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Jelly, Marsh, Jubilex-Touched

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

Jubilex-Touched Marsh Jelly CR 11

XP 12,800
CE Large aberration (chaotic, evil, extraplanar)
Init +5; Senses darkvision 60 ft., scent; Perception +29

DEFENSE

AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
hp 142 (15d8+75)
Fort +10, Ref +8, Will +10
DR 10/slashing or piercing and good; Resist acid 10, cold 10, fire 10; SR 22

OFFENSE

Speed 5 ft., fly 30 ft. (average)
Melee 4 tentacles +18 (1d8+7 plus 1d6 acid and poison)
Space 10 ft.; Reach 10 ft.
Special Attacks death throes, disorienting glow (DC 22), poison (DC 22)

STATISTICS

Str 24, Dex 12, Con 20, Int 10, Wis 12, Cha 10
Base Atk +11; CMB +19; CMD 30 (can't be tripped)
Feats Alertness, Flyby Attack, Hover, Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Stealthy, Weapon Focus (tentacle)
Skills Escape Artist +3, Fly +17, Intimidate +18, Perception +29, Sense Motive +3, Stealth +19
Languages telepathy 100 ft.

SPECIAL ABILITIES

Death Throes (Ex)

A Jubilex-touched marsh jelly deals 3d6 points of acid damage and 3d6 points of profane damage to anything within 10 feet when it is killed. A successful DC 22 Reflex save reduces the acid damage by half (but does not reduce the profane damage).

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 22 Will save or be dazzled for 1d4 rounds. The save DC is Constitution-based.

Poison (Ex)

Tentacle--injury; save DC 22; frequency 1/ round for 4 rounds; effect 1d2 Dexterity damage; cure 2 consecutive saves. The save DC is Constitution-based.

Base Creature