| Pale Lady Jellyfish Medium-Size Aberration (Aquatic) Hit Dice: 4d8 (18 hp) Initiative: +1 (Dex) Speed: Swim 20 ft. AC: 12 (+1 Dex, +1 natural) Attacks: 8 tendrils +3 melee Damage: Tendril poison Face/Reach: 5 ft. by 5 ft. /5 ft. Special Attacks: Poison, mental illusion, psionics, improved grab Special Qualities: Blindsight Saves: Fort +2, Ref +3, Will +5 Abilities: Str 10, Dex 12, Con 11, Int 7, Wis 15, Cha 16 Skills: Bluff +10*, Concentrate +7, Hide +10*, Sense Motive +4* Feats: Psychoanalyst Climate/Terrain: Any aquatic Organization: Solitary, swarm (2-5) Challenge Rating: 3 Treasure: None Alignment: Usually neutral Advancement: 5-12 HD (Medium-Size) Deceitful predators of the deep seas, these creatures charm their victims into their toxic embrace. The pale lady jellyfish appears to be a fairly ordinary jellyfish roughly 4 feet in diameter and whitish in color. It has eight gossamer thin tendrils ending in pinkish suckers. The body is slightly luminescent, glowing a weak pink light. Pale lady jellyfish cannot speak but their illusions often do. They understand Common. Combat When not feeding on fish or plankton, pale lady jellyfish attempt to lure humanoids into their embrace. They do this by creating tempting illusions (usually shipwrecked women) and then use their poisonous tendrils to incapacitate the poor soul. Poison (Ex): The poison of the pale lady jellyfish often leaves painful whip-like scars. Tendril, Fortitude save (DC 12); initial damage 1d6 temporary Dexterity, secondary damage 1 permanent Dexterity. Psionics (Sp): At will-detect thoughts, persistent image and suggestion. These abilities are as the powers manifested by a 4th-level psion (save DC 13 + power level). Blindsight (Ex): Through a mix of echolocation and mental awareness, the pale lady jellyfish possesses blindsight to a range of 100 feet. Improved Grab (Ex): To use this ability, the pale lady jellyfish must hit a creature with its tendril attack. If it gets a hold, it may inflict poison attacks automatically. Opponents can attempt to escape but the mind flayer gains a +2 circumstance bonus for every tendril attached. Skills: In water, a pale lady jellyfish gains a +10 circumstance bonus to Hide checks. If dealing with living humanoids with an intelligence of 4 or more, Psychoanalyst grants it a +2 circumstance bonus on all Diplomacy, Bluff, and Intimidate checks as well as to Charisma checks used to influence or interact with them. GM�s Commentary: The pale lady jellyfish was created from one of those flashes of inspiration. In this case, thoughts about what a good sailor story would be about. |