Comb Jellyfish Swarm
Comb jellyfish are jellyfish which move about using comb -like cilia. They do not sting, although a cloud of the creatures might make some PCs nervous. The feed primarily on zooplankton. Lion’s Mane Jellyfish: Init +0; Atk tendrils +5 melee (stick and sting); AC 10; HD 2d6; MV swim 20’; Act 6d16; SP stick (action required to remove), sting (1 Agility plus DC 5 Fort or 1d3 Stamina), sting after death, immune to mind -affecting; SV Fort +1; Ref +1; Will +0; AL N. This enormous jellyfish has an eight -lobed bell which 1d7+1 feet in diameter and tendrils which can reach 120 feet in length. Smaller lion’s manes are found in coastal and warmer waters, while the larger ones prefer colder and deeper waters. Their tentacles are extremely sticky, requiring an action or a successful mighty deed to remove each round, and the jellyfish automatically stings anything in contact each round. Even after a lion’s mane jellyfish is slain, it continues to sting those who come into contact with it for 1d5 hours. While it is active, a thief may procure 1d8 doses of toxin with a successful Handle Poison check, but must also succeed in a Luck check per dose to avoid being stung themselves. As mindless creatures, they are immune to mind - affecting spells and effects. Man o’ War: Init +0; Atk stinging tendrils +0 melee (venom); AC 10; HD 1d3; MV special; Act special; SP area attack, venom (1d3 Agility damage with successful Fort DC 18 save or 1d4 Agility damage plus 1d4 hp), +6 camouflage, immune to mind -affecting spells; SV Fort +0; Ref -6;,Will +0; AL N. Giant Man o’ War: Init +0; Atk stinging tendrils +2 melee (1d8 plus venom); AC 10; HD 2d8+2; MV special; Act special; SP area attack, venom (1d4 Agility damage with successful Fort DC 20 save or 1d4 Agility damage plus 1d6 hp), +4 camouflage, immune to mind - affecting spells; SV Fort +1; Ref -6,Will +0; AL N. This colonial organism, similar to a jellyfish in many ways, is found in warm seas, where it floats on the surface with a nearly -transparent bladder. The bladder can be any shade from a pinkish hue to purple, and is often blue. Even this is hard to spot against water or sky, granting the creature a +6 bonus to stealth checks due to camouflage. In normal men o’ war, the bladder is up to a foot long and rises half this height from the surface, creating a “sail” which allows the creature to move with wind and tide – these beings have little control over their motion, and may well end their lives washed up on a beach. Giant men o’ war have bladders up to 6 feet long and 3 feet tall. Even when dead, their venomous stings remain potent for 1d5+1 days. A thief may attempt to distill 1d5 doses of this venom from a normal man o’ war, or 2d7 from a giant man o’ war, if its stinging tendrils are collected during this period. A Handle Poison check is needed both to successfully collect the tendrils and to distill the venom. A man o’ war trails tentacles below the surface. Anything within the area is automatically attacked each round (use a single die roll, as with a swarm). The long tentacles reach an average of 30 feet, but may be up to 165 feet, arrayed in a cone with a base of 30 feet or larger. Other Names: Bluebottle.
Summary
Init +0; Atk none; AC 10; HD 2d8; MV swim 10’; Act special; SP half damage from non -area attacks, immune to mind -affecting; SV Fort +0, Ref +5, Will +0; AL N.