Medium Humanoid (Merfolk), Lawful Good
Armor Class 12 Natural armor
Hit Points 24 (4d8 + 2)
Speed 10 ft., swim 40 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
14 (+2)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws INT +4, WIS +4
Senses Passive Perception 10
Languages Aquan, Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Amphibious. The Underwater Mage can breathe air and water.

Spellcasting. The Underwater Mage can cast the following Druid spells:

3rd level (3 slots): Conjure Animals*, Water Breathing, Water Walk 

5th level (1 slot): Conjure Elemental**

*: Toads and crocodiles only

**: Water elementals only

Actions

Reverse Waves. As an action, the Underwater Mage can move the tide. If the tide was coming in, the Underwater Mage could make the tide go out instead of in.

Shield of Water. The Underwater Mage can use its action to create a shield of water around it that absorbs some of the damage it would take. 1d8 of all the damage it takes is taken away thanks to the water surrounding it. This action has no effect on thunder damage. This effect lasts 1d4 minutes or until the Underwater Mage uses a bonus action to dismiss the shield.

Spear. Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) piercing damage or 4 (1d8) piercing damage if used with two hands to make a melee attack. 

 

Description

The Underwater Mage is a water-loving mage that is also a Merfolk.  

Habitat: CoastalUnderwater

Fremorn_Foechuckle

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