Part 4 · Monsters & Creatures
Razorfin
“Razorfin” is the name given to a Wharf Rat in its adult stage. Once fully developed, these beasts become far more voracious and dangerous, making a Razorfin worse to encounter than a school of Snapjaws. Beyond its individual ferocity, the Razorfins’ teamwork ability means that, when a group of Razorfins has a leader to coordinate them, their threat level increases exponentially.
Razorfin Sheets
Common
Razorfin
Fantastic Beast, Small
- Senses
- Keen Smell. Passive perception 11
- Speed
- 40 feet walking, 60 feet swimming
- Skills
- Survival +3
- Languages
- Sylvan
Defenses
Saving Throws: Strength +3
Characteristics
Amphibious. The Razorfin can breathe both on land and underwater.
Keen Smell. The 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.
Disposable. The Razorfin takes double damage from effects and spells that require saving throws, except Dexterity saving throws. If it fails one of these saving throws, the Razorfin takes normal damage, not just half as usual.
Pack Tactics. The Razorfin has advantage on attack rolls against a creature if at least one allied creature is within 5 feet of that enemy creature.
Attacks
Bite. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 8 (3d4+1) Piercing damage.
Runes
Runic Pulse: Agate Pulse (1d4 Piercing damage)
Runes: Bloodthirst, 1 use.
Leader
Razorfin Leader
Fantastic Beast, Small
- Senses
- Keen Smell. Passive perception 13
- Speed
- 40 feet walking, 60 feet swimming
- Skills
- Survival +5
- Languages
- Sylvan
Defenses
Saving Throws: Strength +3
Characteristics
Amphibious. The Razorfin can breathe both on land and underwater.
Keen Smell. The 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 Razorfin has advantage on attack rolls against a creature if at least one allied creature is within 5 feet of that enemy creature.
Attacks
Bite. Natural Weapon Attack, Melee, +3 to hit, 5 ft. reach, one target. On a hit, deals 13 (5d4+1) Piercing damage.
Epic Actions
The Razorfin has 2 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 2
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 2 hit points.
Epic Resilience
Resilience Points: 15 When the Razorfin Leader would fail a saving throw against any effect, it can spend 2 Resilience points to succeed instead.
Runes
Runic Pulse: Agate Pulse (1d4 Piercing damage)
Runes: Pack Leader, 1 use.
