Amphibious. The Brine King can breath Water and Air.
Spellcasting. The Brine Ki g is a 20-level spellcaster. Its spellcasting ability is charisma (spell save DC 20, +12 to hit with spell attacks.)
Cantrips (at will): Control Water, Shape Water, Wall of Water, Water Breathing
Axolotl Regeneration. The Brine King recovers 30 hp on the beginning of his turn.
Electric Aura. The Brine Kings Tentacles let out a high voltage, that forces any enemy in 10 foot radius to make a DC 18 con save or take 3d8 lightning damage and be stunned or take half as much damage on a successful save and suffer no further effects.
Bloodsense. The Brine King can smell any bleeding creature from 100 miles away and has advantage on attack rolls against bleeding creatures.
Poisonous Blood. Any Creature that makes a melee attack on the Brine King and hits takes 2d8 poison damage.
Multiattack. The Brine King makes six attacks on his turn. He makes one ranged pincer attack, then a punch, a bite, and then three tentakel attacks.
Punch. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 37 (5d10+ 10) bludgeoning damage plus 37 (5d10+10) force damage plus 37 (5d10+10) fire damage.
Pincer Attack. Ranged Weapon Attack : +12 to hit, range 30/60 ft., 1 target. Hit: 37 (5d10 + 10) force damage plus 37 (5d10+10) fire damage.
Bite Attack. +12 to hit, reach 5 ft., 1 target. Hit: 15 (2d8+5) piercing damage and target musst make DC 21 strength save, or be grappled. At the beginning of targets turn, the save can be repeated in order to free itself. While the Brine King has a target grappled like this, he cannot make another bite attack, except on the grappled target.
Tentakel Attack. +10 to hit, reach 15 ft., 1 target. Hit: 9 (1d8+5) bludgeoning damage and 9 (1d8+5) lightning damage. Furthermore target musst make a DC 18 con save or be stunned until the beginning of the Brine Kings next turn.
Control Water. The Brine King can cast one of his Spells as a bonus action.
Inky Escape. The Brine King surrounds himself with pitch black ink, that works like the darkness spell, except he can see through it, and with it evades an attack.
The Brine King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The King regains spent legendary actions at the start of its turn.
Thunderink (Costs 2 Actions). The Brine King sucks every creature in a 30 foot radius to himself, creates a cloud of ink and electrifies it, subjecting the targets to the electric aura of the Brine King. After that, the King retreats in any direction for 10 ft.
Tentakel (Costs 1 action). The Brine King makes an Tentakel attack on an opponent in range.
Description
The Brine King is a hideous Humanoid Monster that has a large sunken ship, which is pulled by many sharks so that it moves through the ocean. The crewmates are the most crooked mermen, sirens and seabeasts the ocean has ever seen.
The Brine King is part Shark, part Crustacean, part Octopus, but he has the abilities of other water creatures as well. He goes around sinking ships, horsing treasure, but enjoys a good conversation as well.
Lair and Lair Actions
The Brine Kings Lair is his ship, Grim Reafer. There are constantly sharks and other sea creatures guarding it from intruders.
Lair Actions
On initiative count 20 (losing initiative ties), the Brine King takes a lair action to cause one of the following effects; the Brine King can’t use the same effect two rounds in a row:
- The Ship suddenly submerges or emerges.
- Poisonous Box jellyfish start to float out of the hull of the ship, assuming the ship is submerged.
Regional Effects
The region containing the Brine King lair is turbulent, which creates one or more of the following effects:
- Water starts glowing green.
- There are far more storms in the region
If the Brine King dies, these effects fade over the course of 1d4 days.
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