Medium Humanoid, Neutral
Armor Class 15 Scale Mail
Hit Points 65 (10d8 + 20)
Speed 30 ft., Swim 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
14 (+2)
INT
15 (+2)
WIS
17 (+3)
CHA
12 (+1)
Saving Throws CON +4, WIS +5
Skills History +4, Insight +5, Religion +4
Senses Darkvision 60 ft., Passive Perception 13
Languages Aquan, Common, Sahuagin
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Amphibious. The cnidaran can breathe air and water.

Spellcasting. The cnidaran is a 7th-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 13, +5 to hit with spell attacks). The cnidaran has following druid spells prepared:
Cantrips (at will): minor illusion, shocking grasp, poison spray
1st level (4 slots): charm person, entangle, thunderwave
2nd level (3 slots): mirror image, misty step Maximilian’s earthen grasp
3rd level (3 slots): dispel magic, speak with plants
4th level (1 slot): Black Tentacles

Unreadable. Wisdom (Insight) checks made against the cnidaran have disadvantage.

Actions

Dagger. Melee or ranged weapon attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Pins & Needles (Cantrip). DC13 Constitution Saving Throw, range 60 ft., one target. Hit: 9 (2d8) psychic damage. If the target fails its saving throw by 5 or more (DC8), it has disadvantage on the next attack roll it makes within the next minute.

Depth charge (3rd level spell; requires a spell slot). The cnidaran causes a burst of thunder from a point it can see within 90 feet. Each creature within 20 feet of that point must make a DC13 constitution saving throw, taking 23 (7d6) thunder damage on a failed save, or half as much damage on a successful one. This damage increases to 30 (9d6) thunder damage if the creature is submerged.

Reactions

Glitter (1/day). When the cnidaran is the subject of a melee attack it can use its reaction to glitter. The attacker must succeed on a DC12 Wisdom saving throw or become charmed for 1 minute.

A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Each time a creature charmed in this way rolls a 6 or lower on its wisdom saving throw to resist or end the effect, it is incapacitated until the start of its next turn.

SnowStarcaller

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