Large Celestial, Chaotic Neutral
Armor Class 13
Hit Points 132 (5d8 + 2)
Speed 30 ft.
STR
10 (+0)
DEX
19 (+4)
CON
17 (+3)
INT
23 (+6)
WIS
20 (+5)
CHA
1 (-5)
Saving Throws INT +10
Damage Vulnerabilities Lightning
Damage Resistances Force, Psychic
Senses Blindsight, Passive Perception 18
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits
Swarm. The jellyfish has advantage on attack rolls when one of its allies are within 5 ft. and the ally isn’t incapacitated.

Strange Respiration. The jellyfish does not need oxygen to survive.

Amorphous. The jellyfish can move through a space as narrow as 1 inch wide without squeezing.

Poisonous Body. Whenever the jellyfish is hit by a melee attack, the attacker must make a DC 14 Dexterity saving throw or take 2 (1d4 - 1) poison damage.

Phase Form. The Astral Jellyfish can use as a cantrip once per turn.

 
Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (2d10) psychic damage and (1d8) poison damage.

Project Image. 7th level Illusion

  • Casting Time: 1 action
  • Range: 500 miles
  • Target: Any location within range that you have seen before
  • Components: V S M (A small replica of you made from materials worth at least 5 gp)
  • Duration: Up to 1 day
  • You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
    You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
    You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
    Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Counterspell. 3rd level abjuration

  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 feet
  • Target: A creature in the process of casting a spell
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard
  • You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Message. cantrip transmutation

  • Casting Time: 1 action
  • Range: 120 feet
  • Target: A creature within range
  • Components: V S M (A short piece of copper wire)
  • Duration: 1 round
  • Classes: Bard, Sorcerer, Wizard
  • You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
    You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

 

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A large floating jellyfish that resides in the Astral Seas. They have the ability to read emotions, communicate telepathically, and phase from one location to the other at will.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

LordSpamous

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