Small Humanoid, Lawful Good
Armor Class 17 (Natural Armor)
Hit Points 90 (20d6 + 20)
Speed 30 ft., Swim 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
16 (+3)
CHA
13 (+1)
Skills Acrobatics +4, Survival +3
Senses Passive Perception 11
Languages Aquan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Waterbeathing. The Conquin Anchorite can breathe both air and water.

Spellcasting. The Conquin Anchorite is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, poison spray, resistance

1st level (4 slots): beast bond, longstrider, cure wounds, goodberry

2nd level (3 slots): barkskin, enhance ability, lesser restoration

3rd level (3 slots): plant growth, conjure animals, protection from energy

4th level (2 slots): ice storm, conjure minor elementals

Many Minds. The Conquin Anchorite can concentrate on both Conjure Animals and Conjure Minor Elementals at the same time.

Actions

Cudgel. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Shell Defense. The Conquin Anchorite withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the Conquin Planktonic Priest is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.

Mr_Squid

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