Actions/Abilities/Traits: (D&D 5e)
Action
Sting
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour.
Special
Keen Smell
The medium stingray has advantage on Wisdom (Perception) checks that rely on smell.
Special
Water Breathing
The medium stingray can breathe only underwater.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Electrolocation
A stingray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself.
Ability
Stingray Venom
(poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round)
Offense
Melee
Circumstance: combat round (melee)
sting +7 [+3/-1] (agile, finesse), Damage 1d6+1 piercing plus stingray venom
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Perception
electrolocation (imprecise) 30 feet
low-light vision