Tiny Beast, Unaligned
- AC
- 13
- Initiative
- +3 (13)
- HP
- 1 (1d4-1)
- Speed
- 5 ft., Swim 40 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 2 | -4 | -4 |
| DEX | 16 | +3 | +3 |
| CON | 9 | -1 | -1 |
| INT | 1 | -5 | -5 |
| WIS | 7 | -2 | -2 |
| CHA | 2 | -4 | -4 |
How to run Piranha
A friendly piranha school is a stretch, and the only framing that really sells is "we are pointing a problem at a different problem". A druid drops fish food in the river to lure the school onto an enemy's flank, a hag keeps a farm of them under a pier as a security system, a sea witch gestures and the river answers. The party doesn't befriend the school; they aim it.
Mechanically the school is a hazard the party turns the wrong way. The enemy that gets shoved or pulled into piranha-infested water takes the same flat damage per round the party would. A grappled cultist held under takes 1d4 to 2d4 piercing per round and probably starts drowning besides. The trick is delivery. The party needs a way to get the target wet (Bigby's Hand, Thorn Whip, a rope and a saved-up shove), and the school does the rest.
The school is not a teammate. Piranhas have Int 1 and don't follow commands, so the druid or witch character has to keep the bait alive (a struggling captive on a hook, a leg of mutton tied to a rope) or the school disperses. Once the bait stops bleeding, the fish leave and the party is back to normal combat. There is no second use of this trick in the same fight unless they can replenish the bait.
Show the boil of the water before the trick goes off. The enemy who hears teeth before they hit the river is the enemy who panics in character.
A single piranha is 1 HP and a +5 to-hit nobody cares about. The encounter is the school. Run piranhas in groups of fifteen to thirty, and run the encounter as an environmental hazard with statistics, not a normal combat. The party fell into the river, or someone bled into the water, or the rope bridge gave out at the worst moment. Now there is a problem.
Mechanically, treat each piranha as a single-bite irritation: improvise a 1d4 piercing on a hit since the stat block has no listed action, with no attack worth tracking individually. What matters is mass. Anyone in the water swimming through the school takes a flat 1d4 or 2d4 piercing per round depending on density, with no save. A PC who tries to grab a sinking party member loses HP every round they linger. The party is on a clock measured in rounds before someone drops, and the rounds tick past while they figure out how to get back to shore.
Blood accelerates the school. If a PC is below half HP in the water, every other piranha in a 30-foot radius converges. Make this visible: the water boils, the surface chops, the bard sees teeth. Anyone trying to revive a downed ally is now in a feeding zone, and the cleric who dives to grab the rogue is taking damage every turn she's underwater. Don't ask for athletic checks every six seconds. Ask once, set a stake, and let the dice resolve.
Piranhas don't flee. They eat until they're full or until the food leaves the water. Once the party is on a bank or in a boat, the school dissipates back into ordinary fish. Whoever lost a finger keeps the scar.
Cut to the surface every round so the party in the water can see the boat is just out of reach. Fear of being eaten beats actual damage every time.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.