Swimby . The Marlin doesn't provoke opportunity attacks when it swims out of an enemy's reach.
Water Breathing. The Marlin can breathe only underwater.
Unarmoured Movement. Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Martial Art. You can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Sammerkand Corruption. The marlins natural weapons are imbued with the corrupting essence of the Samerkand Forest. Each creature struck by a weapon attack of the samerkand panther has to succeed on a DC 12 Wisdom saving throw or become corrupted and disorted. A corrupted creature has his movementspeed halved. On a succes it resists the corruption. A corrupted create can repeat the saving throw at the end of its turn.
Slashing Charge. If the marlin moves at least 60 feet straight toward a creature and then hits it with a slash attack on the same turn, that target must succeed on a DC 16 Constitution saving throw or start to bleed. A bleeding creature takes 2d6 necrotic damage at the start of its turn and can retake the saving throw at the end of its round to stop one instance of bleeding. Several instatnces of bleeding can stack with each other.
Insignia of Claws. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. (included in the attack)
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 +7) piercing damage and has to succeed on a DC 12 Wisdom saving throw or become corrupted.
Slash. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21(3d8 +7) piercing damageand has to succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psycik damage and become corrupted or halve as much damge and no additional effect on a succesfull one and has to succeed on a DC 12 Wisdom saving throw or become corrupted.
Combat Wild Shape. You can use Wild Shape as a bonus action and you can use a bonus action to expend one spell slot to regain 1d8 HP per level of the spell slot expended.
Flurry of Blows. After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defence. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Description
The blue marlin feeds on a wide variety of organisms near the surface. It uses its bill to stun, injure, or kill while knifing through a school of fish or other prey, then returns to eat the injured or stunned fish.
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