Jellyfish, Blood Sea

Large beast, chaotic evil

10 (+0) 6 (-2) 15 (+2) 2 (-4) 10 (+0) 2 (-4)

Armor Class 8
Hit Points 15 (2d10 + 4)
Speed fly swim 10 ft.
Senses blindsight 120 ft., passive Perception 10
Challenge 1/4 (25 XP)


  • Multiattack. The blood sea jellyfish makes four tentacle attacks.
  • Jet (recharge 5-6). The blood sea jellyfish has a swimming speed of 120 feet this round.
  • Tentacle. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 2 (1d4) bludgeoning damage and the target must succeed at a DC 12 Constitution save or suffer 2 (1d4) poison damage and become paralyzed until the end of its next turn.


Blood sea jellyfish float lazily unless they are within jet range of victims. Once they jet to a victim, they attack anything within range of their tentacles, in or out of the water, to paralyze it and then begin to slowly consume it.


These seemingly docile red and black jellyfish can be seen from a distance floating lazily along.

Don’t get too close. Anyone straying too close to a blood sea jellyfish quickly finds they are far from lazy. They are capable of expelling a jet of water, enabling them to skim the surface of the water and suddenly come into close range to snare prey with their poisonous tentacles. Blood sea jellyfish prefer warm waters and often hunt in shallow water. These jellyfish have attacked swimmers, passengers in small skiffs, and even dockworkers at high tide.

Section 15: Copyright Notice

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