Large Aberration, Chaotic Evil
Armor Class 18 natural armor
Hit Points 170 (20d10 + 60)
Speed 25 ft., Swim 50 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
16 (+3)
CHA
13 (+1)
Saving Throws DEX +8, INT +10, WIS +8
Skills Arcana +10, History +10, Perception +12, Stealth +8
Damage Vulnerabilities Lightning
Damage Resistances Acid, Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 21
Languages telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Actions
Multiattack. Aquavel makes three attacks: two with its bite and one with its tentacles or three with its bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) slashing damage.
Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until this grapple ends. the target is restrained and takes 16 (3d8 + 3) bludgeoning damage at the start of each of Aquavel's turns. and Aquavel can't use its tentacles on another target.
Hypnosis. Aquavel projects a 30-foot cone of magical energy. Each creature in that area must make a DC 18 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to Aquavel as possible, using its actions to Dash until it is within 5 feet of Aquavel. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against Aquavel's Hypnosis for 24 hours.
Reactions

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.

Legendary Actions

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
3/19/2021 1:22:19 PM
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Coming Soon

Monster Tags: abberation

Habitat: UnderdarkUnderwater

Keylith_The_Mage

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