Hunter Jellyfish; CR 7
N Huge
Magical Beast (aquatic)
Init +7;
Senses blindsight 120 ft.;
darkvision 60 ft.; watersense 60 ft.; low-light vision
DEFENSE
AC 18, touch 11, flat-footed 15 (+3
Dex, +7
natural, –2 size)
hp 94(9d10 + 45)
Fort +11,
Ref +9,
Will +4
OFFENSE
Speed swim 80 ft.
Melee 2x Claw+13 (2d6+19; 19-20/x2)
Space 15 ft.;
Reach 15 ft.
STATISTICS
Str 24,
Dex 16,
Con 20,
Int 2,
Wis 12,
Cha 4
Base Atk +9
Feats Power Attack,
Improved Initiative,
Improved Overrun,
Greater Overrun,
Improved Critical (Claw),
Improved Natural Attack (Claw)
Skills Escape Artist +11,
Perception +11,
Stealth +3,
Swim +19;
Racial Modifiers +4
Perception, +10
Escape Artist, +10
Stealth
SQ Jet
SPECIAL ABILITIES
Poison (Ex)
The skin of the Hunter Jellyfish and it's claws are coated in nettle cells, making it dangerous to touch it. Any creature attacking a Hunter Jellyfish with natural attacks, grappling it or otherwise touching it with bare skin is affected by it's poison. Likewise, the claws of the jellyfish carry the poison too.
Contact;
save Fort DC 19;
frequency 1/round for 1d6 rounds;
effect 1d6
Con damage;
cure 2 consecutive saves. The DC of the save is
Constitution-based.
Jet (Ex)
A Hunter Jellyfish can press water through it's body to propel itself forward once per round as a
full-round action at a speed equal to four times its swim speed. It must move in a straight line, but does not provoke
attacks of opportunity while jetting.
Watersense (Ex)
Hunter Jellyfish can automatically sense the location of anything within 60 feet that is in contact with water.
This is the baseline version. The usual modifications would be making it Mighty, or stacking Advanced an Druid Creature so that it can get the spell
Venomfire.