Protosynthesis. While raining, all of Walking Wake's attacks deal an extra 1d6 cold damage. While raining, Walking wake is immune to cold damage.
Water Walk. Walking Wake can walk on water if it chooses, as if affected by the water walk spell.
Hydro Steam (Recharge 6). Walking Wake shoots steaming water in a line 100 feet long and 20 feet wide. Each creature in that line must make a DC 18 Constitution saving throw, taking 24 (4d12) fire damage and 55 (10d10) cold damage.
Dragon Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (4d8 plus 3) slashing damage.
Dragon Pulse. Ranged Weapon Attack: +13 to hit, range 30/60 ft., one target. Hit: 12 (4d6 + 3) force damage.
Aqua Tail . Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (4d8 plus 3) bludgeoning damage.
Multiattack. Walking Wake makes 3 attacks, two with its Aqua Tail, and one with its Dragon Claws, and uses Dragon Pulse once.
Walking Wake can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Walking Wake regains spent legendary actions at the start of its turn.
Claw. Walking Wake makes a Dragon Claw attack.
Calm Mind (Costs 3 Actions). Walking Wake gains a plus 6 bonus to all its attacks until the end of its next turn.
Water Pulse (Costs 2 Actions). All creatures within 30 feet of Walking wake take 3d6 cold damage.
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