Medium Humanoid (Elf, Half-Elf, High-Elf, Human), Any Alignment
Armor Class 12 (15 with Aqua Shield)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +5, WIS +3
Skills Arcana +6, History +6
Senses Passive Perception 11
Languages Any four languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Spellcasting. Lauren is a 6th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Hydroburst  Conjuration Cantrip / Casting Time: 1 Action / Range: 30 feet / Duration: Instantaneous: You hurl a small orb of water at a nearby creature. The target must make a Dexterity saving throw, taking 1d8 cold damage and becoming completely doused in water on a failure. This water extinguishes any non-magical flames affecting the creature or that they are carrying. This spell's damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Aquajet  1st level Conjuration / Casting Time: 1 Action / Range: self (30 foot line) / Duration: Instantaneous:

A pounding pulse of water blasts from your palm towards your enemies. Each creature in 30 foot long, 10 foot wide line emanating from you must make a strength saving throw. Each creature takes 2d6 cold damage and is pushed to the end of the line on a failed saving throw, or half as much damage and is not pushed on a successful one. At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot level above 1st

Scalding Reprisal  2nd level Conjuration / Casting Time:

1 reaction, which you take when you are attacked / Range: 10 feet / Duration: Instantaneous: A scalding blast of steam bursts forth from your hand. If this reaction is taken against an weapon attack, the creature has disadvantage on all attacks until the end of its turn. If this reaction is taken against a spell attack, the creature must make a concentration check with a DC equal to your spell DC. If it fails, it loses the spell slot and the spell does not take effect.

Liquid Armaments 3rd level Conjuration / Casting Time: 1 Action / Range: Self / Duration: Concentration, up to 1 minute:

You create a floating trident and shield out of pure water to act as both defense and offense. While affected by the spell, you gain the following benefits You are proficient in the use of both the trident and the shield. While holding the shield you have advantage on dexterity saving throws against area of effect spells and traps that have an effect you can see.
When you make the attack action on your turn and attack with the trident, you may make two attacks instead of one. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using this weapon.
You may choose to throw the trident as part of an attack. If it hits, it explodes in your choice of frigid or scalding water. All creatures, including the target, within 5 feet of the point struck take 3d6 damage of either fire or cold damage, at your choice.
As a bonus action on your turn, you can re-create the trident in your hand.

Roiling Wave  4th level Transmutation / Casting Time: 1 Action / Range: 60 Feet / Duration: Concentration, up to 1 minute:

The earth itself ripples and churns itself into waves, flinging creatures about. Each creature you choose within 20 feet of a point you can see within must make a Dexterity saving throw. A creature takes 4d6 damage and is moved 10 feet towards the edge of the spell's area on a failed save, or half as much damage and is not moved on a success. The spell's area is difficult terrain. As an action on your turn, you may move the area of the spell to another point within range, and all creatures within the area are affected by the spell as if you had just cast it. If you do not move the spells area, creatures entering the spells area for the first time on their turn or ending their turn within the area of the spell must make a Dexterity saving throw. A creature that fails this save takes 4d6 damage and is moved 10 feet towards the edge of the spell's area.

Juriath's Dome  6th level Conjuration / Casting Time: 1 Action / Range: Self (10 foot hemisphere) / Duration: Concentration, up to 1 minute: 

You summon a dome of opaque, roiling water. The dome is centered on you and is 1 foot thick, 10 feet high and 20 feet wide. When the dome appears, if it cuts through a creature’s space, that creature must make a Strength saving throw. On a failed save, the creature is forcibly ejected to the outside of the dome and takes 5d6 bludgeoning damage. The dome blocks line of sight completely. Fire, Cold, Poison, Electricity and Acid cannot pass through the dome's area of effect. Any other attack made through the dome suffers disadvantage. Any creature, as an action on its turn, can attempt to pass through the dome by making a Strength saving throw. On a failure, their movement is reduced to zero, On a success, they move

 

Actions

Staff Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)  bludgeoning damage.

Aqua Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 11 (3d6 + 2) piercing damage.

Legendary Actions

Bellow Of The Ocean God

9th level Transmutation


  • Casting Time: 1 Action
  • Range: 1 mile
  • Components: S,M
  • Duration: Concentration up to 1 hour

With intense focus, you depress the earth and water speeds to fill the space. Choose a point within range. The land in up to a 1000 foot radius, as you choose, collapses 15 feet and fills with rushing water. Each creature caught in the onslaught of rushing water must make a Dexterity saving throw. A creature takes 12d6 + 3 bludgeoning damage and 12d6 + 3 cold damage on a failed save, or half as much on a success as they are battered and buffeted about and thrust underwater. Buildings collapse and most objects are inundated by the rushing water. If you maintain concentration on the spell for the entire duration, the sea becomes permanent, otherwise, the water drains away and the land gently returns to its form.

Description

Lauren is a young woman with long ginger hair tied into a loose pony tail. She wears mahongany robes and 

Monster Tags: NPCelfHumanhalf-elf

Habitat: Urban

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