Small Monstrosity, Unaligned
Armor Class 11
Hit Points 36 (8d6 + 8)
Speed 20 ft., Swim 40 ft.
STR
9 (-1)
DEX
13 (+1)
CON
13 (+1)
INT
4 (-3)
WIS
14 (+2)
CHA
11 (+0)
Skills Perception +4, Stealth +3
Damage Resistances Cold, Fire
Senses Passive Perception 14
Languages Pokemon, understands Common but can't speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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.

Actions

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
3/20/2024 10:07:32 AM
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Habitat: CoastalGrassland

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