Pisces

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Pisces

Pisces

Large celestial, neutral

Armor Class 15 (Natural Armor)
Hit Points 91 (14d10 + 14)
Speed 10 ft., Fly 50 ft. (hover), Swim 50 ft.
STR
15
(+2)
DEX
14
(+2)
CON
13
(+1)
INT
10
(+0)
WIS
13
(+1)
CHA
11
(+0)
Saving Throws Str +5, Dex +5
Skills Survival +4, Perception +4
Damage Resistances Cold, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Celestial (understands but speaks through mental connection with its summoner)
Challenge 7 (2,900 XP)

Celestial Mount. Pisces consists of two massive aquatic serpents acting as a single unit. Up to two Medium or smaller creatures can ride Pisces as mounts at the same time. While mounted on Pisces, riders gain a fly speed equal to Pisces’ fly speed and have advantage on saving throws against being knocked prone or unmounted.

Dual Entity. Because Pisces acts as a synchronized pair, Pisces has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Additionally, Pisces can occupy the same space as a friendly creature without squeezing.

Actions

Multiattack. Pisces makes two Bite attacks or uses Double Fish Strike if available.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 3 (1d6) cold damage.

Double Fish Strike (Recharge 5–6). The twin fish swirl into a coordinated, crushing barrage against a single creature within 10 feet. The target must make a DC 13 Dexterity saving throw. On a failed save, the target takes 27 (6d8) magical bludgeoning damage and is restrained until the start of Pisces' next turn as the spirits weave around them. On a successful save, the target takes half as much damage and is not restrained.