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Tusked Skyfish

Large · Aberration · CR 4 · Unaligned

Armor Class
14 (natural armor)
Hit Points and Hit Dice
102 (12d10 + 36)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
19
+4
DEX
12
+1
CON
17
+3
INT
3
-4
WIS
14
+2
CHA
10
+0

Overview

Category Monsters
Size Large
Type Aberration
Alignment Unaligned
XP 1100
Initiative Bonus +1

Movement

Walk 20 ft (6.1 m)
Fly 5 ft (1.5 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 12

Resistances & Immunities

Damage Immunities
lightning

Traits

Electrified Tendrils

A creature that touches the skyfish or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage. In addition, a creature that starts its turn beneath the skyfish while the skyfish is hovering takes 3 (1d6) lightning damage, provided the creature is within 15 feet of the skyfish.

Mobile Grappler

While grappling a creature, the tusked skyfish can move at its full speed, carrying the grappled creature along with it.

Actions

Electrified Tentacles

+6 to hit, reach 10 ft (3 m). Hit: 3d6+4 lightning damage.

Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) bludgeoning damage, and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained and takes 14 (4d6) lightning damage at the start of each of its turns, and the skyfish can't use its Electrified Tentacles on another target.

Gore

+6 to hit, reach 5 ft (1.5 m). Hit: 2d8+4 piercing damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Multiattack

The tusked skyfish makes one Gore attack and one Electrified Tentacles attack.

Stench Spray

Recharge 5–6

The tusked skyfish sprays foul-smelling liquid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. If the saving throw fails by 5 or more, the creature falls unconscious while poisoned in this way. The unconscious creature wakes up if it takes damage or if another creature takes an action to shake it awake. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

About Tusked Skyfish

Tusked Skyfish is a large aberration with a Challenge Rating of 4. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 102 hit points (derived from 12d10 + 36).

GM Tips: Using Tusked Skyfish

2 tips available

When using Tusked Skyfish in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing Tusked Skyfish

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 4.

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Tusked Skyfish?
Tusked Skyfish has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Tusked Skyfish?
Tusked Skyfish is a Large Aberration, which affects how certain spells and abilities interact with it.

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