Skullfish (5e Creature)

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Small undead, chaotic evil

Armor Class 15 (natural armor)
Hit Points 52 (8d6 + 24)
Speed 0 ft., swim 40 ft.

16 (+3) 16 (+3) 16 (+3) 5 (-3) 13 (+1) 12 (+1)

Saving Throws Str +5, Dex +5
Skills Athletics +5
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands Stal but can't speak
Challenge 4 (1,100 XP)

Blood Frenzy. The skullfish has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Raiding Jump. If the skullfish swims 10 feet in a straight line, it gains a flying speed of 30 feet until the end of its turn. The skullfish doesn't provoke opportunity attacks if it flies out of an enemy's reach.


Multiattack. The skullfish makes two bite attacks

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

These foul fish are animated by the forces of evil to wreak havoc in bodies of water both large and small. In open bodies, their speed can overwhelm even the strongest non-zora swimmers. When they lurk in rivers, skullfish are known to leap out of the water to snap at those that cross the river on bridges. If possible, the best way to deal with a skullfish is from the safety of land with a ranged weapon. Zoras are also able to adequately fight skullfish on their own terms. Generally, it is best to avoid areas with skullfish if they are not easily dispatched as they can sometimes feel like there is an endless amount of them due to their large numbers.

Undead Nature. A skullfish doesn't require air, food, drink, or sleep.

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