Huge Fey, Neutral Good
Armor Class 18 (Natural Armor)
Hit Points 245 (28d12 + 56)
Speed 30 ft., Swim 60 ft.
STR
18 (+4)
DEX
16 (+3)
CON
20 (+5)
INT
18 (+4)
WIS
24 (+7)
CHA
26 (+8)
Saving Throws DEX +9, WIS +13, CHA +14
Skills Insight +12, Nature +10, Perception +12, Persuasion +13
Damage Resistances Slashing from Nonmagical Attacks, Bludgeoning, Piercing
Damage Immunities Cold, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 22
Languages Aquan, Common, Primordial, Sylvan
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Amphibious: The Coral Nymph Queen can breathe air and water.

Sea's Blessing: The Coral Nymph Queen grants all friendly creatures within 30 feet advantage on saving throws against being charmed, frightened, or paralyzed while they remain within the aura.

Summon Coral Nymph(1/day): The Queen can summon up to 3 Coral Nymphs, 1 Greater Coral Nymph, or 1 Ancient Coral Nymph. They remain for 1 hour or until dismissed.

Tidal Regeneration: The Coral Nymph Queen regains 20 hit points at the start of her turn if she is submerged in water.

Actions

Multiattack: The Coral Nymph Queen makes three Coral Strike attacks.

Coral Strike: Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage.

Call of the sea (Recharge 6): The Coral Nymph Queen summons a massive wave in a 60-foot cone. Each creature in the area must make a DC 20 Strength saving throw. On a failed save, the creature takes 42 (12d6) bludgeoning damage and is pushed 30 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

Bonus Actions

Queen's Command: As a bonus action, the Coral Nymph Queen can issue a command to all Coral Nymphs within 60 feet. These Nymphs can use their reaction to move up to half their movement speed or make a single attack.

Reactions

Coral Shield (once per short rest): As a reaction, the Coral Nymph Queen can summon a protective shield of coral around herself or an ally within 60 feet, granting them temporary hit points equal to 30 and immunity to bludgeoning, piercing, and slashing damage until the start of her next turn.

Legendary Actions

The Coral Nymph Queen 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 Queen regains spent legendary actions at the start of her turn.

  • Coral Strike: The Queen makes one Coral Strike attack.
  • Tidal Healing: The Queen heals herself or one ally within 60 feet for 25 hit points.
  • Coral Wave (Costs 2 Actions): The Queen releases a wave of coral shards in a 30-foot cone. Each creature in the area must succeed on a DC 20 Dexterity saving throw or take 20 (5d8) piercing damage and be knocked prone.

Description

The pinnacle of their kind, the Coral Nymph Queen is an ethereal, almost divine presence beneath the waves. Adorned in living coral and radiating a mesmerizing glow, she commands the ocean’s full might, capable of raising entire reefs or summoning colossal tidal waves. She is a revered figure among sea-dwelling creatures, a beacon of balance and harmony. While she prefers peace, those who threaten the oceans find themselves at the mercy of her overwhelming power, as she calls upon the very essence of the sea to crush her enemies.

An Ancient Coral Nymph is a being of legend, an embodiment of the ocean’s ancient wisdom and resilience. Over centuries, their connection to the sea has deepened, granting them unmatched control over coral and water alike. Their bodies shimmer like living reefs, with intricate coral formations growing along their skin, pulsing with natural energy. They are both protectors and nurturers of the deep, ensuring that the oceans remain in balance. While they are peaceful by nature, their wrath can summon towering waves, reshape the ocean floor, or entrap enemies in massive coral prisons.

Lair and Lair Actions

When fighting inside her coral reef lair, the Coral Nymph Queen can invoke the magic of the coral to take lair actions. On initiative count 20 (losing initiative ties), she can take one lair action to cause one of the following effects:

  • Coral Barrage: Summon a barrage of coral spikes to shoot from the ground in a 30-foot radius. Creatures in the area must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) piercing damage.

  • Healing Waters: The water in the lair heals the Queen and her allies. All friendly creatures within 60 feet of the Queen regain 15 hit points.

  • Ensnaring Kelp: The kelp in the lair tries to ensnare her enemies. Each creature the Queen chooses within 60 feet must succeed on a DC 18 Strength saving throw or be restrained until the start of the Queen’s next turn.

GeralTheLag

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