While this amulet is worn, you can use an action to speak the jellyfish's command word and summon a Spectral Jellyfish, either for one hour through concentration or for one minute without concentration. The amulet cannot be used this way again until the next dawn.
Spectral Jellyfish
Large elemental, chaotic good
Armor Class
16 (natural armor)
Hit Points
104 (11d10 + 44)
Speed
10 ft., fly 30 ft. (hover), swim 50 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
8 (-1)
WIS
16 (+3)
CHA
10 (+0)
Damage Resistances
acid; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
blinded, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
blindsight 60 ft. (blind beyond this radius), passive Perception 13
Languages
understands Aquan but can't speak, telepathy 30 ft.
Challenge
10 (5,900 XP)
Limited Telepathy.
The jellyfish can magically communicate simple ideas, emotions, and images telepathically with any creature within 30 ft. of it.
Spectral Form.
The jellyfish can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Mount.
The jellyfish can carry up to two willing creatures that are medium or smaller.
Actions
Multiattack.
The jellyfish makes two sting attacks.
Sting.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) poison damage.
Latch (Recharge 4-6).
Each creature in the jellyfish's space must make a DC 16 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 16). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the jellyfish's space. The jellyfish can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the jellyfish's turns, each target grappled by it takes 13 (2d8 + 4) poison damage. A creature within 5 feet of the jellyfish can pull a creature or object out of it by taking an action to make a DC 16 Strength and succeeding.
Paralytic Poison (1/Day).
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) poison damage. Upon a hit, the creature must succeed a DC 16 constitution saving throw or become paralysed for 1 minute, the creature may repeat the save on subsequent turns.
Reactions
Landing Zone.
As a reaction when a creature drops far enough to take fall damage, the jellyfish may move up to its movement to be beneath the creature and catch it. This reduces the fall damage to 0.
Interception.
When a creature within 5 ft of the jellyfish is hit, it can use its reaction to intercept and take as much of the damage as it is willing instead.
Notes: creature that has earned the jellyfish's loyalty, Summoning
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