One of the nice things about working right on the harbor is
seeing the jellyfish come in during late summer.
Of course, I don't swim with them. And their poison won't freeze my face in a rictus of pain
that prevents speech and spellcasting, like the death’s head jellyfish. Also, they are about the size of my
fist, not 16 feet in diameter with a stored electrical charge that’s as deadly
as a fireball, like the CR 11(!)
sapphire jellyfish.
Moral of the story: If you are transported to a fantasy RPG
setting, do not go swimming. Ever.
A tarnished bronze
dragon specializes in robbing the ships of crusaders and knights
templar. (As the knights templar
are also the Central Sea’s default banking power, they are doubly affronted by
the fallen wyrm’s brazenness.) Along the way, he has amassed a sizeable collection of
religious artifacts that he keeps in a series of sea caves. These are guarded by a bloom of
sapphire jellyfish. Not only is he
immune to their electricity blasts, but any would-be treasure hunters are
likely to expend their protection against electricity combating the Huge
jellies, leaving them vulnerable to the dragon’s breath and the caves’ other
traps.
Grindylows swarm up
the locks at Savage Point.
Swimming up the fish ladder meant to guide spawning salmon upriver, they
are able to release nets full of death’s head jellyfish upon the helpless
bargemen and lock tenders below.
A coral nixie
challenges adventurers to a race. She does not intend to play fair, however. The route leads through a patch of
death’s head jellyfish, past a sea anemone, and through a giant’s lobster traps
(treat the giant lobsters as aquatic cave scorpions). Adventurers who sneak into her lair discover a room full of the
grinning mummified heads of the jellies’ other victims. Some of these the nixie animated long
ago as beheaded, using a now-inert magical rod (though it may have had other
powers she could not unlock).
—Pathfinder Bestiary 3
155
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