Vengeance of the Depths. When the aspirant is reduced to 0 hit points, its body and everything it is wearing or carrying, except for magic items, are transmuted into elemental water, becoming a 15 foot-radius pool of electrically charged elemental water on the ground for one round. Creatures within this range when the Aspirant dies must make a DC 11 Dexterity saving throw. On a failed save, a creature takes 7 (3d4) lightning damage and is stunned for two rounds. On a successful save, a creature takes half as much damage and is not stunned for two rounds.
Additionally, creatures that walk within this 15 foot-radius of this pool while it is still active must succeed a DC 12 Constitution saving through to resist being stunned, or are otherwise stunned and take 7 (3d4) lightning damage
Sinister Devotion. The aspirant has advantage on saving throws against the charmed and frightened conditions.
Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Description
Aspirants of the Depths are cultists who worship deities of the Ocean, whether it be a greater deity like Umberlee, or intermediate and lesser deities such as Blibdoolpoolp, Deep Sashelas, Eadro or Persana. They've devoted their body and mind to their worship, so much so that when they are killed, the body of the Aspirant becomes a temporary font of elemental energy.
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