Medium Fey, Neutral Good
Armor Class 13 Natural Armor
Hit Points 78 (12d8 + 25)
Speed 10 ft., swim 60 ft.
STR
10 (+0)
DEX
13 (+1)
CON
15 (+2)
INT
11 (+0)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CON +4, CHA +6
Skills Performance +8, Persuasion +6
Senses Darkvision 60 ft, Passive Perception 12
Languages Aquan, Common, Sylvan
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Limited amphibious. Zinnia can breathe air and water, but has to be submerged in water once every 4 hours or suffocate.

Innate Spellcasting. Zinnia's innate spellcasting ability is Charisma (spell save DC 14). Zinnia can innately cast the following spells, requiring no material components:

Cantrips (at will): druidcraft, prestidigitation, guidance

1st level (4 slots): cure wounds, healing word, charm person

2nd level (3 slots): hold personprayer of healingcalm emotions

3rd level (1 slots): life transference

Aquatic influence. Having this trait, Zinnia can use the same effects of a trident of fish command. He has 3 charges. Zinnia can use an action and expend 1 charge to cast dominate beast (save DC 15) from himself on a beast that has an innate swimming speed. He regains 1d3 expended charges daily at dawn. He can also communicate fluently with creatures that have innate swimming without any limit.

Actions

Multiattack. Zinnia makes two whip attacks.

Whip, +1. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) magical piercing damage.

Description

A merman living in the secluded region named Miphlest.

Previous Versions

Name Date Modified Views Adds Version Actions
5/22/2021 12:27:24 PM
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5/22/2021 12:34:24 PM
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Monster Tags: NPChumanoid

Habitat: CoastalUnderwater

LeMAitre

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