Skeletal Fish
Obojima: Tales from the Tall Grass p. 309 (Third Party)
- Size
- Medium
- Type
- swarm of tiny beasts
- Alignment
- unaligned
- AC
- 13 (natural armor)
- Hit Points
- 35 (10d8-10)
- Speed
- walk 0 ft., flying 40 ft., swimming 40 ft.
- Resistances
- Piercing, Slashing Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
- Immunities
- Poison
- Condition Immunities
- Charmed, Exhaustion
- Senses
- Blindsight 60 ft. (blind beyond this distance)
- Passive Perception
- 7
- Challenge
- 1
- Lineage
- Fish
Traits
Proficiency Bonus
+2
Shrapnel
If a creature within 5 feet of the swarm hits it with a melee attack while the swarm isn't underwater, the creature must make a DC 10 Wisdom saving throw as bits of tiny bones pelt it. On a failed save, the creature flinches, giving it disadvantage on the next attack roll it makes this turn.
Skeletonized
The swarm doesn't require air, food, drink, or sleep.
Swarm
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fish. The swarm can't regain hit points or gain temporary hit points.
Actions
Chomp
Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 16 (4d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage if the swarm has half of its hit points or fewer.
Other data
description
Skeletal Fish are a result of the Corruption that has infected the waters off the eastern shore of Obojima. Whether it is some strange property of the Corruption or whether it is Obojima's magic keeping them alive, the fish still swimBoth in water and in the air.