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Skrik Nettle

A delicate-looking creature floats silently in midair. Resembling a large jellyfish, it has a fringe of bird’s feathers around its quivering central mass and long tentacles trailing from its center, with each tentacle ending in a snapping beak. It sings to itself as it flies, each beak making a different note in an eerie harmony.

skrik nettle CR 6

XP 2,400
N Large magical beast (extraplanar)
Init +7; Senses blindsight 30 ft.; Perception +12


AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +11, Will +3


Speed 10 ft., fly 30 ft. (perfect)
Melee 3 bites +11 (1d6+4 plus poison)
Space 10 ft.; Reach 15 ft.
Special Attacks poison


Str 18, Dex 17, Con 16, Int 2, Wis 12, Cha 8
Base Atk +8; CMB +13; CMD 26 (30 vs. trip)
Feats Combat Reflexes, Flyby Attack, Improved Initiative, Lightning Reflexes
Skills Fly +9, Perception +12, Stealth +0
SQ spill poison


Poison (Su)

Levitation poison: Bite or contact—injury; save Fort DC 16; frequency 1/round for 5 rounds; effect 1 Dexterity damage + levitate (victim rises 10 feet as per the spell per failed save); cure 2 consecutive saves.

Skrik nettle poison can be cured by either remove poison or dispel magic, as if it were caster level 8th. The effect’s CL equals the skrik nettle’s Hit Dice.

The save DC is Constitution-based.

Spill Poison (Su)

Anytime a skrik nettle is damaged by a slashing or piercing melee weapon, it splashes its poison on the opponent who damaged it. That opponent must save or be affected by the skrik nettle’s poison. Weapons with reach allow their wielders to avoid this effect.

Editor's Note

Due to its size, the Stealth skill for this creature should be:

Stealth -1

GM's are encouraged to use this amount.