Size: About 4 to 16 inches long
Weight: 0.8 to 1 pound
COU 11 SGC 10 (a) INT 13 CHA 12 DEX 9 AGI 13 CON 9 STR 12 (s)
LP 4 AE - KP - INI 12+1D6
DE 7 SPI 0 TOU –2 MOV 10
Bite: AT 10 DP 1D3 RE short
Advantage: Aquatic Creature
Special Abilities: Attack Weak Spot (Bite), Underwater Combat
Skills: Body Control 4 (13/13/9), Climbing—(no check allowed, piranhas cannot climb), Feat of Strength 4 (9/12/12), Intimidation 5 (11/13/12), Perception 7 (10/13/13), Self-Control 8 (11/11/9), Stealth 9 (11/13/13), Swimming 8 (13/9/12), Willpower 7 (11/13/12)
Number: 1D20+20 (school)
Size Category: tiny
Type: Animal, non-humanoid
Loot: 0.25 ration of meat
Combat Behavior: Piranhas do not normally attack humansized targets, unless they are very hungry. Then, when blood begins to flow, the fish enter a feeding frenzy.
Escape: Loss of 50% LP; when half the school is dead or has retreated, the rest flee, too.
Fishing (Freshwater Animals)
- QL 1: Piranhas usually feed on small fish or dead animals, but when hungry, they sometimes attack human-sized or even larger creatures.
- QL 2: you can cross bodies of water inhabited by piranhas in relative safety, as long as you do not have open wounds.
- QL 3+: You can fool piranhas by planting a lure of bloody meat somewhere upstream. They then feed on the lure and won’t attack people or animals that must cross a river with fresh injuries.
Drawn by Blood: Piranhas can sense blood at a distance of 50 yards and quickly close on their prey.
Frenzied: When one piranha attacks successfully, all members of the school gain the state frenzied. The piranhas gain –1 DE and +1 AT. These modifiers are cumulative, up to a maximum modifier of –5 DE and +5 AT (for example, after three successful attacks, the piranhas gain –3 DE and +3 AT). This feeding frenzy remains in effect until the target dies, but no longer than 30 minutes.
Aventurian Bestiary, page 109