Medium Humanoid (Elf), Neutral
Armor Class 13
Hit Points 44 (6d6 + 18)
Speed 30 ft., Swim 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CON +6, CHA +7
Skills Arcana +4, Insight +5, Perception +5, Stealth +6, Survival +5
Damage Resistances Fire, Necrotic
Senses Darkvision 60ft, Passive Perception 11
Languages Common, Deep Speech, Elvish
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Fey Ancestry. You have advantage on Saving Throws against being charmed, and magic can't put you to sleep.

Amphibious. Curagen can breathe both air and water.

Spellcasting. Curagen is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Curagen has the following spells prepared:

Cantrips (at will): Auqeous Lash, Control Water, Minor Illusion, Dancing Lights, Thaumaturgy

1st level (4 slots): Ice Knife, Create or Destroy Water,shield

2nd level (3 slots): misty step, Skywrite

3rd level (3 slots): Tidal Wave, Vitriok's Watery Charge, Call Lightning

 

Actions

Blessing of the Death God. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. You also gain resistance to all damage when you teleport using this trait. The resistance lasts until the s tart of your next turn. During that time, you appear ghostly and translucent.

Reactions

Watery Defense. You gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.

Description

Metamagic Options.

Quickened Spell. 

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Careful Spell.

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

 

Curse of the Sea.
When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.

Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):

Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.

Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.

Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.

Monster Tags: NPC

Habitat: CoastalUnderwater

BatedStingray58

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