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The Fish Called Finn

tiny celestial, neutral good


Armor Class: 18 (natural armor)
Hit Points: 150 ()
Speed: 0ft, fly 60 ft. (hover)

STR5(-3)DEX22(+6)CON20(+5)INT24(+7)WIS18(+4)CHA26(+8)
Saving Throws: Int +13, Wis +10, Cha +14
Skills: Arcana +13, History +13, Insight +10, Perception +10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: fire, radiant
Condition Immunities: charmed, frightened, paralyzed, petrified, prone
Senses: truesight 120 ft., passive Perception 20
Languages: all, telepathy 120 ft.
Challenge: 18 (20,000 XP)

Innate Spellcasting: Finn's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: Detect Magic (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: Yes

The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

View on dndbeyond.com
, Identify (divination)
Level: 1
Casting Time: 1 minute
Concentration: No
Ritual: Yes

The caster obtains properties of a magic item (attunement, charges) or knows if an item or a creature is affected by a spell.

View on dndbeyond.com
, Mage Hand (conjuration)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create a spectral hand that can in a 30-ft radius manipulate an object, open a door, stow an item, etc.

View on dndbeyond.com
, Message (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

The caster whispers a message to a creature within 120 ft who will be the only one to hear it. It can reply the same way.

View on dndbeyond.com

3/day each: Dispel Magic (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Fly (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gets a flying speed of 60 ft (+1 creature/lvl).

View on dndbeyond.com
, Haste (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dex. saves and 1 additional action.

View on dndbeyond.com
, Invisibility (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target becomes invisible during 1 hour or until she attacks or casts a spell (+1 creature/lvl).

View on dndbeyond.com
, Telekinesis (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Move a creature (Huge or smaller) or object (up to 1,000 pounds) by thought in case of successful contest.

View on dndbeyond.com

1/day each: Banishment (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).

View on dndbeyond.com
, Dominate Monster (enchantment)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

View on dndbeyond.com
, Plane Shift (conjuration)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).

View on dndbeyond.com
, Wish (conjuration)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Duplicate a 8th level spell or lower without components, or create another effect at the DMs discretion.

View on dndbeyond.com

Legendary Resistance (3/Day): If Finn fails a saving throw, he can choose to succeed instead.
Magic Resistance: Finn has advantage on saving throws against spells and other magical effects.

Actions

Bite: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Illustration:
background image

The Fish Called Finn

tiny celestial, neutral good


Armor Class: 18 (natural armor)
Hit Points: 150 ()
Speed: 0ft, fly 60 ft. (hover)

STR5(-3)DEX22(+6)CON20(+5)INT24(+7)WIS18(+4)CHA26(+8)
Saving Throws: Int +13, Wis +10, Cha +14
Skills: Arcana +13, History +13, Insight +10, Perception +10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: fire, radiant
Condition Immunities: charmed, frightened, paralyzed, petrified, prone
Senses: truesight 120 ft., passive Perception 20
Languages: all, telepathy 120 ft.
Challenge: 18 (20,000 XP)

Innate Spellcasting: Finn's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: Detect Magic (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: Yes

The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

View on dndbeyond.com
, Identify (divination)
Level: 1
Casting Time: 1 minute
Concentration: No
Ritual: Yes

The caster obtains properties of a magic item (attunement, charges) or knows if an item or a creature is affected by a spell.

View on dndbeyond.com
, Mage Hand (conjuration)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create a spectral hand that can in a 30-ft radius manipulate an object, open a door, stow an item, etc.

View on dndbeyond.com
, Message (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

The caster whispers a message to a creature within 120 ft who will be the only one to hear it. It can reply the same way.

View on dndbeyond.com

3/day each: Dispel Magic (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Fly (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gets a flying speed of 60 ft (+1 creature/lvl).

View on dndbeyond.com
, Haste (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dex. saves and 1 additional action.

View on dndbeyond.com
, Invisibility (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target becomes invisible during 1 hour or until she attacks or casts a spell (+1 creature/lvl).

View on dndbeyond.com
, Telekinesis (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Move a creature (Huge or smaller) or object (up to 1,000 pounds) by thought in case of successful contest.

View on dndbeyond.com

1/day each: Banishment (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).

View on dndbeyond.com
, Dominate Monster (enchantment)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

View on dndbeyond.com
, Plane Shift (conjuration)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).

View on dndbeyond.com
, Wish (conjuration)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Duplicate a 8th level spell or lower without components, or create another effect at the DMs discretion.

View on dndbeyond.com

Legendary Resistance (3/Day): If Finn fails a saving throw, he can choose to succeed instead.
Magic Resistance: Finn has advantage on saving throws against spells and other magical effects.

Actions

Bite: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
background image

The Fish Called Finn

tiny celestial, neutral good


Legendary Actions

Finn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Finn regains spent legendary actions at the start of his turn.
Cast a spell: Finn casts a spell that he can cast innately, using a slot as normal.
Move: Finn flies up to half his speed, this movement does not provoke attacks of opportunity.
Telepathic Taunt: Finn targets one creature within 120 feet of him that can hear him. The target must succeed on a DC 22 Wisdom saving throw or be frightened of Finn until the end of its next turn.
background image

The Fish Called Finn

Finn is a tiny celestial creature with a neutral good alignment. He has been trapped in a bottle for thousands of years and has amassed a wealth of knowledge and arcane powers. While in his glass prison he was unable to use his powers, but now that he has been released he is a powerful high level caster, while also being a goldfish.
Finn is a very intelligent and wise creature, with a deep understanding of the world and its workings. He is also very kind and compassionate, always willing to help those in need. He has a great sense of humor and enjoys making others laugh.
Despite his small size, Finn is a formidable opponent. He has powerful spellcasting abilities and can communicate telepathically with other creatures. He is also able to fly, making him a difficult target to hit.
Finn is a very curious creature and is always eager to learn more about the world around him. He is fascinated by magic and the arcane, and is always seeking to expand his knowledge in these areas.
Overall, Finn is a very powerful and wise creature, with a kind heart and a great sense of humor. He is a valuable ally to have, and a dangerous foe to face.

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