Magikarp (5e Creature)

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Magikarp

Small beast, unaligned


Armor Class 16 (Natural Armor)
Hit Points 35 (5d8+6)
Speed 10 ft., swim 50 ft.


STR DEX CON INT WIS CHA
2 (-4) 18 (+4) 6 (-2) 2 (-4) 2 (-4) 2 (-4)

Damage Vulnerabilities lightning
Damage Resistances fire
Condition Immunities charmed
Senses passive Perception 6
Languages
Challenge 0 (10 XP)


Undying. Magikarps refuse to die. If put into any situation spelling death (with the exception of situatuions involving electricity), a magikarp can make a DC 10 Dexterity check if it can. On success, a magikarp somehow avoids death entirely.

Air-Breathing. Magikarp is a water-breather. Somehow, however, it can breath air as though it were water.

Dirty Boi. Magikarp can survive in dirty water as though it were pristine.

ACTIONS

Flail. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 (1d4 - 2) bludgeoning damage.

Splash. The magikarp flops around. All creatures watching it must make a DC 18 Charisma saving throw or feel bad for it.


magikarp.jpg
"Beneath the skin, we are already one. Was it not your sin trap the unicorn? Even now, the evil seed of what you've done germinates within you."

Magikarp is the demon spawn of the evil Baphomet set upon by the ancient god of beast servants, Arceus, to punish sinful fishermen. This decision was quickly resented, as it seems unexperienced fishers cannot avoid reeling them in constantly. They are weak, unusable, and frankly, annoying as hell. They also seem to have a will to live, attempting to avoid attacks constantly.
But hey, at least they taste good filleted.


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