Sea Lamp

Sea Lamp                                                                        CR 2

XP 600

N Tiny Magical Beast (Aquatic)

Init +3; Senses Low-Light Vision, Darkvision 120ft; Perception +0

DEFENSE
AC 15, touch 15, flat-footed 12 (+2 size, +3 Dex)

hp 13 (2d10+2)

Fort +4, Ref +6, Will +0

Immunities Electricity

OFFENSE
Speed 5 ft., fly 30 ft.

Melee sting +2 (1d2-2)

Space 2-1/2 ft.; Reach 2-1/2 ft.

Spell-Like Abilities (CL 2; concentration +5)

The save DC against a Sea Lamp's spells is 13+ spell level. A Sea Lamp's spells use Charisma as the primary casting attribute.

At Will: Acid Splash, Daze, Resistance, Guidance, Bleed, Detect Magic

STATISTICS
Str 6, Dex 16, Con 12, Int 1, Wis 10, Cha 16

Base Atk +2; CMB -2; CMD 11

Feats Ability Focus (2 Spell-Like Abilities (c))

Skills: Survival +2

SQ Magical Beast Traits

SPECIAL ABILITIES
Magical Beast Traits

Magical Beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the creature knows at least one language, but can’t necessarily speak). Magical Beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits.

-Darkvision 60 feet.

-Low-light vision.

-Magical beasts breathe, eat, and sleep.

ECOLOGY
Environment: Any Coast

Organization: Solitary, Pair, or Flight (3-10)

Treasure: None

These resemble glowing jellyfish and are just as dangerous if not moreso; they have a number of spell-like abilities at their disposal though they tend to act on instinct rather than strategy.