Shimmernewt
Creature 6 (rare) — amphibious, beast
Pre-Remaster content. May include legacy alignment.
CrasherSnareAQUATICLANDbeastamphibious
Native to the coastal provinces of eastern Holomog, these strange amphibians have frilled, iridescent gills that appear asymmetrically on either side of their bodies. Random arrays of spots, stripes, and other patterns decorate their flanks, and it's said no two shimmernewts have the same coloration. Originally, shimmernewts were ordinary (if oversized) amphibians, living their lives between brackish coastal lakes or tidal pools and the steamy jungles nearby. Over time, the ambient chaotic energ
Source: blood-lords-bestiary (Pre-Remaster)
Perception +14; darkvision
Skills acrobatics +12, athletics +15
Str
+5
Dex
+2
Con
+4
Int
-4
Wis
+0
Cha
-2
AC 22
Fort +16
Ref +14
Will +12
HP 120
Speed 25 feet, swim 35 feet
Offense
Melee Jaws (unarmed) +17, Damage 2d10+8 piercing plus Grab
Melee Tail (reach-10, unarmed) +17, Damage 2d8+8 bludgeoning plus Trip
Abilities
Gaping Chomp — The shimmernewt chews on a creature that it has Grabbed or Restrained. The target creature must attempt a DC 24 Fortitude save.
Critical Success The creature takes no damage.
Success The creature takes 1d10 piercing damage.
Failure The creature takes 2d10 piercing plus 1d6 bleed damage.
Critical Failure The creature takes 4d10 piercing plus 1d6 bleed damage, and is Sickened 2 by the pain of the chomp.
Critical Success The creature takes no damage.
Success The creature takes 1d10 piercing damage.
Failure The creature takes 2d10 piercing plus 1d6 bleed damage.
Critical Failure The creature takes 4d10 piercing plus 1d6 bleed damage, and is Sickened 2 by the pain of the chomp.
Shimmer Step (primal, teleportation) — The shimmernewt surges forward so quickly it slips through space, teleporting to a target for an unexpected attack. The shimmernewt teleports to an empty space adjacent to a creature it can see within 60 feet, then attempts a jaws Strike against the creature. The target creature is Off-Guard against this Strike.
Trip (attack, skill) — You try to knock a creature to the ground. Attempt an Athletics check against the target's Reflex DC.
Critical Success The target falls and lands Prone and takes 1d6 bludgeoning damage.
Success The target falls and lands prone.
Critical Failure You lose your balance and fall and land prone.
Critical Success The target falls and lands Prone and takes 1d6 bludgeoning damage.
Success The target falls and lands prone.
Critical Failure You lose your balance and fall and land prone.
Grab —
WORKS WELL WITH
AnvilAQUATIC / LANDA durable front-liner occupies the main threat while this teleporting ambusher strikes past to punish an unwary flank.
SniperAQUATIC / LANDA target held in the jaws or tail is pinned in place, giving ranged attackers a stationary opportunity.
WeaverAQUATIC / LANDOngoing debuffs stack well on a target already struggling against the Grab and its escalating bite.
PUNISHES
✖ isolated or unseen targets✖ standing still✖ melee reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Shimmernewt in the encounter builder — free, no install.
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