Large Elemental (Merfolk, Wizard), Any Alignment
Armor Class 12 Natural
Hit Points 154 (20d10 + 54)
Speed 30 ft., swim 90 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
17 (+3)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws INT +6, WIS +4
Skills Arcana +7, History +7, Medicine +7
Damage Vulnerabilities Cold, Lightning
Damage Resistances Acid, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Grappled, Prone, Restrained
Senses Passive Perception 11
Languages Aquan, Common, Primordial, Vedalken
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Elemental Armor. Instead of an increase in AC, wearing this "decommissioned" elemental's body grants the Aqueous Battlemage the physical properties of a Water Elemental. When the Aqueous Battlemage is reduced to 40 hit points or less, its elemental armor disassociates, leaving only a puddle.  Without its armor, the Aqueous Battlemage's attributes will revert to those of a Mage.  The Aqueous Battlemage's known spells, unused spell slots, and active conditions do not change. 

Enter Elemental. The Aqueous Battlemage can enter or exit its elemental armor by casting Misty Step, Dimension Door, Teleport, or any similar spell.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Healing Armor.  The Aqueous Battlemage's armor itself can be healed and the mage may spend its hit dice to cause the armor to recover that many lost hitpoints.  It cannot heal above its max hp limit.

War Caster. The Aqueous Battlemage has practiced casting spells in the midst of combat, learning techniques that grant it the following benefits:

  • It has advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • It can perform the somatic components of spells even when it has weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from it, Aqueous Battlemage can use its reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Spellcasting.  The Aqueous Battlemage is a spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Aqueous Battlemage has the following spells prepared:

Cantrips (at will): lightmage handprestidigitation

1st level (4 slots): detect magicmagic missileshield

2nd level (3 slots): misty stepsuggestion

3rd level (3 slots): counterspell

4th level (3 slots): ice storm, summon elemental

5th level (1 slot): cone of cold

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

 

Bonus Actions

 

Reactions

 

Legendary Actions

 

Mythic Actions

 

Description

Originally developed as a hazard suit for underwater infrastructure maintenance, the Aqueous Power Armor was easily adapted for combat. Made from the body of a "deactivated" elemental, these suits allow water-breathing mages, like Vedalken and Merfolk, to brave the front lines of combat.

While the suit does not make the mage harder to hit, it absorbs nearly all damage applied, allowing the mage to maintain concentration and continue to cast spells from relative safety.

When the suit is finally destroyed, it safely deposits the mage in an occupied square 5 feet from its location.

Lair and Lair Actions

 

Monster Tags: humanoidElemental

Habitat: CoastalSwampUnderwater

brycesmart

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