Medium Humanoid (Merfolk), Neutral
Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 40 ft., Swim 50 ft., Walk 5 ft.
STR
13 (+1)
DEX
15 (+2)
CON
11 (+0)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
Skills Perception +2
Senses Passive Perception 12
Languages Aquan, Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

innate spellcasting. The aquavian's Spellcasting Ability is Charisma (spell save DC 10). It can innately cast the following Spells, requiring only verbal components:

at will: shape water, acid arrow (this takes the form of a spear or trident)  

1/day: control water

Amphibious. The aquavian can breathe air and water.

Webbed arms. The aquavian can not use it's hands while flying.

 

Actions

Multiattack. The aquavain makes two claw attacks.

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: (2d4+1) slashing damage

Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: (2d6+1) piercing damage

Dive and charge. When flying or swimming, the aquavian can use its movement and action to move its full speed and make a claw attack against every enemy in the way.

Backdraught. When flying or swimming, the aquavian can use it's wing fins to cause the effect of the Gust of Wind spell without concentration. The aquavian must stay still to use this. It takes an action to initiate this, but it may last as long as it wishes.

 

Description

aquavians are mutated merfolk that were exposed to magical radiation. their arms mutated partially into bat wings and they grew fins on the sides of their tails. they also gained a small amount of inate magic. their fingers have sharp claws and their teeth are extremely jagged.  

Previous Versions

Name Date Modified Views Adds Version Actions
1/18/2021 9:24:02 AM
16
1
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Coming Soon

Habitat: CoastalSwampUnderwater

tuopi27

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