Medium Elemental, Neutral
Armor Class 12 natural armor
Hit Points 66 (12d8 + 12)
Speed 30 ft., Swim 60 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Skills Perception +4, Stealth +4
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages Aquan, Primordial
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Elemental Form. The Water Artisan can move through a space as narrow as 1 inch wide without squeezing.

Water Glide. The Water Artisan can move across and swim through liquid surfaces without sinking. It can also move through a hostile creature's space and stop there.

Aquatic Regeneration. At the start of its turn, if the Water Artisan is submerged in water, it regains 5 hit points. This regeneration is negated if the creature takes fire damage.

Actions

Multiattack. The Water Artisan makes two slam attacks.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Douse. The Water Artisan can use its action to extinguish non-magical flames within 30 feet of it.

Water Whip (Recharge 5-6). The Water Artisan creates a watery tendril and makes a ranged attack with it. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 10 (2d6 + 2) bludgeoning damage, and the target must make a DC 12 Strength saving throw or be pushed 10 feet away and knocked prone.

Aqueous Burst (Recharge 6). The Water Artisan releases a burst of pressurized water in a 20-foot cone. Each creature in that area must make a DC 13 Strength saving throw, taking 18 (4d8) bludgeoning damage on a failed save or half as much damage on a successful one. Additionally, creatures that fail the save are pushed 10 feet away from the Water Artisan.

Description

Water Artisans are elemental beings hailing from the ever-flowing currents and vast oceans of Nexoria Prime. Manifested from the essence of water, these entities take on humanoid forms shaped by the ebb and flow of liquid grace. They embody the fluidity and adaptability of water, seamlessly gliding through aquatic environments with an otherworldly finesse.

With translucent bodies that shimmer like liquid crystal, Water Artisans possess an ethereal beauty that mirrors the serene and unpredictable nature of their elemental origin. They are often seen adorned with intricate patterns that mimic the patterns of ocean waves or the ripples of a tranquil pond.

In their hands, Water Artisans wield the essence of water, capable of manipulating it to serve both defensive and offensive purposes. Whether extinguishing flames with a mere touch, creating watery whips to lash at foes, or releasing powerful bursts of pressurized water, these elemental beings command the forces of hydration and purification.

Despite their typically tranquil demeanor, Water Artisans can become formidable adversaries when provoked or when their aquatic realms are threatened. They are known to exhibit a degree of intelligence and awareness, often working to preserve the balance of aquatic ecosystems and harmonize with other elemental beings in the grand tapestry of Nexoria Prime's elemental realms.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

GearShogun512

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