Amphibious. The Shoal Monster can breathe both air and water.
Forceful Strikes. The first time the Shoal Monster attacks a creature on its turn, that target must succeed on a DC 19 Strength saving throw or be moved up to 15ft horizontally in a direction of the Shoal Monster's choice.
Legendary Resistance(1/day). If the Shoal Monster fails a saving throw, it can choose to succeed instead.
Siege Monster. The Shoal Monster deals double damage to objects, structures, and vehicles.
Multiattack: The Shoal Monster makes three Slam attacks, or one Slam attack and one Rock attack.
Slam: Melee weapon attack, +11 to hit, reach 10ft, one target. Hit 19(4d6+6) bludgeoning damage.
Rock: Ranged weapon attack, +11 to hit, range 60/240ft, one target. Hit 32(4d12+6) bludgeoning damage.
Description
"Day 27, log 2:
"After the initial confrontation with the beast, I ordered the Crystal Sword to take point in our expedition. I figured its steel-reinforced hull would survive another altercation. It did not. The Crystal Sword now rests at the bottom of the sea, 3 nautical miles south of the mountains of Rhymorra. We managed to save half the crew, but unfortunately, the others were lost in the chaos.
Excerpt from the Captain's log from the second expedition to the Forgotten Isle."
The Shoal Monster is a massive sea-dwelling beast that resides along the shoals of Rhymorra. The Forgotten Isle is said to be a myth, but some brave souls dared to try to reach it by following the Void Jellyfish. Shoal Monsters guard the shoals and shallower waters of Rhymorra, leaving the deeper waters to the larger creatures. They don't enjoy having other aquatic entities in the water with them, hence why they're so aggressive. Even Castaways avoid Shoal Monsters because of their aggressive nature.
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