It all started with a comic:
And I mentioned on our group text conversation that I could stat that out, and then several ideas bounced around. So thanks to my gaming group, I'm creating a new Fantasy Trip creature, and potentially even a race.
Floating Jellyfish are essentially floating slimes, though they have tentacles and move a bit faster than their ceiling-based counterparts. Just like slimes, they come in a multitude of colors and affects. Unlike slimes, some even appear as almost humanoid. For the most part they are found only underground, and are one reason some dungeons appear vermin-free.
Jellies will follow their prey as long as they are in sight: should you get behind a bend in the labyrinth the jellies will lose sight and stop the chase. They will probably go back to where they were originally found for your return trip out of the dungeon.
Floating jellies have an IQ of 1, a DX of 6 and a MA of 4. Their tentacles are generally easy to avoid as they are not quick, but if they do contact you they are difficult to get off: roll 4d vs ST due to the adhesive aspect of these things. ST for jellies ranges based on size: swarms of small jellies have a ST of 2-4, while a giant jelly could have a ST of 15-35 and take up to 2 hexes. The humanoid jellies are an entirely different class of creature, and have the following base stats: ST 8-12, DX 8-12, IQ 8-12. They also get an automatic 2nd attack after the normal attacks due to having a lot of tentacles. Communication with the humanoid jellies is possible, if barely. It is unknown if the other jellies are related in some way or not.
Small Jellies
These tend to swarm, with 2-12 jellies per swarm. ST 2-4, DX 6, IQ 1. They must be in your hex to attack.
Medium Jellies
These are smaller swarms of 1-6 jellies, ST 4-6, DX 6, IQ 1. They must be in your hex to attack.
Large Jellies
These tend to be solitary creatures but sometimes come in pairs. On 1d6, 1-5 = a single jelly, 6 = 2 jellies. ST 15-35, DX 6, IQ 1. These jellies have a bit of reach: their tentacles can reach out up to 3 hexes away. Getting past one in a corridor is not too difficult, but if they do manage to grab hold of a character, it is a 4d vs ST to get away, while taking damage each turn. You can either fight the jelly or attempt to get away.
Humanoid Jellies
These tend to be solitary as well, though often small swarms of jellies are nearby. They are also the only jellies that can change colors. The humanoid jellies do not always attack, and on a 5d vs IQ (subtract 1d for each language the character knows; someone knowing 3 languages would roll 2d6 vs IQ) one may be able to determine that there is some form of visual communication going on with the tentacles and color. ST 8-12, DX 8-12, IQ 8-12.
Jelly Colors and Damage
Jellies are similar to slimes in that their colors indicate the types of damage they can do. Damage though depends on the size:
- small jellies 1 hit per round
- medium jellies 2 hits per round
- large jellies 3 hits per round
Green Jellies
A strong acid-based makeup allow these jellies to eat through any organic material in quick order. It has minimal affect on metals; however, it can get through the smallest crack after 1d6 rounds if not removed before then. As per green slimes, cuts and blows do no damage to the resilient creatures, and fire does double damage. A common way to get through a swarm is swinging your torches through them as the jellies are afraid of fire and will move away.
Yellow Jellies
a contact poison on the yellow jellies will do twice the normal damage based on their size, though this counts as fatigue damage and is recoverable after the normal resting rules. Once their prey is unconscious they secrete a mild acid that slowly dissolves their food. Unlike their green brethren, cuts and blows do some damage but their flexible skins can absorb 2 hits of damage.
Purple Jellies
These faster jellies are more dangerous than most jellies: their MA is 6 and DX is 8. Faster and more dangerous than the others. purple jellies are like the brown slimes and try to smother their victims. While not corrosive, as per the brown slime rules if it covers you for more turns than your current strength, you can smother. Unlike brown slimes. it is still affected by blows but can absorb 3 hits of damage. You can tear up the jelly depending on the size: small 2 turns, medium 4 turns and large 10 turns per person. So two people could tear a small jelly on 1 turn, 2 people could tear up a medium in 2 turns, and two people could tear up a large in 5 turns.
Traveller Stats
It has been a minute since I've done Traveller creature stats, and a lot of that depends on the version you are playing. But for Classic Traveller:
Jellies can be found on planets with a dense atmosphere. They are trappers, catching their prey in their tentacles. Flyers that use hydrogen gas to both float and perform minor movements.
Size: 1-3 kg; 4 hits to unconscious and 8 more to kill (they are resilient), armor as per jack and attack as per teeth. Attack: if surprise. Flee 6+; Speed: 0. Armor as jack; damage is 1 point
1 Trapper 1kg 4/8 1 jack 2 teeth A-Surprise F6 S0
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