b'Gymnotid, Mist \n'b'  Family:   Gymnotid  \n'b'  Medium   aberration  (brutal),  unaligned  \n'b'  Armor Class  16 (natural armor)  Hit Points  44 (8d8 + 8);  Wound Threshold  11  Speed  10 ft., swim 40 ft., fly 40 ft. (in thick mist)\n'b' STATS STR: 14 (+2) DEX:  19 (+4)  CON:  12 (+1)  INT:  4 (-3)  WIS:  10 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2  Damage Immunities  lightning  Condition Immunities   prone   Senses  blindsight 60 ft., passive  Perception  12  Languages  understands simple words in Deep Speech but can\xe2\x80\x99t speak  Challenge  2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The mist gymnotid can breathe air and water. \n'b'  Shocking Body . A creature that comes in contact with the mist gymnotid or hits it with a  melee attack  while within 5 feet of it takes 5 (1d10) lightning damage. \n'b'  Variable Electric Intensity . Depending on the environment, the gymnotid can reroll a variable number of lightning damage dice (see the Variable Electric Intensity table). \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The gymnotid makes two electrocyte discharge attacks. \n'b'  Electrocyte Discharge .  Melee Weapon Attack : + 6 to hit, reach 5 ft., one creature.  Hit : 7 (1d6 + 4) bludgeoning damage and 5 (1d10) lightning damage. In addition, the target must make a DC 11  Constitution  saving throw, or be numb for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful roll. \n'b'  Coiling .  Melee Weapon Attack : + 6 to hit, reach 5 ft., one creature.  Hit : 6 (1d4 +4) bludgeoning damage and the target is  grappled  (escape DC 12). If the gymnotid grapples a creature, it can also use Coiling Discharge as a bonus action. \n'b'  Coiling Discharge (Recharge 4-6) . The gymnotid lets out a powerful discharge at the creature its grappling, and which must make a DC 11  Constitution  saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. If the save fails by 5 or more, the target is also  paralyzed  for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a successful roll. \n'b'\n'b' ABOUT \n'b' With a silhouette similar to an Acoatl electric eel, the mist gymnotid is an aberration from Blackwater able to swim in thick mist-which would commonly be referred to as flying. As an adult, its serpentine body measures up to 10 feet long, its head framed by flexible growths that resemble seaweed or grass.. \n'b' Normally, the mist gymnotid is a predator only interested in prey it can eat. It occasionally attacks travelers by accident, when it mistakes an arm or leg for an edible creature in murky waters. In addition, it will attack larger creatures if cornered, in order to flee. \n'b' Some gymnotid subspecies have developed group hunting tactics, similar to those of wolves or dolphins. They swim in a circle, strike, back away, and seek to wear down numerous prey. \n'b' Despite the power of this approach, gymnotids normally only use it to catch small prey. \n'b' However, intelligent and manipulative aberrations may use these creatures as weapons or living traps. They place them in tunnels to be guarded, or psychically dominate them to send on the front lines and weaken enemies. \n'b' A gymnotid\xe2\x80\x99s attack has two steps. It first bites its prey, then coils around it to generate an electric shock strong enough to stun or even paralyze it (see Appendix: Conditions and Tactical Situations). \n'b' While the mist gymnotid seems naturally predisposed to swim in water or thick mist, it can also move around in drier air. Paradoxically, the lower the humidity, the more lightning damage it will deal. \n'b' Variable Electric Intensity \n'b' Hygrometry Damage \n'b' In water \n'b' The values written on the profile. \n'b' In thick mist (mostly shrouded area) The mist gymnotid can reroll up to 2 lightning damage dice, in which case the second result is kept even if it\xe2\x80\x99s less than the first. \n'b' In the air \n'b' The mist gymnotid can reroll up to 4 lightning damage dice, in which case the second result is kept even if it\xe2\x80\x99s less than the first.'