Buoyant: The Azumarill floats in water, and rises to the surface of water at a rate of 60 feet per round. Additionally, the Azumarill has advantage on Strength checks made to stay afloat in rough and fast-moving water.
Hold Breath: The Azumarill can hold its breath for 12 hours.
Huge Power: The Azumarill's Strength score is doubled for the purpose of calculating its attack and damage bonuses.
Keen Hearing: The Azumarill has advantage on Wisdom (Perception) checks that rely on hearing.
Thick Fat: The Azumarill has resistance to fire and cold damage.
Water Camouflage: While submerged in water, the Azumarill has advantage on Dexterity (Stealth) checks.
Aqua Ring: The Azumarill regains 4 hit points at the start of each of its turns if it has at least 1 hit point for 1 minute.
Aqua Tail: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 7 (3d4) cold damage.
Play Rough (Recharge 5-6): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage and the target must succeed at a DC 14 Constitution saving throw. On a failed save, the damage of the target's next attack is reduced by 1d8.
Water Gun: Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target. Hit: 12 (2d6 + 5) cold damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/20/2024 10:07:32 AM
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3
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1
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1.0
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Coming Soon
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