Runarcana

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

CategorySoldier
CR6

Beast, Mutation (Fantastic Beast), Small

HP54 (16d6-2)
AC11
DR
Proficiency+3
Initiative0
Attributes
STR: 14+2
DEX: 100
CON: 8-1
INT: 3-4
WIS: 17+3
CHA: 5-3
Additional
Senses
Keen Smell. Passive perception 13
Speed
40 feet walking, 60 feet swimming
Skills
Stealth +3, Survival +6
Languages
Sylvan
Experience
Collective575
Individual216

Saving Throws: Strength +5

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.

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.

Runic Pulse: Agate Pulse (1d4 Piercing damage)

Runes: Bloodthirst, 1 use. Ravenous, 1 use.

Leader

Ferocious Razorfin Leader

CategoryParagon T4
CR6

Beast, Mutation (Fantastic Beast), Small

HP129 (36d6+3)
AC11
DR
Proficiency+3
Initiative0
Attributes
STR: 14+2
DEX: 100
CON: 12+1
INT: 3-4
WIS: 17+3
CHA: 5-3
Additional
Senses
Keen Smell. Passive perception 13
Speed
40 feet walking, 60 feet swimming
Skills
Stealth +3, Survival +6
Languages
Sylvan
Experience
Collective2,300
Individual863

Saving Throws: Strength +5

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.

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.

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.

Resilience Points: 43 When the Razorfin Leader would fail a saving throw against any effect, it can spend 6 Resilience points to succeed instead.

Runic Pulse: Agate Pulse (1d4 Piercing damage)

Runes: Pack Leader, 1 use. Ravenous, 1 use.