Attachment (Ex): Shark-Eel Tail deal 1 point of Dexterity drain. This tail replaces the host creature's legs or rear limbs. As a standard action, you can morph your legs into a tail or vice versa: Legs: You have your normal walking speed. You can stand on and move across any liquid surface as if it were solid ground. Tail: You have a swim speed of 60 feet and a +5 bonus on checks and saving throws made to avoid being grappled or restrained whilst underwater. On land, you are prone and can't stand up, and have a walking speed of 5 feet. You can breathe both air and under water. Electric Discharge: You can produce a powerful jolt of electricity from your body when grappled. When ever a creature maintains a grapple on you, you may deliver a jolt of electricity dealing 1d6 damage. Also the creature effected must make a DC 15 Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based. Blood Frenzy: When you attack a creature at 50% hp or less you fly into a frenzy that lasts 1 minute. While frenzied, you gain a +4 bonus to damage rolls with your natural attacks, gains 8 temporary HP that go away at the end of the frenzy, and takes a –2 penalty to AC. Telepathy (Su): A Shark-Eel Tail can communicate telepathically with its host, if the host has a language
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