Armor Class
13
Hit Points
58
(9d10 + 9)
Speed
60 ft.
STR
17
(+3)
DEX
16
(+3)
CON
13
(+1)
INT
11
(+0)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws
DEX +5
Damage Resistances
Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Poison
Condition Immunities
Exhaustion, Poisoned, Prone, Restrained, Unconscious
Senses
Tremorsense 120ft only in water, Passive Perception 10
Languages
--
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Invisible in Water. The water Devil is invisible while fully immersed in water.
Water Bound. The water Devil dies if it leaves the water to which it is bound or if that water is destroyed.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (1d6 + 3) slashing damage plus 1d6 bleeding damage. If the target does not recieve any kind of healing, it begins to bleed and takes bleeding damage at the end of each of its turns.
Bonus Actions
Submerse in Water. The water Devil can, as long as it is in water, use its bonus action to disengage.
Comments