AC
10
Initiative
+1 (11)
HP
40
(5d8)
Speed
60 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 16 | +3 | +3 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 10 | +0 | +0 |
| CHA | 2 | −4 | −4 |
Skills
Perception +4, Stealth +5
Vulnerabilities
Cold
Resistances
Fire
Senses
Darkvision 60 ft.; Passive Perception 10
Languages
None
CR
1 (XP 200; PB +2)
Traits
Swarm: Can occupy another creature’s space and move through.
Actions
Swarm Attack : +4 to hit, 2d6 piercing + 1d6 poison (on hit, target must also make a DC 12 CON save or be poisoned for 1 round).
Ridescent Flash (Recharge 5–6): The swarm flashes with corrupted light. Each creature within 10 ft. must succeed on a DC 13 WIS save or be frightened until the end of their next turn.
Reactions
Poison Spines: Any creature that hits the swarm with a melee weapon attack must make a DC 12 CON save or take 2d6 poison damage.
Description
Will mainly attack the sides of the boat and cause the boat/ship damage.