Amphibious. The Brinewolf can breathe both air and water.
Ink Cloud (Recharge 5–6). As a bonus action while underwater, the Brinewolf can expel a 20-foot-radius cloud of black ink. The area is heavily obscured for 1 minute or until a strong current disperses it.
Barbed Tentacles. The Brinewolf has two barbed tentacles sprouting from its shoulders. When grappling a creature, it deals 1d6 piercing damage at the start of each of the target’s turns.
Horn of Madness (1/day). The Brinewolf unleashes a psychic blast through its spiraled sea-stained horn. Each creature of its choice in a 30-foot cone must make a DC 15 Wisdom saving throw or take 6d10 psychic damage and be stunned until the end of their next turn. On a successful save, a creature takes half damage and isn’t stunned.
Multiattack. The Brinewolf makes one Bite and one Tentacle Slap or Tentacle Grab attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) piercing damage. If the target is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Tentacle Slap. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 7 (1d10 + 2) bludgeoning damage. The target must make a DC 12 Constitution saving throw or be restrained by sticky brine until the end of its next turn.
Tentacle Grab (Variant). Melee Weapon Attack: +5 to hit, reach 10 ft., one creature.
Hit: 8 (2d6 + 2) bludgeoning damage. The target is grappled (escape DC 13). While grappled, the target is restrained and takes 5 (1d10) bludgeoning damage at the start of its turns.
Ink Jet (Recharge 5–6). The Brinewolf fires a high-pressure stream of brine-ink in a 20-ft. line (5 feet wide). Each creature in the line must make a DC 13 Dexterity saving throw, taking 11 (2d10) acid damage and becoming blinded until the end of its next turn on a fail, or half damage with no blindness on a success.
Brine Bolt (1/day). The Brinewolf channels its horn’s eldritch energy into a 30-ft. line of compressed saltwater force. All creatures in the line must make a DC 13 Dexterity saving throw, taking 21 (6d6) force damage on a fail, or half on a success.
Description
It stalks the reefs where sunlight dies, leaving only brine and shadow in its wake. Some say it was once a guardian spirit of the sea… until the depths drove it mad.
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