Armor Class
13
Hit Points
41
(9d6)
Speed
30 ft., Swim 30 ft.
STR
17
(+3)
DEX
14
(+2)
CON
14
(+2)
INT
4
(-3)
WIS
12
(+1)
CHA
8
(-1)
Senses
Blindsight 10ft., Passive Perception 12
Languages
--
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
Traits
Water Breathing. The Aquatic Beast Companion can breathe both air and water.
Magic Weapons. The Aquatic Beast Companion's weapon attacks are magical.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be incapacitated until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see "Madness" in chapter 8 of the Dungeon Master's Guide). The effect lasts 10 minutes.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/29/2021 11:33:06 AM
|
3
|
1
|
--
|
Coming Soon
|
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