Bell-Jelly

large aberration, unaligned

D&D 5.5 / SRD 5.2

Challenge 6 (2,300 XP)

Available with DM subscription
STR
18 (+4)
DEX
10
CON
18 (+4)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)

Defense

Armor Class
12 (natural armor)
Hit Points
95 (10d10+40 +4)
Speed
20 ft., swim 40 ft.

Treasure & Loot Common

No significant treasure

Proficiencies & Senses

Saving Throws con
Skills
Stealth +3, Perception +4
Senses
Blindsight (30 ft. (blind beyond this radius))
passive Perception 14

Characteristics

Damage Vulnerabilities
—
Damage Resistances
poison
Damage Immunities
poison
Condition Immunities
blinded, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Languages —

Traits and Actions

Amphibious

Trait
Amphibious Custom
The bell-jelly can breathe air and water.

Amphibious. Standard SRD trait allowing breathing in both environments.

Retreat Instinct

Trait
Reaction Custom
When reduced to half hit points or fewer, the bell-jelly uses its reaction to move up to its swimming speed toward the nearest deep water.

Multiattack

Action
Multiattack Custom
The bell-jelly makes two Tentacle attacks.

Multiattack. Allows multiple attacks on one turn.

Tentacle

Action
Grappled Condition
Poison Damage Custom
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 9 (2d8) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be grappled (escape DC 15). Until this grapple ends, the target is restrained.

Bell Toll

Action
Stunned Condition
Deafened Condition
The bell-jelly rings its internal clapper. Each creature within 30 feet that can hear it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the bell-jelly's next turn. Creatures immune to deafness are unaffected. Recharges after a short or long rest.

Running the encounter

Combat Behavior

Combat Style

ambush_stun_grapple_retreat

Appearance & presence

Monster Description

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