This clear-blue jellyfish hovers gently, electricity arcing around it.



Size/Type: Small Magical Beast
Hit Die: 1d10 (3 HP)
Initiative: 2
Speed: flying 10 ft (perfect)
Armor Class: 13 (Dex +2, size +1)
Base Attack/Grapple: +1/-2
Attack: Electrified Touch +3 (1d6 electric)
Full Attack: Electrified Touch +3 (1d6 electric)
Space/Reach: 5 ft/0 ft
Special Attacks: -
Special Qualities: Darkvision 60 ft, Electric Current, Low-light vision
Saves: Fort +1, Ref +6, Will +1
Abilities: Str 4, Dex 14, Con 8, Int 2, Wis 12, Cha 10
Skills: Listen +6, Survival +6
Feats: Weapon Finesse
Environment: Warm or temperate aquatic
Organization: Solitary or in groups 2

Challenge Rating: 1/3
Treasure: 1/2 standard
Advancement: -
Level Adjustment: -

Giris are floating electrified jellyfish, hunting by brushing against their prey and letting their latent electrical energy kill their victims.


Electric Current(Ex): Any creature that strikes a giri with an unarmed attack, natural attack or with a metal made of a conductive material takes 1d6 electric damage and must make a Fortitude save DC 15 + damage or end their turn. Weapons with nonconductive handles, such as a wooden shafted spear are not considered conductive for this effect.

Electrified Touch(Ex): A giri must enter another creature’s square and suceed on a melee touch attack to use this. Any creature touched by a giri takes 1d6 electric damage. Any creature grappled at the beggining of the giri’s turn automatically takes 1d6 electric damage.



The Legend of Zelda: The Broken Chain Tansarff