{"name":"Shark-Eel Tail","aura":"Transmutation, Enchantment","caster_level":"","body_slot":"Legs","price":"","weight":"","source":"","description":"Attachment (Ex): Shark-Eel Tail deal 1 point of Dexterity drain.\r\n\r\nThis tail replaces the host creature's legs or rear limbs. As a standard action, you can morph your legs into a tail or vice versa:\r\n\r\nLegs: You have your normal walking speed. You can stand on and move across any liquid surface as if it were solid ground.\r\n\r\nTail: You have a swim speed of 60 feet and a +5 bonus on checks and saving throws made to avoid being grappled or restrained whilst underwater. On land, you are prone and can't stand up, and have a walking speed of 5 feet. You can breathe both air and under water.\r\n\r\nElectric Discharge: You can produce a powerful jolt of electricity from your body when grappled. When ever a creature maintains a grapple on you, you may deliver a jolt of electricity dealing 1d6 damage. Also the creature effected must make a DC 15 Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based.\r\n\r\nBlood Frenzy: When you attack a creature at 50% hp or less you fly into a frenzy that lasts 1 minute. While frenzied, you gain a +4 bonus to damage rolls with your natural attacks, gains 8 temporary HP that go away at the end of the frenzy, and takes a \u20132 penalty to AC.\r\n\r\nTelepathy (Su): A Shark-Eel Tail can communicate telepathically with its host, if the host has a language","construction_requirements":"","tags":"","isShared":"on","templateId":"6783","blockId":"1088203","world":""}