Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny beast.
Razorbacked. Any object that enters the area the swarm is in takes 16d4 slashing damage if the swarm moves more than 40 feet in a turn. This damage will be repeated every turn they spend in the swarm while they are moving more than 40 feet.
Skittish. If this creature enters combat, it will attempt to flee. If a creature or vehicle moves more than 25 feet in a turn within 30 feet of the Swarm, it will attempt to flee.
Translucent. A DC 12 perception check is required to see the swarm from 300 feet away.
Skittish. As a bonus action, the Swarm can move double their speed this turn. This can only be used at the beginning of their turn.
Breakoff. The Swarm splits into 2 Swarms, both with half the HP they had before, and down one size if more than 100 HP is lost in the splitting. This action may be repeated up to 2 times in a turn.
Joinup. If The Swarm is within 10 feet of another swarm, they can join together, adding their current HP together and go up a size. This can occur at once for multiple Swarms.
Description
A skittish fish, the Water Wraith is named for their ethereal appearance and behavior, with them swimming away at the slightest provocation. When in a swarm, they pose a significant threat to unwary seafarers due to their durable sawlike dorsal fins that shred wood and flesh alike. However, if you slow down so they don't run, a full Water Wraith swarm is truly a sight to behold with their skin almost shining like a rainbow in the sun, and can even be used to read the current.
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