Eye Jellyfish (3.5e Monster)
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|Eye Jellyfish||Eye Jellyfish Swarm|
|Size/Type:||Diminutive Vermin (Aquatic)||Diminutive Vermin (Aquatic, Swarm)|
|Hit Dice:||½d8 (2 hp)||5d8 (23 hp)|
|Speed:||5 ft, swim 15 ft||5 ft, swim 15 ft|
|Armor Class:||14 (+4 size), touch 14, flat-footed 14||14 (+4 size), touch 14, flat-footed 14|
|Attack:||Sting +4 melee (1d2-5 plus infection, 20/x2) or Eye Ray +4 ranged touch (1d3 acid, 20/x2)||Swarm Attack (1d6 plus infection)|
|Full Attack:||Sting +4 melee (1d2-5 plus infection, 20/x2) or Eye Ray +4 ranged touch (1d3 acid, 20/x2)||Swarm Attack (1d6 plus infection)|
|Space/Reach:||2½ ft/0 ft||10 ft/0 ft|
|Special Attacks:||Eye Ray, Infection (DC 10)||Distraction (DC 12), Eye Spray, Infection (DC 12)|
|Special Qualities:||Darkvision, Resist Acid 5, Watery Body, Unnerving Gaze (DC 12)||Darkvision, Immune to Weapon Damage, Resist Acid 5, Swarm Traits, Watery Body, Unnerving Gaze (DC 14)|
|Saves:||Fort +2, Ref +0, Will +2||Fort +2, Ref +0, Will +2|
|Abilities:||Str 1, Dex 11, Con 11, Int -, Wis 15, Cha 7||Str 1, Dex 11, Con 11, Int -, Wis 15, Cha 7|
|Skills:||Spot +10, Swim +8||Spot +10, Swim +8|
|Feats:||Weapon FinesseB||Weapon FinesseB|
|Environment:||Warm Aquatic||Warm Aquatic|
|Organization:||Solitary or Cluster (2-20)||Solitary or Tide (2-9)|
|Alignment:||Always True Neutral||Always True Neutral|
|Advancement:||1-2 HD (Tiny), 3-4 HD (Small), 5-6 HD (Medium)||None|
You swear to god there is a severed eyeball floating iris-side up in the water. Its disembodied ocular nerves forms tentacles as if it were some kind of jellyfish.
The eye jellyfish is a disturbing bit of convergent evolution. It is a jellyfish with a close passing resemblence to a disembodied eyeball, complete with ocular nerves for tentacles and a milky white sheathe for an eyelid. They float around mindlessly grabbing fish and eating them, but the real horror comes from their method of reproduction. When an eye jellyfish stings a creature with eyeballs, its young swarm in and burrow into the humours of the eye where they sit, wait, and grow. Before long, the victim's eye turns into a new eye jellyfish, which crawls out whenever the victim next approaches a large body of water. The victim often does not realize the cause of his suffering until it is too late, for the eye jellyfish young take in light and send off impulses to suppliment for the stolen eye. Early detection is a must to save the eye, but the young of the eye jellyfish is easily mistaken for "floaters" found naturally in the eye humours.
Few things are as disturbing as coming across an entire swarm of eyes floating on the ocean. Though mindless they do see through their large eye-bodies and often stare at creatures as they draw near.
Eye jellyfish are not usually hostile and barely move on their own. Rather, they represent an environmental hazard up until the point where they are attacked or otherwise unduely disturbed. Then an eye jellyfish will swarm on the enemy, infect them, then swim away while shooting eye beams until cover is found, the eye jellyfish is out of range, or the creature dies.
Eye Ray (Su): Eye jellyfish can shoot a stream of weak acid as a ranged touch attack at will. It deals 1d3 acid damage, out to 60 feet.
Eye Spray (Su): Eye jellyfish swarms can spray their eye rays in unison, forming a wave of acid at will. It deals their swarm attack damage (1d6) in acid damage in a 30 foot cone or a 60 foot line, with a Reflex save for half. The save DC is Constitution-based.
Infection (Ex): An eye jellyfish has its spawn in its tentacle stingers which acts as a disease which incubates for 1d4 days. Afterwards the creature takes 1d3 Wisdom damage and their vision becomes blurry, resulting in a constant 20% miss chance. This is stage 1 of the disease, typically lasting for 1d4 days, and during this time it can be cured via remove disease. However after the duration is up the creature must make another Fortitude save each day or move onto stage 2. The miss chance lowers to 10%, and the victim gains the eye ray ability of the eye jellyfish. Remove disease still functions but renders the target permenantly blind (which can be fixed by remove blindness/deafness) and deals 1d4 Con damage. They begin to feel thirsty often even when hydrated. As soon as the victim approaches a body of water stage 3 occurs, provoking another Fort save. Failing it causes the eyes to rip out of the creature's head, blinding it and dealing 1d6 Con damage. The damage is severe and will require regenerate to restore the eyes. The saving throw is Constitution based.
Watery Body (Ex): Eye jellyfish are mostly water, and count as such for spells and effects which affect Water subtype creatures or use desiccation damage.
Unnerving Gaze (Su): Eye jellyfish are disturbing in appearance for many creatures. Those which get within 30 feet of an eye jelyfish (or eye jellyfish swarm) must make a Will save or become shaken for 1 minute. This cannot progress fear beyond shaken, and a successful save renders the creature immune to that particular eye jellyfish or swarm's aura for 24 hours. The save DC is Wisdom-based.
Skills: A eye jellyfish swarm has a +8 racial bonus on Spot and Swim checks. A eye jellyfish swarm uses its Dexterity modifier instead of its Strength modifier for Swim checks. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
A eye jellyfish can be obtained as a familiar. It is largely for aquatic campaigns, but is able to stay out of the water for extended times without suffocating (it will, however, be vulnerable to drying out). It grants a +3 bonus on Spot checks.
|Alignment||Always True Neutral +|
|Benefit||+3 Spot +|
|Challenge Rating||1/2 + and 4 +|
|Environment||Warm Aquatic +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Subtype||Aquatic + and Swarm +|
|Title||Eye Jellyfish +|