Medium Humanoid (Water Genasi), Neutral
Armor Class 16 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 30 ft., Swim 90 ft.
STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
18 (+4)
WIS
10 (+0)
CHA
8 (-1)
Senses Passive Perception 10
Languages Aquan, Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Water Form. Alissa can enter a hostile creature's space and stop there. She can move through a space as narrow as 1 inch wide without squeezing, and can cast Disguise Self on herself at will. When Alissa enters a hostile creature's space for the first time each turn, that creature must pass a DC 15 Strength saving throw or lose its reaction until the start of its next turn.

Actions

Ray of Frost (Cantrip). Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 13 (3d8) cold damage, and the target’s speed is reduced by 10 feet until the start of Alissa’s next turn.

Whirlpool (Level 3 spell, 1/day). Alissa targets a point within 120 feet, causing a whirlpool to form in the center of a 20 foot sphere. The whirlpool forms a vortex that is 5 feet and lasts for 1 minute or until Alissa is incapacitated. Any creature or object in the water and within 30 feet of the vortex is pulled 10 feet toward it. The area of the whirlpool is considered difficult terrain.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a DC 15 Strength saving throw. On a failed save, the creature takes 9 (2d8)  cold damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to pull away from the vortex, but it has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 9 (2d8) bludgeoning damage. This damage occurs each round it remains in the vortex.

Reactions

Tidal Grip. When a creature that occupies the same space as Alissa would move, that creature must make a DC 15 Strength saving throw. On a fail save, the creature takes 8 (2d8) cold damage and is grappled (escape DC 15). 

Legendary Actions

Alissa can take 1 legendary action, 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. Alissa regains spent legendary actions at the start of its turn.

Whip Attack. Alissa makes one ray of frost attack.

Water Walk. Alissa can move up to her speed. Moving this way does not provoke attacks of opportunity.

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