Piercing Vulnerability. Any damage done to the Water Skurrent is doubled. One pierced, its speed is halved, and it takes 1d4-1 cold damage every turn, until it dies, or uses the Clone Sacrifice action.
Clone Sacrifice. A Water Skurrent Clone that is attached to the Water Skurrent dies. The creature regains 1d8+3 HP, and it stops any damage from its wounds (see piercing vulnerability).
Final Escape. The speed of the Water Skurrent is doubled and is not restrained by the chains that it was attached to. It must succeed a DC 20 Constitution saving throw or immediately die. it can only travel for the duration of two turns, before it being restrained again.
Push. Any Creature within 25 ft. of the Water Skurrent is pushed back 50 ft. in a direction of the Water Skurrent's choice.
A Troubling Suck. Melee Weapon Attack: +3 to hit +7 to hit on surprised creatures, reach 5 ft., 1 target. Hit: 5 (1d8 + 1) force damage. Any creature hit by this attack must make a DC 15 Strength saving throw, or be restrained. To escape, the creature must make the same saving throw. Every round a creature is restrained via this attack, they take 1d4 bludgeoning damage.
Destructive Current. Melee Weapon Attack: +3 to hit, reach 5 ft., up to 3 targets. Hit: # (2d12 + 3) force damage. Any creature within 10 ft of it must make a DC 13 Dexterity saving throw, or be pushed 25 ft. in a direction of its choice. After it using this attack, it is paralyzed for 3 rounds.
Horrible Vomit. Ranged Weapon Attack: +5 to hit, range 15/25 ft., any number of targets. Hit: 8 (1d10 + 3) acid damage.
Inject DNA. As a final stand, the Water Skurrent can inject some of its DNA into a Water Skurrent clone. That Skurrent is now the new Water Skurrent, as the old one dies. As it dies, it uses the Horrible Vomit attack on anyone it can.
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