Keen Hearing and Sight. The glowfish has advantage on Wisdom (perception) checks that rely on hearing or sight.
Leap. If the glowfish moves at least 10 ft. straight toward a target that is above the surface of the water and then hits it with a bite attack on the same turn, the target takes an extra 6 (1d12) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone or was knocked prone by the attack, the glowfish can attempt to drag the target into the water (DC 13 Strength saving throw) as a bonus action.
Illumination. The glowfish sheds bright light in a 10-foot radius and dim light for an additional 10 ft. This light’s color can be changed as a bonus action by the glowfish. The glowfish has damage resistance to a type of damage that corresponds to its current color as follows:
Red – Lightning
Orange – Fire
Yellow – Radiant
Green – Acid
Blue – Cold
Indigo – Psychic
Violet – Necrotic
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 +3) piercing damage.
Captivating Glow (Recharge 6). The glowfish captivates creatures within 10 feet that can see its light. Each creature in that area must make a DC 13 Charisma saving throw, becoming charmed on a failed save. Creatures charmed in this way take no actions and have disadvantage on Strength and Dexterity saving throws. Attacks against a creature charmed in this way have advantage. An affected creature remains charmed until it is damaged, shaken (a move action) by another creature, or the glowfish’s light is no longer visible.
Description
A dangerous Freshwater fish that lures fishermen to their doom with hypnotizing bioluminescence.
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