Fleshin
Fleshin CR: 4
STR
15 +2
DEX
10 +0
CON
12 +1
INT
7 -2
WIS
7 -2
CHA
1 -5
Amphibious. The fleshin can breathe air and water. Standing Leap. The fleshin's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Spine Regrowth. The fleshin has twenty-four tail spikes. Used spikes regrow when the fleshin finishes a long rest.
Actions
Multiattack. The fleshin makes three attacks: one with its bite and two with its spines or three with its tail spikes. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage. Spines. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage and the target must make a DC 11 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Tail Spines. Ranged Weapon Attack: +2 to hit, range 100/200 ft., one target. Hit: 6 (1d8+2) piercing damage and the target must make a DC 11 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Suggested Environments
Ocean
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