Blood Frenzy. Bia'al Sil’ar has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. Bia'al Sil’ar can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. Bia'al Sil’ar can magically command any shark within 120 feet of it, using a limited telepathy.
Multiattack. Bia'al Sil’ar makes four melee/ranged attacks: one with its scimitar, one with its dagger, and two with the claws from his third and fourth arm. One of these four attacks can be substituted with a bite or by a flintlock pistol shot.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Dagger. Melee or Ranged Weapon Attack:+6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4+5) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Flintlock Pistol. Ranged Weapon Attack: +5 to hit, range 25/75 ft., one target. Hit: 4 (1d8 + 3) piercing damage.
The flintlock pistol is light and needs loading (Bia'al Sil’ar can use two of his arms to reload, reducing multiattack to two melee attacks).
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