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Klaven Piranha Troop

Huge swarm of Medium aberrations (klaven), lawful evil

Armor Class 17 (natural armor)
Hit Points 147 (14d8+84)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 22 (+6) 13 (+1) 18 (+4) 12 (+1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 14
Languages Jagladine
Challenge 8 (3,900 XP)

SPECIAL TRAITS

  • Klaven Traits. The klaven piranha troop has all the traits of a klaven.

ACTIONS

  • Multiattack. The klaven piranha troop makes 1 slam attack and 2 bite attacks.
  • Slam. Melee Weapon Attack: +9 to hit, 5 ft. reach, one target. Hit: 15 (2d8 + 6) bludgeoning damage.
  • Bite. Melee Weapon Attack: +9 to hit, 5 ft. reach, one target. Hit: 22 (4d8 + 6) piercing damage, plus creatures within 5 feet of the target take half damage unless they succeed on a DC 16 Dexterity saving throw. Chum the Waters. When a klaven piranha troop hits with a bite attack while in the water, the target must succeed on a DC 16 Constitution saving throw or its wounds begin to bleed, causing it to take 1d6 piercing damage each round at the end of its turn. This bleeding can be halted with a DC 16 Medicine check or any form of magical healing, such as cure wounds. The plumes of floating blood from its savage attack cause the water within a 10-foot radius of the klaven troop to become lightly obscured until the end of its next turn. The troop does not have disadvantage on its own Wisdom (Perception) checks from this obscurement.
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Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham