Legendary Resistance (2/Day). If Aquaman fails a saving throw, it can choose to succeed instead.
Amphibious. Aquaman can breathe air and water.
Trident of Neptune. If Aquaman hits a Large or smaller creature with an attack, he may force that creature to make a DC 15 strength saving throw or suffer one of the following effects: knocked prone, moved 15 ft away from Aquaman,
Innate Spellcasting. Aquaman’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: animal friendship (for any animal with a swimming speed), create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink
3/day each: control water, water breathing, water walk
1/day each: conjure elemental (water elemental only), watery sphere
Multiattack. Aquaman makes three trident or unarmed attacks.
Trident of Neptune. Melee or Ranged Weapon Attack: +13 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 16 (2d6 + 9) piercing damage, or 19 (2d8 + 9) piercing damage if used with two hands to make a melee attack.
Unarmed Attack. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit 15 [rollable](1d10 + 9);
Trident Impale. Aquaman hurls his trident in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 35 (10d6) piercing damage and, if it is Huge or smaller, is pushed to the end of the attack line and knocked prone. If a creature is pushed into a wall or structure, the creature is restrained instead of prone. The creature or an ally must make a DC 16 Strength (Althetics) check to free themselves. On a success, a target takes half the piercing damage, but is neither pushed nor knocked prone.
Aquaman can take 4 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. Aquaman regains spent legendary actions at the start of its turn.
Attack (Costs 1 Action). Aquaman makes a trident or unarmed attack.
Move (Costs 1 Action). Aquaman moves up to half his movement speed
Piercing Return (Costs 2 Actions). Aquaman pulls his trident back to himself threw all creatures and objects in a 5 ft. line. Creatures must make a dexterity saving throw or take (14) 4d6 piercing damage. Aquaman is now holding his trident.
Lair and Lair Actions
At initiative 20:
Jellyfish school: a 20x20 foot cube appears within the lair until the next lair action is used. When a character (other than Aquaman) enters or starts its turn within the school must make a DC 15 Constitution saving throw. On a failure, the creature takes 4d6 poison damage. Half damage on a success.
Call giant shark: on initiative 10 a 15 foot square on the ground appears to start bubbling. Any characters in that area at the ne t initiative 20 must make a DC 15 Dexterity saving throw or take 3d10+6 piercing damage.
Coral growth: Spike growth?
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