Innate Spellcasting. Amphitrite's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility, melf's acid arrow, control water
3/day each: watery sphere, dispel evil and good, vitriolic sphere
1/day each: commune, control weather, maelstrom
Magic Resistance. Amphitrite has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If Amphitrite fails a saving throw, she can choose to succeed instead.
Siege Monster. Amphitrite deals double damage to objects and structures (included in Tidal Wave).
Water Form. The Amphitrite can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. Amphitrite makes three melee attacks, two with her slam and one tail attack.
Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage plus 11 (2d10) acid damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage plus 13 (2d12) acid damage and must take a DC 24 strength saving throw or be knocked prone, and have their speed reduced by 10 until the end of their next turn.
Tidal Wave - Recharge 6. While submerged, Amphitrite magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC: 25 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one.
Healing Waters (4/Day). Amphitrite touches another creature. The target magically regains 65 (10d10 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Amphitrite can take 3 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. The solar regains spent legendary actions at the start of its turn.
Teleport. Amphitrite magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Salty Corrosion(Costs 2 Actions). Amphitrite emits magical, divine energy. Each creature of its choice in a 20-foot radius must make a DC 25 Dexterity saving throw, taking 22 (4d10) acid damage and 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
Attack. Amphitrite makes a slam attack.
Comments