succeed on a DC 14 Will save or be dazzled for 1d4 rounds. The save DC is Constitution-based.

Poison (Ex)

Tentacle--injury; save DC 14; frequency 1/ round for 4 rounds; effect 1d2 Dexterity damage; cure 2 consecutive saves. The save DC is Constitution-based.