Innate Spellcasting. The Savant can cast the following spells, requiring no material components.
At Will: Water Breathing, Water Walk
Regeneration. The Savant 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 Savant dies only if it ends its turn with 0 hit points and doesn't regenerate.
Infused Weapons. The Savant's weapon attacks deal an additional 2d8 damage when the Savant is in water (included in its attacks).
Bend Water (1/day). The Savant can bend water within a 120 ft radius cube centered on a point within 30 ft of the Savant.. The cube lasts for 10 minutes, and the Savant can choose creatures within the radius to be immune to the effects. As an action, the Savant can cause one of the following effects to occur within the radius. If an effect requires a saving throw to avoid, the DC is 17.
Entangling Kelp: Thick kelp reaches out and impares movement in the area. Three points within range become entangled as if under the effects of the entanglement spell. The Savant does not need to maintain concentration on the spell.
Sharp Rocks: Sharp rocks pierce the area within a 40 ft radius cube within range. Creatures affected by the bended water must make a Dexterity saving throw, taking 25 (10d4) piercing damage on a failed save, or half as much on a success.
Scalding Water: Scalding water fills the area within a 40 ft radius cube within range. Creatures affected by the bended water must make a Constitution saving throw, taking 25 (10d4) fire damage on a failed save, or half as much on a success. This damage cannot be resisted as a result of being submerged in water.
Frigid Water: Frigid water fills the area within a 40 ft radius cube within range. Creatures affected by the bended water must make a Constitution saving throw, taking 25 (10d4) cold damage on a failed save, or half as much on a success.
Corrosive Water: Corrosive water fills the area within a 40 ft radius cube within range. Creatures affected by the bended water must make a Constitution saving throw, taking 25 (10d4) acid damage on a failed save, or half as much on a success.
Deadly Riptide: The Savant casts grasping Vine as a bonus action in two locations within range.
Breaking Wave: The Savant casts Tidal Wave in a location within range.
Thunderous Wave: The Savant casts Thunderwave as a 3rd level spell in a location within range.
Aggressive Sharks: The Savant summons two hunter sharks which act as allies to the Savant and creatures not affected by the bended water, but are hostile to all other creatures and attack such creatures. They last for the duration of the bend water, and take their turns directly after the Savant. The Savant cannot have more than four sharks summoned at one time.
Whirlpool: The Savant casts Maelstrom in one location within range, requiring no concentration.
Multiattack. The Savant 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 Savant is in water.
The Savant can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Savant regains spent legendary actions at the start of its turn.
Attack. The Savant makes one weapon attack.
Bend Water (Costs 2 actions). The Savant uses one of its water bending options. It can only take this legendary action if it has bend water active.
Description
The Water Savant is a powerful creature that can manipulate water to protect against intruders.
Previous Versions
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8/13/2020 5:09:07 PM
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Posted Aug 13, 2020Checks are required to discern information about the Water Savant. They can be Arcana, Investigation, or Nature checks depending on what you think makes the most sense.
DC 5: The Water Savant deals extra weapon damage when underwater.
DC 10: The Water Savant has Regeneration.
DC 15: The Water Savant speaks Aquan and Common, and Swims faster than it walks.
DC 20: The majority of the Water Savant's Water Bending options require Strength or Constitution Saving Throws.
DC 25: The Water Savant's Regeneration can be circumvented by fire damage or the Savant not being in water.