This transparent jellyfish-like being occasionally flickers with a weird green inner light that steadily flashes on and off.
XP 800 DEFENSE
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural) OFFENSE
Speed 5 ft., fly 30 ft. (average) STATISTICS
Str 16, Dex 13, Con 15, Int 3, Wis 12, Cha 10 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. | Variants
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