Piranha Swam
Individually, average piranha weigh 1d4+3 pounds, and if a swarm is defeated by an area attack, 1d20 fish may be recovered. Water protects piranha swarms from fire -based magic and similar effects, granting a +2d shift on the dice chain to saving throws and reducing any damage suffered to one -quarter. The judge may rule that the medium allows electricity -based spells to affect all targets in range (including any potential PCs), and cold-based spells to affect all targets in half normal range, so long as they are at least partly in the water. When characters are successfully attacked by the swarming bite of piranha, they must succeed in a Luck check, or the piranha attack in a frenzy that round, doing an additional 1d5 damage to all targets that failed their Luck check. For creatures without Luck scores, assume a base score of 10. Particularly cruel judges may have "exploding" frenzy damage. Each time a "5" is rolled, add an additional 1d5 damage. In this way, cattle – and adventurers! – may be stripped to the bone in seconds. Obviously, the easiest way to avoid these dangers is to not get into the water in the first place. Once you are attacked, the easiest way to survive is to get out of the water.
Summary
Init +0; Atk swarming bite +5 melee (1d3 plus frenzy); AC 15; HD 7d8; MV swim 40’; Act special; SP bite all targets within 20’ x 20’ space, half damage from non -area attacks, water protects from fire -based spells, frenzy; SV Fort +4, Ref +4, Will -2; AL N.