Medium Humanoid, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft., Swim 40 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws STR +6, CON +6, WIS +4
Skills Athletics +6, Intimidation +6, Perception +5, Stealth +6
Senses Darkvision 120 ft., Passive Perception 15
Languages Deep Speech, Sahuagin
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Blood Frenzy. The Barraki has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Limited Amphibiousness. The Barraki can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Brine Lurker. The deep diver has advantage on Dexterity (Stealth) checks made while submerged in water.

Conditions:
Blinded
A blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.

Poisoned
A poisoned creature has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The Barraki can make 2 attacks with its claws and eel launcher

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 slashing damage. 

Eel Launcher. Ranged Weapon attack: +6 to hit, reach 60/120 ft., one target. Hit: 8 poison damage. A creature hit by an eel must succeed on a DC 14 Constitution saving throw or be poisoned until the end of the creatures next turn. 

 

One time Abilities:

Fatal Hit: Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 27 necrotic damage

Frost Eel: Ranged attack: Each creature in a 15 ft radius must make a DC 14 Dexterity save or take 14/7 cold damage. 

Light of Deep. The Barraki pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 14 Wisdom saving throw or be affected  [see below]

Poison cloud: 20 radius, Con save DC 14. 16/8 poison damage. Grows 10 foot each round. Damages on cast or when a creature starts its turn there. [see below]

Surge.  The Barraki makes three attacks with its claws

Description

Poison Cloud

  • Range: 120 feet
  • Target: A 20-foot-radius sphere centred on a point you choose within range
  • Duration: Up to 10 minutes
  • You create a 20-foot-radius Sphere of poisonous, yellow-green cloud centred on a point you choose within range. The cloud spreads around corners. It lasts for the Duration or until strong wind disperses the cloud , ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 [16/8] poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The cloud moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapours, being heavier than air, sink to the lowest level of the land, even pouring down openings.

 

Light of Deep

  • Target: Each non-Barraki creature in a 30-foot-radius sphere centred on a the casting Barraki 
  • Duration: Up to 1 minute
  • This ability assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each non-Barraki creature in a 30-foot-radius sphere centred the casting Barraki but succeed Wisdom saving throw when you cast this ability or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behaviour for that turn. d10 Behaviour
    • 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
    • 2–4 The creature is Blind until the start of its next turn.
    • 5–6 The creature makes all Saving Throws at disadvantage until the start of its next turn.
    • 7–8 The creature cannot tell friend from foe, use movement to swim to nearest creature and makes a melee attack. If equal distance between 2+ roll for it.
    • 9–10 The creature can act and move normally.
  • At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Habitat: CoastalUnderwater

Toaquinn42

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