Waterwalk: This creature has the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground. It can choose whether the liquid surface acts as solid ground or not when it makes contact with the surface, and switch at will without using an action, bonus action or reaction.
Amphibious: The Bell Ringer can breathe air and water.
Innate Spellcasting: The Bell Ringer's innate Spellcasting Ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following Spells, requiring no material components:
At will: Thunderwave, Charm Person
3rd level, 2/day each: Control Water, Animate Dead, Sleep
Burn. Melee Attack: +5 to hit, reach 5 ft. Hit: 2d10+3 fire damage.
Flamethrow. The Bell Ringer lobs a stream of flame at a single creature. Ranged attack: +5 to hit, reach 20/60 ft. Hit: 1d10+3 fire damage.
Ring. The Bell Ringer makes a sound. Creatures that the Bell Ringer chooses within 200 ft. must make a Wisdom Saving Throw (DC 16) on a failure, the creature can't move any direction other than directly towards the Bell Ringer until the end of its next turn.
Description
A Fey creature often spotted on the ocean in places where the veil between the Material Plane and the Feywild thins. They like to collect souls of sailors by luring them in with sounds, such as singing shanties, ringing bells, or mimicking a boatswain's call. They are often seen with rows of undead with them - usually Will o' Wisps or possessed items.
From far away they look like cloaked figures with heads of fire, often drawing sailors closer under the assumption that the light is from another vessel.
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