Blood in the Water: The Corrupt Water Entity heals for half damage done to enemies
Sea Sickness: The Corrupting energy disorientates foes. Enemies hit with Splash have disadvantage on their next attack roll
Gripping Current: The water entity, though corrupted, is still a spirit of unnatural beauty. When you see this elemental, make a Wisdom save of every time you are splashed by it. If you fail you are charmed and compelled to walk to it (See Down Under description).
Down Under:
If you end up failing every save necessary to resist her charm and walk up to her she will pull you into the puddle. You can make one more wisdom save before she does this, but will need to make a contesting strength check to resist her pulling you under. If she pulls you under you will have to make an strength save to resist it in a tug of war for your life. You have until you suffocate to escape. Good luck...
Multiattack: The Corrupted Water Entity can make 2 Crushing Tide attacks or 1 Crushing Tide and 1 Splash attack should she have the attack off cooldown
Crushing Tide: Melee Weapon Attack: + 8 to hit, reach 10 ft. (+5ft for ever puddle in between the intended target and the Entity), 1 target. Hit: 9 (2d10 + 5) bludgeoning damage.
Splash. Ranged Weapon Attack: +8 to hit, range 20/80 ft. cone. Hit: (2d8 +5) bludgeoning damage. (Recharge 1 round)
Can use her bonus action to Dash across puddles, or Hide among them. This also counts for ANY type of watered terrain.
Slippery Body: The Corrupted Water Spirit does not invoke opportunity attack. It can also use its bonus action to Dash, or Hide as a regular puddle of water
Description
The Corrupted Water Entity was once a person of unimaginable beauty from it's Hometown that fell to corruption, whether this be greed, power, anything. It fell in a less that savory way and full of regrets. It's hatred for how it fell gave birth to what it is today. A corrupted water weird
But this extends to more than just water. The entity is just a spirit that was wronged. They take the elemental form of whatever they so choose, which makes them equally as dangerous as they are breathtaking.
Lair and Lair Actions
A Corrupted Water Entity's lair is anywhere that nature thrives. (Forests mainly. No deserts or Arctic areas.)
Lair Action:
High Tide:
The longer you fight in an enclosed area, the more it will start to fill up with water. Small rooms take 1d6 minutes to fill all the way. A medium room takes up to 1d10 minutes. A large room takes 1d12 minutes. Any room larger than that will take 15 minutes max to fill up completely.
Droplets: Everywhere the Corrupted Water Elemental appears creates a puddle 5 ft wide. It never goes away until the Entity dies. (1d4 minutes) It can attempt to hide beside the other puddles
If the Corrupted Water Entity dies, these effects fade over the course of 1d4 minutes
Previous Versions
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3/10/2024 5:03:47 AM
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75
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3/10/2024 5:17:56 AM
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75
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Coming Soon
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