Stinging Tentacles. The jellyfish extrudes stinging tentacles into the water in a 5-foot radius around it. The tentacles remain active for 48 hours after they are detached from the jellyfish or the jellyfish dies.
Any creature that enters that area or starts its turn there must make a DC 13 Dexterity saving throw, with disadvantage if they are surprised by the jellyfish. On a failed save, the creature takes 11 (2d10) poison damage and is grappled (escape DC 0). Any attempt by the creature to escape the grapple causes a number of the jellyfish's tentacles break off and cling to creature.
A creature grappled by the jellyfish or that has broken jellyfish tentacles clinging to it takes 11 (2d10) poison damage at the start of each of its turns. Broken tentacles can be scraped off with a successful DC 13 Dexterity check. A creature takes 11 (2d10) poison damage if it successfully scrapes off the tentacles or if it tries and fails. Pouring vinegar on the clinging tentacles instantly kills them, causing them to slide off without causing any further damage.
Each time creature takes poison damage from this trait, it must succeed on a DC 13 Constitution saving throw or be poisoned. A creature is paralyzed while poisoned this way. The poisoned creature can repeat the saving throw at the end of each of its turns, provided it hasn't taken poison damage from this trait during its turn. On a success, the poison ends.
Transparent. Even when the jellyfish is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a jellyfish while it is underwater. A creature that tries to enter the area of the jellyfish's stinging tentacles while unaware of the jellyfish is surprised by the jellyfish.
Water Breathing. The jellyfish can breathe only underwater.
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