Current Rider. Ranged attack rolls have disadvantage against the coastal hunter ray as it manipulates the currents around it to swim and fly.
Amphibious. The coastal hunter ray can breathe both air and water.
Flyby. The coastal hunter ray doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Multiattack. The ray makes two attacks with either it's tail stinger or spine shot.
Tail Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage and be poisoned for 1 minute, taking half as much damage on a success. A creature poisoned by the Tail Stinger takes this damage again at the start of it's turn and can repeat the saving throw after taking this damage, ending the effect on a success.
Spine Shot. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Description
Coastal Hunter Rays appear to be large manta rays with a long tail covered in spines. These spines are used to slow down distant prey and protect the tail stinger when not in use. The Coastal Hunter Ray uses this tail stinger to inject it's prey with a powerful poison that makes it easier to digest it's food. Usually solitary hunters, only mated pairs will hunt together. Multiple pairs in the same area will fight over territory.
Current Manipulators
Coastal Hunter Rays move by manipulating air and water currents around them. By manipulating these currents, they form a protective barrier around themselves to protect from others of their kind.
Previous Versions
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4/23/2024 10:18:33 PM
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Coming Soon
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