Innate Spellcasting. The Strider can cast the following spells, requiring no material components.
At Will: Water Breathing, Water Walk
Regeneration. The Strider regains 10 hit points if it starts its turn with at least 1 hit point, is touching water, and didn't take fire damage after its last turn. The Strider dies only if it ends its turn with 0 hit points and doesn't regenerate.
Infused Weapons. The Strider's weapon attacks deal an additional 2d8 damage when the Strider is in water (included in its attacks).
Spellcasting. The Strider is a 10th level spellcaster (spellcasting ability Intelligence, Spell Save DC 16, +8 to hit with spell attacks). The Strider has the following Wizard Spells prepared:
Cantrips (At Will): Acid Splash, Dancing Lights, Frostbite, Mage Hand, Shape Water
1st Level (4 Slots): Absorb Elements, Fog Cloud, Sleep, Shield
2nd Level (3 Slots): Melf's Acid Arrow, Mirror Image, Misty Step
3rd Level (3 Slots): Haste, Tidal Wave, Wall of Water
4th Level (3 Slots): Control Water, Ice Storm, Polymorph
5th Level (2 Slots): Cone of Cold, Wall of Force
Multiattack. The Strider makes two weapon attacks
Trident. Melee or Ranged Weapon Attack, +7 to hit, reach 5 ft. or range 20/60, one target. Hit: 6 (1d6+3) piercing damage or 7 (1d8+3) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) damage if the Strider is in water.
Description
Wave Striders use the magic of the waves for their spells, but also dabble in other types of similar magic.
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