Amphibious. The mage can breathe air and water.
Legendary Resistance (3/Day). If the mage fails a saving throw, it can choose to succeed instead.
Multiattack. The Maester can use its Frightful Presence. It then makes three attacks: one with its sword and two with its dagger.
Lifeblood Greatsword. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
Bloodred Dagger. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tentacle. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the mage's choice that is within 120 feet of the mage and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the mage's Frightful Presence for the next 24 hours.
Poisoned Blood Longbow (Recharge 5–6). The mage exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
The mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mage regains spent legendary actions at the start of its turn.
Detect. The mage makes a Wisdom (Perception) check.
Tentacle Attack. The mage makes a tentacle attack.
Flurry Of Tentacles (Costs 2 Actions). The mage sends its tentacles forward. Each creature within 15 feet of the mage must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone.
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