Medium Or Small Humanoid (Any Race), Any Alignment
Armor Class 13 Chain Shirt
Hit Points 97 (15d8 + 30)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
14 (+2)
INT
16 (+3)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws CON +4
Skills Medicine +5
Senses Passive Perception 13
Languages Common and one other language
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Keen Sight. The aquamissioneer has advantage on Wisdom (perception) checks that rely on sight.

 Tough. The aquamissioneer needs to eat and drink only three quarters of the food required for its size.

Skilled Healer. The aquamissioneer has advantage on all ability checks using a healer's kit.

Spellcasting. The aquamissioneer is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): Guidance, Produce Flame

1st Level (4 slots): Cure Wounds, Detect Poison and Disease, Purify food and drink

2nd Level (2 slots): Lesser Restoration, Protection from Poison

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Description

Aquamissioneers are like adventurers, except that they live at sea. They sail on a boat, fight monsters, and gain treasure. An aquamissioneer crew consists of 4-6 regular aquamissioneers, 1 navigator, 1 doctor, 1 boatkeeper (like a housekeeper), and 1 captain.

The aquamissioneer doctors are trained in druidic healing magic, and help heal any member of the crew who is injured.

Habitat: ArcticCoastalSwamp

MountCelestia

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