Fish-man Level 11
Amphibious, scaled humanoid

37 Hit Points

Might9Movement9Prescience8

Initiative: d20 Speed: 30


  • Guard 24
  • Toughness 22
  • Resolve 25

Reduce the multi-attack disadvantage penalty by 6. Before attacking, you may declare that you are multi-attacking, and must state how many extra attacks (maximum of 1 + half your level, rounded up) you would like to make. ALL of your attacks this round suffer disadvantage equal to 3 times the number of additional attacks you declare (i.e., if you make 2 attacks, you suffer disadvantage 3; 3 attacks suffers disadvantage 6).

You gain advantage 9 on lethal strikes. Up to 25 damage (not to exceed the total damage dealt) is considered lethal damage. Your attacks are considered lethal strikes whenever you fulfill one of the following conditions: Your target is caught off guard or otherwise unaware of the attack, such as when you are hidden from them, disguised as a friend, or have successfully deceived them; Your target is within melee attack range of an ally.


  • Might (+3d10) vs Guard
    • Halberd
    • Naginata
  • Movement (+3d10) vs Guard — max 75' range

 

  • Demoralized (Resist (minor) ends (Fail x 3 = 1 minute))
    • Might (+3d10) vs. Resolve at PL 8
  • Disarmed (Instantaneous)
    • Might (+3d10) vs. Guard at PL 6
    • Movement (+3d10) vs. Guard at PL 6
  • Fear (Special)
    • Might (+3d10) vs. Resolve
  • Forced Move (Instantaneous)
    • Might (+3d10) vs. Guard at PL 8
    • Movement (+3d10) vs. Guard at PL 8
  • Immobile (Resist ends (special) (Fail x 3 = 1 minute))
    • Might (+3d10) vs. Guard
    • Movement (+3d10) vs. Guard
  • Knockdown (Instantaneous)
    • Might (+3d10) vs. Guard
    • Movement (+3d10) vs. Guard
  • Mind Dredge (Resist ends (Fail x 3 = 1 minute))
    • Prescience (+3d8) vs. Resolve at PL 8
  • Provoked (Resist (minor) ends (Fail x 3 = 1 minute))
    • Might (+3d10) vs. Resolve at PL 9
  • Spying (10 minutes (special))
    • Prescience (+3d8) vs. Resolve (special) at PL 7
  • Silenced (Resist ends (Fail x 3 = 1 minute))
    • Might (+3d10) vs. Toughness
  • Slowed (Resist ends (Fail x 3 = 1 minute))
    • Might (+3d10) vs. Guard
    • Movement (+3d10) vs. Guard
  • Stunned (Resist ends (Fail x 3 = 1 minute))
    • Might (+3d10) vs. Toughness

  • Absorb Object
    • Movement (+3d10)
  • Aura
    • Movement (+3d10) up to PL 8
    • Prescience (+3d8) up to PL 8
  • Blindsight
    • Prescience (+3d8)
  • Bolster
    • Prescience (+3d8) up to PL 8
  • Detection
    • Prescience (+3d8)
  • Flight
    • Movement (+3d10) up to PL 8
  • Haste
    • Movement (+3d10) up to PL 8
  • Precognition
    • Prescience (+3d8) up to PL 7
  • Reading
    • Prescience (+3d8) up to PL 8
  • Resistance
    • Movement (+3d10) up to PL 9
  • Seeing
    • Prescience (+3d8) up to PL 6
  • Telekinesis
    • Movement (+3d10) up to PL 9
  • Telepathy
    • Prescience (+3d8) up to PL 7
  • Teleport
    • Movement (+3d10) up to PL 9
  • Tongues
    • Prescience (+3d8) up to PL 6
  • Truesight
    • Prescience (+3d8) up to PL 8

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Legendary creature names and descriptions sourced from Wikipedia.