Medium Humanoid (Merfolk)
Armor Class 16 Natural armor
Hit Points 90 (12d8 + 36)
Speed
STR
19 (+4)
DEX
17 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws CON +6, WIS +5
Senses Passive Perception 12
Languages Common, Aquan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Aquatic Affinity. If Atop a Rock spends at least 4 hours submerged in water, he adds 10 feet to both his walking and swimming speed until the end of his next long rest.

Amphibious. The merfolk Atop a Rock can breathe air and water.

Might of the Kindred. Atop a Rock gains a +1 to all attack rolls and damage when a friendly merfolk he can see is within 30 feet of him.

Next in Line. Atop a Rock gains a +1 to all saving throws when he starts his turn with 45 hit points or fewer.

Pack Tactics. Atop a Rock has advantage on an attack roll against a creature if at least one of Atop a Rock's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Trident Tactics. When Atop a Rock makes a successful melee attack with his trident, he can use one of the following maneuvers as part of the attack action.

  • Paralyzing Strike. The target’s speed is reduced to 0 and it cannot use any abilities, spells, or actions that change its current position until the end of its next turn.
  • Sprinting Strike. Atop a Rock can move up to half his movement speed without provoking attacks of opportunity after dealing damage to the creature.
  • Shutdown Strike. The creature cannot perform the same action it last performed, including legendary actions, until the end of its next turn.

Atop a Rock can use this trait a number of times equal to his Strength modifier (4). He regains all uses of this trait when he finishes a long rest.

 

Actions

Multiattack. Atop a Rock makes three melee attacks: two with his trident and one with his bite.

Trident. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 ([roll]1d6+4[/roll]) piercing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 ([roll]1d6+4[/roll]) piercing damage.

Spellcasting. Atop a Rock casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):

  • At will: bless
  • 2/day each: cure wounds, healing word, inflict wounds, lesser restoration
  • 1/day: mass healing word, revivify
Reactions

Defensive Bite. Whenever a creature within 5 feet of Atop a Rock makes an attack against him, he can use his reaction to make a Bite attack against that creature.

Savitar577