Tidehunter
Tome of Beasts 2
(2,300 XP)
Robinloft Estimated
CR
6
Armor Class
15 (natural armor)
Hit Points
147 (14d12+56)
Speed
20 ft., swim 40 ft.
STR
19
(+4)
DEX
14
(+2)
CON
18
(+4)
INT
5
(-3)
WIS
12
(+1)
CHA
5
(-3)
Saving Throws
—
Skills
Perception +4, Stealth +5
Senses
darkvision 60 ft., passive Perception 14
Languages
—
Environments
Amphibious.
The tidehunter can breathe air and water.
Net Maker.
With 1 minute of work, the tidehunter can create a net out of seaweed, rope, or similar material. The tidehunter typically carries 2 nets.
Underwater Camouflage.
The tidehunter has advantage on Dexterity (Stealth) checks made while underwater.
Actions
Multiattack.
The tidehunter makes three attacks, only one of which can be with its net. It can use Reel in place of two claw attacks.
Claw.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The tidehunter has two claws, each of which can grapple only one target.
Net.
Ranged Weapon Attack: +5 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.
Reel.
The tidehunter pulls one creature restrained by its net up to 20 feet straight toward it. If the target is within 10 feet of the tidehunter at the end of this pull, the tidehunter can make one claw attack against it as a bonus action.
Reactions
Entangle Weapon.
When the tidehunter is targeted by a melee weapon attack, the attacker must succeed on a DC 16 Dexterity saving throw or miss the attack as the tidehunter uses its net to interfere with the weapon. The tidehunter must have an empty net to use this reaction.
Tidehunter
Not yet described
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