Armor Class
12
Natural
Hit Points
30
(5d10)
Speed
30 ft., Swim 30 ft.
STR
10
(+0)
DEX
14
(+2)
CON
14
(+2)
INT
8
(-1)
WIS
10
(+0)
CHA
6
(-2)
Saving Throws
DEX +4, CON +4
Skills
Stealth +4
Damage Resistances
Fire
Senses
Darkvision 60ft, Passive Perception 10
Languages
Abyssal, Common
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Amphibious. Asqun can breathe both air and water
Actions
Water Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be pulled up to 10 feet toward Asqun.
Action Ranged Attack. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 7 (2d6) cold damage.
Description
Asqun was once a powerful demon, feared by many. However, after being banished to the depths of the ocean, Asqun's powers have weakened Significantly. Now, Asqun spends its days lurking in the shadows, waiting for unsuspecting prey to come its way.
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