b'Tusked Skyfish \n'b'  Large   aberration ,  unaligned  \n'b'  Armor Class  14 (natural armor)  Hit Points  102 (12d10 + 36)  Speed  5 ft., fly 20 ft. (hover)\n'b' STATS STR: 19 (+4) DEX:  12 (+1)  CON:  17 (+3)  INT:  3 (-4)  WIS:  14 (+2)  CHA:  10 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  lightning  Senses   darkvision  60 ft., passive  Perception  12  Languages  \xe2\x80\x94  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  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. \n'b'  Mobile Grappler . While grappling a creature, the tusked skyfish can move at its full speed, carrying the  grappled  creature along with it. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The tusked skyfish makes one Gore  attack  and one Electrified Tentacles  attack . \n'b'  Gore .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) piercing damage. \n'b'  Electrified Tentacles .  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\xe2\x80\x99t use its Electrified Tentacles on another target. \n'b'  Stench Spray (Recharge 5\xe2\x80\x936) . 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\xe2\x80\x99t  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. \n'b'\n'b' ABOUT \n'b' This creature looks like an enormous flying jellyfish, with long, wicked tusks curving from its gaping mouth and tentaclewhiskers trailing behind it. \n'b'  Alchemical Flotation . These aerial jellyfish waft through the air like balloons, suspended by internal alchemical reactions.\xc2\xa0This mode of movement takes them vertically when they wish or allows them to drift with the winds. They can reach altitudes of 30,000 feet. \n'b'  Shocking Tendrils . Tusked skyfish catch slow-moving or inattentive prey in their tentacles, and they sometimes fish in shallow lakes and streams. They can suppress their natural electrical charge, allowing them to manipulate objects or interact with other creatures safely. \n'b'  Slow Mounts . When fitted with special, electricity-resistant saddles, tusked skyfish can be ridden without harming their riders, although their slow speed makes them most suitable for casual excursions or unhurried long-distance travel. Genies, their offspring, and their servitors seem to find tusked skyfish congenial beasts of burden.'