Reefsnarl Tide-Hound
Homebrew
Reefsnarl Tide-Hound CR: 2
STR
16 +3
DEX
17 +3
CON
16 +3
INT
5 -3
WIS
13 +1
CHA
6 -2
Stealth +5
Perception +3
Athletics +5
darkvision 60 ft.
tremorsense 10 ft.
Lurker's Adaptation. The reefsnarl can hold its breath for up to 1 hour and has advantage on Dexterity (Stealth) checks made while underwater or partially submerged in coral-heavy terrain.
Reefspine Burst (Recharge 5–6). As a bonus action, the reefsnarl expels sharp coral spines from its back. Each creature within 5 feet takes 5 (1d10) piercing damage and must make a DC 13 Strength saving throw or be pushed 10 feet away.
Actions
Rake. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 3) slashing damage.
Heavily muscled and covered in jagged coral plating, Reefsnarls are elite aquatic hunters used for patrolling deep reefs and defending Taldozen’s submerged sanctums. They specialize in ambush tactics and pack coordination.
Suggested Environments
Coral reefs, submerged hunting grounds, kelp forests off the coast
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