Large jellyfish nearly 10 feet in diameter, the near-transparent Jellyfish tend to lie in wait, utilizing their dextrous tentacles, each tipped with a controllable bioluminescent ligth source to both lure in prey as well as ensnare it for active digestion.
Deep in the oceans of Culthet, where light does not reach, they float silently, illuminating the seas about them with a sickly, pale glow
Light-Lure Jellyfish Level 8 Lurker
Large natural beast XP 350
Initiative +13 Senses Perception +6; tremorsense
Enticing Lights aura 10; In Low or No-Light Conditions, at the start of each turn, D20+11 vs will, on success, creature must move half its speed towards the Light-Lure Jellyfish
HP 68; Bloodied 34
AC 22; Fortitude 23; Reflex 21; Will 17
Resist 5 blunt weapons; Vulnerable 5 cutting weapons
Speed 1 , Swim 6
R Grasping Tentacles (standard; recharge 5 6) • Implement
Ranged 10; +10 vs Fortitude; 1d8 + 4 damage, and the target is immobilized (save ends). Until the target saves, any ally of the target that starts its turn adjacent to the target is slowed (save ends)
m Tentacle (standard; at-will)
Reach 2; +13 vs AC; 2d4 + 5 damage, and the target is grabbed. The Light-Lure jellyfish can’t grab more than two creatures at once; see also clutch of death
Clutch of Death
A Light-Lure Jellyfish can grab with up to two tentacles at a time. While grabbing an enemy, it can act normally, but it can’t use that tentacle for another attack. Enemies can attack the tentacle. An attack that hits the tentacle doesn’t harm the Light-Lure jellyfish, but it causes the tentacle to release the grab. The tentacle’s defenses are the same as those of the dolgaunt monk.
Alignment Unaligned Languages —
Str 14 (+6) Dex 20 (+9) Wis 14 (+6)
Con 14 (+6) Int 14 (+6) Cha 14 (+6)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.