Shimmerfish (5e Creature)
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Shimmerfish[edit]
Medium monstrosity, chaotic evil Armor Class 13 (natural armor)
Skills Deception +4, Perception +5 Charge. If the shimmerfish moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) piercing damage. Hold Breath. The shimmerfish can hold its breath for 30 minutes. Pack Tactics. The shimmerfish has advantage on an attack roll against a creature if at least one of the shimmerfish's allies is within 5 feet of the creature and the ally isn't incapacitated. Shimmering Illusion. The shimmerfish can form rough, shimmering images underwater with its body, appearing like a sunken treasure or a luminescent humanoid form to lure prey. A creature that sees the shimmering images can tell they are an illusion with a successful DC 13 Wisdom (Insight) check. ACTIONSBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
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Shimmerfish are deadly, evil relatives of the friendly dolphin. These sleek and powerful swimmers are found in warm seas. Shimmerfish, unlike dolphins, are never found in fresh water. Both dolphins and shimmerfish often appear in open waters, making their characteristic arched bounds, frequently before the bow waves of ships. They have the ability to make glowing images with their bodies to lure unsuspecting sailors and swimmers. Once the victim is in reach the shimmerfish will bite viciously with their razor sharp teeth. Shimmerfish love to prolong a victim's death, teasing, drawing out the terror. Shimmerfish sometimes "rescue" victims of a shipwreck, carry them heartbreakingly close to shore, and then attack, just to watch the victims' rising hopes come crashing down in a rising tide of desperation. |
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