Immutable Form. The Aqueix can not have its for m changed by any external means such as a polymorph spell.
Reincarnation. Should the Aqueix die it will return to life in 1d6. The Aquiex resurrects with half health. The Aqueix will reincarnate in the nearest body of water.
Innate Spellcasting. The Aqueix spellcasting ability is Charisma (spell save DC 14). The Aqueix has following spells prepared:
Cantrips (at will): Ray of Frost
1st level (4 slots): Healing Word, Bless
2nd level(2 slots): Enthrall, Blur
3/day: Control Water
2/day: Cone of Cold,
1/day: Freezing Sphere
Aqueousence. The Aqueix has a naturally liquid form giving it advantage on saving throws, attacks, and dexterity checks while immersed in a body of water. The aqueix can also sense living creatures within a 60ft radius that are in the same body of water.
Multiattack. The Aqueix can make two attacks per turn.
Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) Piercing damage.
Talons. Melee Weapon Attack +4 to hit, reach 5ft, one target. Hit: 15 (3d6 +4) Slashing damage. The target must also make an opposed Dexterity check to avoid being Restrained by the talons.
Screech. The Aqueix releases a high pitched screech that stuns enemies. Any creature within 100ft that is capable of hearing must make a DC 17 constitution saving throw. On a failed save the creature is stunned for 1 round and takes 3d10 thunder damage. On a successful save the creature is not stunned and only takes half damage.
Imprison. Ranged Weapon Attack +10 to hit, reach 60ft., one target. Hit 22 (5d4 + 10) bludgeoning damage. The Aqueix launches a surge of water that imprisons a single target. If the attack hits the target must make a DC 15 dexterity saving throw to avoid being restrained. The target must make a DC 12 + # of turns of being imprisoned, constitution saving throw to each turn to avoid going unconscious. Only one target can be imprisoned at a time.
Envelop. Upon taking melee damage the Aqueix can make an opposed Strength check against the attacker. If successful the attacker is pulled inside of the Aqueix liquid form where they are Restrained until they can succeed on a DC 11 strength saving throw (one attempt per turn). Until the attacker is freed they will take 1d4 bludgeoning damage at the beginning of every turn. After 3 turns the attacker will also need to make a DC 13 Constitution saving throw to not become incapacitated every turn they remain trapped unless they can breathe underwater.
The Aqueix can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Aqueix regains spent legendary actions at the start of its turn.
Move. The Aqueix takes on a gaseous form and can use its movement without taking any attacks of opportunity.
Heal Self. The Aqueix regains health equal to 14 (2d8 + 5)
Strong Currents. Release a powerful pulse of water that pushes enemies adjacent enemies back. Enemies that can succeed on a DC 14 strength check are only pushed back 15ft.
Description
The Aqueix appears as a large turquoise bird with scales instead of feathers. The body of the Aqueix is in constant flux between physical form and a liquid state. Typically living in large bodies of water, the Aqueix is a relatively peaceful creature unless provoked. Aqueix value freedom and life and live in harmony with all the creatures sharing the same body of water and will take aggressive action to protect the safety of those who reside there.
Lair and Lair Actions
The Aqueix prefers to reside in rich coral beds or thick kelp forest. Wherever it chooses to create a home, the area is enriched and flourishes with flora and fauna that act as a defensive barrier for the Aqueix.
Lair Actions
On initiative count (losing initiative ties), the Aqueix takes a lair action to cause one of the following effects; the Aqueix can’t use the same effect two rounds in a row:
- The Aqueix creates powerful currents that push against all of creatures near the Aqueix. Any creature with 60ft must make a DC 14 Athletics check to navigate the currents. On a failed save, creatures are thrown around and have their movement speed halved and suffer 1d6 bludgeoning damage. 1d6 is added to the damage for each creature caught in the currents. The Aqueix can choose to spare up to two creatures from being caught in the currents.
- The Aqueix bends the nearby plant life causing thick strands of kelp and seaweed to pull up and grab creatures. Each creature must make a DC 14 Athletics or Acrobatics check to fight against the plants. On a failed save, targets are restrained and pulled up to 20ft in any direction of the Aqueix choosing.
- The Aqueix reflects light off of the water causing a brilliant flash. Any creature able to see must make a DC 16 constitution saving throw. On a successful save creatures are blinded for one round. On a failed save creatures are blinded for 1d6 rounds and receive 1d8 radiant damage.
Regional Effects
The region containing a legendary Aqueix’s lair is purified through the body of the Aqueix, which creates one or more of the following effects:
- The waters in this region have healing properties. Consuming a bottle of water from here is equivalent to consuming a potion of healing and bathing in the waters could remedy any wounds as well as Bless the individual.
- Local plant life flourishes from the water causing the environment to be rich in flora and sweet fruits.
If the Aqueix is removed or leaves, these effects fade over the course of 3d10 days.
Previous Versions
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1/2/2022 7:25:04 AM
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