Flounder sharks (Squatinebular angustus)  

These predators are readily visible from the side but nearly imperceptible from the front. Their primary prey consists of the small mistborn, and they reside in the water when the fog dissipates. If one of these creatures finds itself stranded on land, it will roll itself in the direction of the nearest water source. During an attack, they initiate a rapid spinning motion resembling a turbine, achieving tremendous speed before striking their target with their entire body. It is believed that they encounter difficulties executing this maneuver in the water, making the mist their preferred feeding habitat.

Appearance: Measuring approximately 7 × 7 feet (2 × 2 meters) in the side view, these creatures have a thickness that does not exceed one foot (30 centimeters), with the largest part being their mouth. They possess a sleek and streamlined appearance. Their head seamlessly merges with their body and is equipped with three eyes — two on the sides of the head and one in the front. The mouth opening is bristling with sharp teeth arranged in three rows, with jaw reaching to almost half its body diameter. While at rest, they swim vertically, displaying their entire surface. However, during attacks and spinning maneuvers, their footprint becomes considerably smaller. They use their whole body as a flat tail for locomotion.

Statistics: B4 S2 M2 W2 L35 Ev7 D10 A2

Skills: Athletics +2, Perception +3,

Abilities:

  • Stealth – When a creature spots potential prey, it aligns itself perfectly with its target, making it exceptionally difficult to detect. During this state, it benefits from a +4 bonus to its Stealth, until detected by the enemy.
  • Corkscrew – During an attack, the creature executes a spinning maneuver. While performing a corkscrew, there is a −2 penalty to Attack rolls against the creature.  
  • A2 Crash attack – Flounder shark smashes onto enemies and attacks everyone in the area of its body. Everyone has to perform an Athletics check on the difficulty determined by a roll of D10 + Body of the creature. If failed, they receive 2D10 + Body damage and are knocked down.