Dancer Of the Water Skimmer. Creatures within 30ft of the Crannog-Man can walk atop the surface of the water, however when they do this for the first time they must make a DC 12 dexterity check or fall prone.
Stealer of Breath. When threatened Crannog-Men can pull the air out of folk whom get too close, If a creature has dealt damage to a Crannog-Man in the last minute and ends its turn within 10ft of any Crannog-Man, the creature must make a DC 12 constitution check or be stunned. On repeated failures the creature starts to suffocate and takes 6 (1d6+3) damage per turn.
Multiattack. A Crannog-Man may either make 2 Paddle Limb attacks, or cast the spell Wall of Water.
Paddle Limb. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) Bludgeoning damage. This attack also hits any creatures adjacent to the target, or to the Crannog-Man that it chooses.
Disrupt Surface. As a reaction to taking damage Crannog-Men may fling any creature atop or within water within 5ft away, moving them 60ft in any direction, if they hit a hard surface the creature takes 15 bludgeoning damage.
Description
An old tradition exists in the southern salt marshes, building houses on piles in lakes and rivers. So powerful was said tradition that even when the native marsh folk were all but decimated by the marsh flux such piled buildings started coming into being seemingly without any builder. The true culprits are a fey water spirit named the Crannog-men, whom build grand empty villages which are slowly swallowed by the surrounding waters in an endless cycle. SAppearing as a humanoid version of a water boatman or similar amphibious insects that skim the surface of the water.
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