Medium Beast, Unaligned
Armor Class 12 (natural armor)
Hit Points 24 (4d8 + 6)
Speed 5 ft., Swim 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
1 (-5)
WIS
12 (+1)
CHA
5 (-3)
Skills Perception +2
Senses Blindsight 30 ft., Tremorsense 50 ft., only in water, Passive Perception 13
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Blood Frenzy. The vampire fish has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Amphibious. The vampire fish can breathe air and water.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d4+ 4) piercing damage.

Blood Sucking Attachment. On a hit, the vampire fish will attach to the target. At the start of the vampire fish's turn it will cause 2d4+4 damage due to blood loss. It will stay attached to the target until it is killed or has drained 20 hp. After which it will swim off to rest for an hour.

Description

Smaller than a reef shark but larger and fiercer than a piranha, a vampire fish haunts all waters looking for something to latch onto. They particularly prefer murky waters so they can catch prey unawares.

Monster Tags: Misc Creature

Habitat: Underwater

Wysperra

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