Pack Tactics. The fish has advantage on an attack roll against a creature if at least one of the fish's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing. The fish can breathe only underwater.
Spiny Armour. Any creature making un unarmed strikes against the fish instead causes the attacker (1d4) piecing damage and then the target must make a DC 11 Strength Ability Check to see if their attack connects regardless of the spiky spines.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4(1d6 + 2) piercing damage. the target must make a DC 14 Strength Saving Throw or be grappled.
Spiked Thrash. The fish throws it's body about recklessly, stabbing an opponent with it's spiked armor plates. After this reckless attack the fish becomes vulnerable until it's next turn, all attack on it have advantage until it's next turn. Melee Weapon Attack: +6 to hit, reach 5ft., on target. Hit: 6(2d8 + 5) piercing damage.
Description
This ancient fish comes from a time lost to even the longest lived elves. They have managed to survive for eons, maybe even coexisting with the creator races. Their mere existence baffles scholars and awes some aquatic races such as a small number of merpeople who idolize them as vestiges of their goddess of protection and home, Skik.
They tend to stick together in small schools, roaming the oceans while eating anything that gets in their path.
Comments