Druid

 

Druid: Great Beast Spirit: 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 Wild Trait Options

Agile. This creature has 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. This creature must use the same modifier for both rolls.

Blood Frenzy. This creature has advantage on attack rolls against bloodied creatures, and it can re-roll one d20 as part of an attack made with advantage against a bloodied creature.

Bulky. This creature has proficiency in Strength and Constitution saving throws.

Deep Adaptation. This creature has darkvision to a range of 120 feet. In addition, this creature 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. This creature gains blindsight out to a range of 30 feet.

Large (counts as 2 wild traits). This creature’s size is large and as a result this 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 16 (+3).

Luring Predator. This creature makes opportunity attacks with advantage. Also, this creature can make a melee attack as a reaction when another creature within its reach makes an attack against any target that is not this creature.

Multiattack: Shocking Discharge. (counts as 2 wild traits). This creature can use a bonus action to make a special attack, shocking discharge:

          Shocking Discharge. This creature targets one other creature within 5 feet. The target must make a Constitution saving throw. On a failed saving throw, the target takes 1d10 Lightning damage and becomes flat-footed. If the target rolls a 1 on the saving throw, it also becomes stunned until the end of its next turn.

Natural Protection. This creature’s armour class becomes 16 instead of the template’s normal armour class and it does not add Dexterity to its armour class.

Pack Tactics. This creature has advantage on melee attacks it makes against another creature when at least two of its allies are within 5 feet of the target creature and the allies are not incapacitated.

Skilled Tracker. This creature gains proficiency in Perception and Survival. If this creature is already proficient with both of these skills, it instead gains expertise in one of these skills.

Sprinter. This creature can take the dash action as a bonus action.

 

Wise Carp

Small or medium beast

Armor Class 12 (+1 from natural armour)

Speed 0 feet, swim 35 feet

Str 13 (+1)

Int 2 (-4)

Dex 13 (+1)

Wis 14 (+2)

Con 14 (+2)

Cha 7 (-2)

Special

Low-light vision. This creature can see in dim light is if it was bright light.

Water Beast. This creature has advantage on attack rolls against creatures without swimming speed when fighting under water.

Water Breathing. This creature can breathe only underwater.

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.