Mantajaws are agile and formidable swimmers, known for their blend of power and grace. They are prized mounts for underwater races, capable of swift maneuvers and devastating attacks. Found guarding underwater treasures, they bond only with skilled riders capable of earning their trust.
Armor Class:
14
(Natural Armor)
Hit Points:
52
(7d8 + 14)
Speed:
0 ft.
, swim 50 ft.
STR
16
(+
3)
DEX
14
(+
3)
CON
15
(+
3)
INT
2
(
-4)
WIS
12
(+
1)
CHA
6
(
-2)
Skills:
Perception +4, Stealth +5
Saving Throws:
Dexterity +4, Constitution +5
Damage Resistances:
Lightning
Senses:
Darkvision 60 ft., Passive Perception 14
Languages:
—
CR:
2
(450 XP)
Environment:
Underwater
Tags:
Mount
Traits
Amphibious Mount: A Mantajaw trained as a mount can carry one Medium or smaller creature underwater. While mounted, the rider shares the Mantajaw’s swimming speed and benefits from its ability to breathe underwater.
Mantajaws are not naturally docile and require extensive training to be used as mounts. A trained Mantajaw has the following additional features:
It is loyal to its rider and will not attack unless commanded.
It can perform the Dash and Disengage actions with its rider using their bonus action.
Keen Smell: The Mantajaw has advantage on Wisdom (Perception) checks that rely on smell.
Aquatic Predator: The Mantajaw has advantage on attack rolls against creatures that are swimming.
Actions
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Tail Swipe.Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be pushed 5 feet away.
Shock Pulse (Recharge 5-6). The Mantajaw releases a burst of electricity in a 15-foot radius centered on itself. Each creature in the area must make a DC 13 Constitution saving throw, taking 14 (3d8 + 3) lightning damage on a failed save or half as much on a successful one.
Reactions
Electric Aura (Recharge 5-6): When the Mantajaw is hit with a melee attack, it can unleash a pulse of electricity as a reaction. Each creature within 5 feet of the Mantajaw must make a DC 13 Constitution saving throw, taking 10 (2d8 + 3) lightning damage on a failed save or half as much on a successful one.