Regeneration. The Water Salamander can regenerate any lost limbs or scales over a period of a half a week. It can also regenerate small wounds almost instantly, gaining 7 HP at the start of it's turn.
Blindsight and Echolocation. Due to these two senses the Water Salamander has advantage against Stealth Checks if a creature is within 20 ft. and disadvantage against Stealth Checks if a creature is at more than 20 ft.
Amphibious. The Water Salamander can breathe in air or water.
Multiattack. The water salamander makes two attacks: one with its bite and one with its water jet.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (4d10 + 7) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the water salamander can't bite another target.
Water Jet. (6 jets per day) The Water Salamander shoots out a jet of water in a 50 ft. line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (6d8 + 5) water damage on a failed save, or half as much damage on a successful one. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked back 20 ft. and prone.
Description
Long ago an ancient empire in the desert experimented on salamanders and other creatures and successfully managed to modify them. The salamanders were the most diverse of these modified creatures and were imbued with elemental attributes. The Water Salamander is gargantuan, it is blind but has blindsight and echolocation, it has large transparent scales through which you can see the water inside of them. It can shoot out a jet of water. It is a gentle creature and won't attack unless provoked and usually travels in herds between the swamps and the desert, occasionally digging out sand and filling the hole with water, making temporary oases.
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Posted Aug 9, 2019This is great, I'm using it in my campaign today. Thanks for the awesome creature
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Posted Aug 10, 2019Neat! Hope you and your group had fun.