Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Agile Swimmer
Fire jellyfish swarms use Acrobatics to Swim.
Ability
Burning Swarm
(poison) Each enemy in the swarm's space takes 3d8 poison damage (DC 24 basic Reflex save) and is exposed to fire jelly venom.
Ability
Fire Jelly Venom
(poison) Saving Throw DC 24 Fortitude; Maximum Duration 6 rounds; Stage 1 clumsy 1 (1 round); Stage 2 clumsy 2 (1 round); Stage 3 clumsy 3 (1 round)
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Trait
Swarm
A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.
Immunity
mental
precision
swarm mind
Perception
low-light vision
Resistance
bludgeoning 9
piercing 9
poison 10
slashing 5
Weakness
area damage 7
splash damage 7