Amphibian. The aquatic abomination can breathe both air and water.
Sunlight Sensitivity: While in sunlight, the aquatic abomination has disadvantage on Attack Rolls, as well as on Wisdom (Perception) checks that rely on sight.
Lightning Rod. If the aquatic abomination is hit with lightning damage, it will absorb half of the potential damage and add it to the next attack that hits. This will stack, but all absorbed damage will be reset after its next turn.
Cutlass. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 10 (1d6 + 7) slashing damage.
Spear. Melee Weapon Attack: +2 to hit, reach 10 ft., 1 target. Hit: 10 (1d6 + 7) piercing damage.
Lightning Breath (Recharge 5-6). Ranged Weapon Attack: The aquatic abomination stretches its mandibles and launches crackling blue energy in a straight line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 25 (5d10) lightning damage on a failed save, or half as much damage on a successful one.
Description
A horrifying, disgusting humanoid creature. It seems to be a horribly mutated version of some deep ocean creature.
With large mandibles presenting a mouth of razor-sharp teeth and a long tongue, this abomination has an unquenchable thirst for blood.
The creature's back is covered in jagged scales that seem to pulse with an electric blue energy.
Each abomination has a metal shield and will either wield a sword or a spear in its other hand.
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