Wise Carp Wild Traits
This template has access to the following wild traits:
Agile. The creature gains proficiency in Dexterity saving throws and it can use its choice of its Strength or Dexterity modifier for attack and damage rolls with unarmed attacks. The creature must use the same modifier for both rolls.
Bulky. The template gains proficiency in Strength and Constitution saving throws.
Deep Adaptation. The creature gains darkvision to a range of 120 feet. The creature also has disadvantage on Wisdom (Perception) checks that rely on sight when it or whatever it is trying to perceive is in bright light.
Extra sensory. The creature gains blindsight out to a range of 30 feet.
Large. (counts as 2 wild traits). The creature’s size is large and as a result the creature gains +2 bonus to its armour class and a 1d4 damage bonus to its melee damage rolls. The large trait replaces the template’s physical ability scores with: Strength 17 (+3), Dex 12 (+1), Con 15 (+2). The creature’s maximum hit points also increase by 1 for each of your druid levels.
Luring Predator. This creature makes opportunity attacks with advantage. Also, this creature can make a melee attack as a reaction when another creature within 5 feet of this creature makes an attack against a target that is not this creature.
Multiattack: Shocking Discharge. When the creature takes the attack action, it can use a bonus action to make a shocking discharge:
Shocking Discharge. (counts as 2 wild traits). The creature targets one other creature within 5 feet. The target must make a Constitution saving throw or take 1d12 Lightning damage and the target is unable to take reactions until the beginning of its next turn. If the target rolls a 1 on the saving throw, it takes the damage but is stunned until the beginning of its next turn instead.
Pack Tactics. Once per turn, the creature has advantage on the a melee attack it makes against another creature when at least one of its allies is within 5 feet of that creature and the ally isn’t incapacitated.
Quills. When the creature is hit by a melee attack, it can use a reaction to deal 2d4 piercing damage to the attacker.
Sprinter. The creature can take the dash action as a bonus action.
Great Beast Spirits
Wise Carp
The Wise Carp spirit look after animals that live in lakes or the open sea such as various fish, eels, sharks, and whales.
Wise
Carp Small or medium beast |
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Armor
Class 12 (+1 from natural armour) Speed 0 feet, swim
35 feet |
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Str 13 (+1) Int 2 (-4) |
Dex 13 (+1) Wis 14 (+2) |
Con 14 (+2) Cha 7 (-2) |
Special Water Beast. The creature has advantage on
attack rolls against creatures without swimming speed when fighting under
water. Water Breathing. The creature can breathe only underwater. |
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Actions Ripping
Grip. Melee attack, reach 5 ft., 1d6 slashing
damage. On a hit, the target takes an additional 1d6 damage if its speed is
reduced in any way. |