Amphibious. You can breathe air and water while in this form.
False Appearance. While you remain motionless, you are indistinguishable from a normal coral formation.
Coral Armour. After you are reduced to half HP (84), your hard exterior begins to crumble and your AC is reduced to 15.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Water Breath. You exhale a stream of forceful water in a line 5 ft. wide and 60 ft. long. Each creature in that area must make a DC 18 Strength saving throw. On a failed save, the creature is pushed back 60ft from you and falls prone, taking 14 (4d6) cold damage and 14 (4d6) bludgeoning damage. If the creature hits a wall it also takes 7 (2d6) bludgeoning damage per 10 ft. traveled. On a successful save, the creature is pushed back 5 ft., takes half damage, and is not knocked prone.
Distract. As a bonus action, you can cause the polyps growing on you to move and light up, giving disadvantage on the next attack against you.
Previous Versions
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