Gymnotid, Undulating

Family: Gymnotid

Large aberration (brutal), unaligned

Armor Class 17 (natural armor)
Hit Points 67 (9d10 + 18); Wound Threshold 17
Speed 10 ft., swim 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 14 (+2) 7 (-2) 12 (+1) 8 (-1)

Skills Perception +4
Damage Immunities lightning
Condition Immunities prone
Senses blindsight 60 ft., passive Perception 14
Languages understands Deep Speech but can’t speak
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Amphibious. The undulating gymnotid can breathe air and water.
  • Shocking Body. A creature that comes in contact with the gymnotid or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage.
  • Variable Electric Intensity. Depending on the environment, the gymnotid can reroll a variable number of lightning damage dice (see the Variable Electric Intensity table).

ACTIONS

  • Multiattack. The gymnotid makes two electrocyte discharge attacks.
  • Electrocyte Discharge. Melee Weapon Attack: + 8 to hit, reach 5 ft., one creature. Hit: 9 (1d8+5) bludgeoning damage and 11 (2d10) lightning damage. In addition, the target must make a DC 13 Constitution saving throw, or be numb for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful roll.
  • Coiling. Melee Weapon Attack: + 8 to hit, reach 5 ft., one creature. Hit: 8 (1d6+5) bludgeoning damage and the target is grappled (escape DC 14). If the gymnotid grapples a creature, it can also use Coiling Discharge as a bonus action.
  • Coiling Discharge (Recharge 4-6). The gymnotid lets out a powerful discharge at the creature its grappling, and which must make a DC 13 Constitution saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. If the save fails by 5 or more, the target is also paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a successful roll.

ABOUT

A large subspecies, undulating gymnotids prefer large caverns filled with mist or vapor to roam in peace. Sometimes they emerge onto the surface in humid regions, such as mountains often shrouded in clouds.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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