Amphibious. The water guard can breathe both air and water.
Athlete. When the water guard is prone, standing up uses only 5 feet of movement. Climbing doesn't cost it extra movement, and the water guard can make a running long jump or a running high jump after moving only 5 ft. on foot, rather than 10 ft.
Danger Sense. The water guard has advantage initiative rolls and on Dexterity saving throws against effects that it can see while not blinded, deafened, or incapacitated.
Reckless. At the start of its turn, the water guard can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Water Magic. The water guard spellcasting ability is Constitution (spell save DC 14). the water guard can innately cast the following spells, requiring no material components:
Cantrips (at will): shape water
1/day each: beast sense, create or destroy water, speak with animals
Multiattack. The water guard makes two attacks with its serrated sword.
Serrated Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage and 3 (1d6) acid damage, or 12 (1d10 + 7) bludgeoning damage and 3 (1d6) acid damage while raging.
Rage (Recharges after a Short or Long Rest). The water guard can enter a rage that lasts for 1 minute. The rage ends early if the water guard is knocked unconscious or if its turn ends and it hasn't attacked a hostile creature or taken damage since its last turn. While raging, the water guard gains the following benefits:
- It has advantage on Strength checks and Strength saving throws.
- It deals an extra 2 damage when he hits a target with a melee weapon attack.
- It gains resistance to bludgeoning, piercing, and slashing damage.
- Its speed increases by 15 ft.
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