Runarcana

Part 4 · Monsters & Creatures

Ruined Razorfin

Many Bilgewater creatures suffer from the advance of the Torment due to their proximity to the Shadow Isles. Besides citizens, pirates, and other humanoids, some beasts are also among the affected creatures, giving rise to even more dangerous beasts. One example of a beast affected by the Shadow Isles’ curse is the Ruined Razorfin.

Ruined Razorfin Sheet

Ruined Razorfin

CategoryParagon T4
CR6

Fantastic Beast - Undead, Small

HP120 (36d6+12)
AC13
DR
Proficiency+3
Initiative+2
Attributes
STR: 16+3
DEX: 14+2
CON: 18+4
INT: 3-4
WIS: 9-1
CHA: 4-3
Additional
Senses
Blindsight, Keen Smell. Passive perception 9
Speed
40 feet walking, 60 feet swimming
Skills
Survival +2
Languages
Sylvan, Ochnun (understands)
Experience
Collective2,300
Individual863

Saving Throws: Strength +6

Executioner. When the Ruined Razorfin is reduced to 0 hit points, it can spend its reaction to deny death, returning to life with half its maximum hit points. This effect doesn't trigger if it's destroyed by a source that interacts directly with the destruction of undead, such as "Liturgy: Destroy Undead" from an Acolyte of the Spiritual Rite.

Amphibious. The Ruined Razorfin can breathe both on land and underwater.

Mist Wraith. This undead is native to the Black Mist and is positively affected by it.

Keen Smell. The Ruined 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 Ruined Razorfin has advantage on attack rolls against a creature if at least one allied creature is within 5 feet of that enemy creature.

Claws. Natural Weapon Attack, Melee, +3 to hit, 5 ft. reach, one target. On a hit, deals 6 (2d6) Slashing damage and 6 (2d6) Necrotic damage.

Bite. Natural Weapon Attack, Melee, +5 to hit, 5 ft. reach, one target. On a hit, deals 11 (2d8+3) Piercing damage and 6 (2d6) Necrotic damage.

The Ruined 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 Ruined Razorfin's turn, the number of charges returns to 3

The Ruined Razorfin can take an action and restore its reaction (if spent)

The Ruined Razorfin can spend all or the rest of its movement

The Ruined Razorfin can repeat a Saving Throw against an effect affecting it

Cost. When the Ruined Razorfin repeats its saving throw this way, it loses 6 hit points.

Resilience Points: 40 When the Ruined Razorfin would fail a saving throw against any effect, it can spend 6 Resilience points to succeed instead.

Runic Pulse: Onyx Pulse (regenerates 2 at the start of each turn, recovers 1d6 at the end of the round if it takes no damage)

Runes: Bloodthirst, 2 uses.