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
F3y

Comments

Posts Quoted:
Reply
Clear All Quotes