Blood Frenzy. The Air Pike has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Blood Sense. The Air Pike has advantage of perception checks which rely on a sense of smell.
Explosive Sacs. When the Air Pike dies, roll a D4. On a 1, each creature within 10 feet of it must make a DC 16 Dexterity saving throw, taking 6 (2d6) fire damage on a failed save, or half as much damage on a successful one
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained.
Description
The size of an exceptionally large specimen of their watery cousins, they have flotation sacs under their gills, in addition to long, winglike fins which they use for propulsion. Air Pike lie in wait until they sense the presence of blood with their keen sense of smell. While they are rather slow for predators, they rely on ambush and tenacity in order to subdue prey. Air Pike are explosive due to the presence of hydrogen in their flotation sacs.
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