Part 4 · Monsters & Creatures
Ferocious Razorfin
An even more dangerous and voracious variant of the marine beast Razorfin, they emerge when an individual or group of Razorfins survives long periods of hunger and scarce resources, becoming more aggressive and violent to overcome these obstacles.
Razorfin Sheets
Common
Ferocious Razorfin
Beast, Mutation (Fantastic Beast), Small
- Senses
- Keen Smell. Passive perception 13
- Speed
- 40 feet walking, 60 feet swimming
- Skills
- Stealth +3, Survival +6
- Languages
- Sylvan
Defenses
Saving Throws: Strength +5
Characteristics
Amphibious. The Ferocious Razorfin can breathe both on land and underwater.
Keen Smell. The Ferocious Razorfin has Keen Smell up to 3 miles away related to detecting blood; once it has caught the scent, it has advantage on checks related to tracking the source of the blood.
Pack Tactics. The Ferocious Razorfin has advantage on attack rolls against a creature if at least one allied creature is within 5 feet of that enemy creature.
Attacks
Claws. Melee Natural Weapon Attack, +3 to hit, one target. On a hit, deals 14 (4d6) Slashing damage.
Bite. Melee Natural Weapon Attack, +5 to hit, 5 ft. reach, one target. On a hit, deals 15 (3d8+2) Piercing damage.
Runes
Runic Pulse: Agate Pulse (1d4 Piercing damage)
Runes: Bloodthirst, 1 use. Ravenous, 1 use.
Leader
Ferocious Razorfin Leader
Beast, Mutation (Fantastic Beast), Small
- Senses
- Keen Smell. Passive perception 13
- Speed
- 40 feet walking, 60 feet swimming
- Skills
- Stealth +3, Survival +6
- Languages
- Sylvan
Defenses
Saving Throws: Strength +5
Characteristics
Amphibious. The Ferocious Razorfin Leader can breathe both on land and underwater.
Keen Smell. The Ferocious Razorfin Leader has Keen Smell up to 3 miles away related to detecting blood; once it has caught the scent, it has advantage on checks related to tracking the source of the blood.
Pack Tactics. The Ferocious Razorfin Leader has advantage on attack rolls against a creature if at least one allied creature is within 5 feet of that enemy creature.
Attacks
Claws. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 28 (8d6) Slashing damage.
Bite. Natural Weapon Attack, Melee, +5 to hit, 5 ft. reach, one target. On a hit, deals 24 (5d8+2) Piercing damage.
Epic Actions
The Razorfin has 3 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Razorfin's turn, the number of charges returns to 3
The Razorfin can take an action and restore its reaction (if spent)
The Razorfin can spend all or the rest of its movement
The Razorfin can repeat a Saving Throw against an effect affecting it
Cost. When the Razorfin repeats its saving throw this way, it loses 6 hit points.
Epic Resilience
Resilience Points: 43 When the Razorfin Leader would fail a saving throw against any effect, it can spend 6 Resilience points to succeed instead.
Runes
Runic Pulse: Agate Pulse (1d4 Piercing damage)
Runes: Pack Leader, 1 use. Ravenous, 1 use.
