Medium Humanoid, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 273 (25d10 + 136)
Speed 50 ft., Swim 90 ft.
STR
29 (+9)
DEX
16 (+3)
CON
26 (+8)
INT
12 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws STR +13, DEX +7, CON +12
Damage Resistances Acid, Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 13
Languages Aquan, Common
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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

Actions

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.

Legendary Actions

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?

Habitat: CoastalUnderwater

DMoneySquanto

Comments

Posts Quoted:
Reply
Clear All Quotes