Amphibious. Aquavel can breathe air and water.
Legendary Resistance (1/Day). If Aquavel fails a saving throw, it can choose to succeed instead.
Spellcasting. Aquavel is an 15th-level spellcaster. Its spellcasting ability is Intelligence (save DC 18, +10 to hit with spell attacks). Aquavel has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, mending, ray of frost, shape water
1st level (4 slots): detect magic, identify, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, shatter, tasha's mind whip
3rd level (3 slots): dispel magic, lightning bolt, sending, wall of water
4th level (3 slots): dimension door, Evard's black tentacles, watery sphere
5th level (2 slots): geas, scrying
6th level (1 slot): chain lightning, true seeing
7th level (1 slot): etherealness, symbol
8th level (1 slot): antipathy/sympathy, tsunami
Spell Reflection. If Aquavel makes a successful saving throw against a spell, or a spell attack misses it, Aquavel can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of Aquavel. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is re-rolled against the chosen creature.
Enter the description for how legendary actions work for your monster here.
Cantrip (Costs 1 Action). Aquavel casts a cantrip.
Spellcasting (Costs 1 Action For Each Level of the Spell). Aquavel casts a spell of 1st to 3rd.
Description
Aquavel is a Morkoth who, in a visit to the elemental plane of earth, encountered a clan of Kuo-toa's. Aquavel lorded over them, but in an unexpected turn of events for Aquavel the Kuo-toa saw him as a god, granting him extended capabilities, however he was mutated into a more crab-like and geode covered creature, reflecting the environment that the Kuo-toa have survived in.
Aquavel is as greedy as any other Morkoth, and has an acquired affinity and control of water. He lays his treasure above water in broad sight as a trap, tempting nosy adventurers or unloyal servants to steal anything.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Aquavel takes a lair action to cause one of the effects described below:
- Pools of water within 90 feet of Aquavel surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 16 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. Aquavel can't use this lair action again until it has used a different one.
- Water in Aquavel's lair magically becomes a conduit for the creature's magic. Aquavel can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 16 Wisdom saving throw or take 7 (2d6) psychic damage and Aquavel regains hit points equal to the damage the creature takes. Aquavel can't use this lair action again until it has used a different one.
- Aquavel uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin.
- Aquavel casts darkness, dispel magic, or misty step, using Intelligence as its spellcasting ability and without expending a spell slot.
Regional Effects
The region containing Aquavel's lair is an underground lake, which creates one or more of the following effects:
- Aquavel is aware of any new arrival, whether an object or a creature, within 500 feet of it. As an action, Aquavel can locate any one creature or object within 500 feet. creatures within 500 feet of Aquavel feel as though they are being watched, even when they aren't.
- Each time a creature 500 feet of Aquavel's lair finishes a short or long rest, it must make a DC 16 Intelligence (Investigation) check. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth's lair 1 hour later. If the creature later goes to the morkoth's lair, its lost possessions stand out in its perception and are easily recovered.
- Entrances to Aquavel's lair have an enchantment that Aquavel can activate or suppress at any time while it's in its lair and not incapacitated. Any creature within 30 feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage.
- With a thought (no action required), Aquavel can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).
If Aquavel dies, these regional effects end immediately.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/19/2021 1:22:19 PM
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5
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2
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1.0
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Coming Soon
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