Wondrous Item, legendary (requires attunement by a creature that has earned the jellyfish's loyalty)

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

Item Tags: Summoning

ScragginTime

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