Medium Plant, Lawful Neutral
Armor Class 14 Natural Armor
Hit Points 40 (5d10 + 10)
Speed 30 ft., Walk 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws CON +4
Skills Animal Handling +4, Nature +4
Senses Tremorsense, Passive Perception 11
Languages Aquan Understand only. While a Cnidafolk possesses the capability to understand any language, it may only "speak" via the Chemo-communication trait described below.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Chemo-communication. Cnidafolk communicate by excreting chemicals into the water that surrounds them.  These chemical secretions can be used to communicate subtle, even elegant, messages between one another but are less effective on other creatures.  On other creatures, Cnidafolk chemical secretions only communicate the emotions of the Cnidafolk "speaking". 

Creature of the Sea. Cnidafolk are water creatures.  When on land, they have disadvantage on on ability checks, attack rolls, and saving throws.  A Cnidafolk dies if it spends more than 1 day out of water.  

Actions

Cnidacytes (3/Day). The Cnidafolk emits a cone of stinging spores with a range of 15ft.  Any creature caught within the blast must make a dexterity saving throw DC 13 or take 12 (3d6+3) fire damage. 

Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 4 (1d8) bludgeoning damage plus 3 (1d6) fire damage. 

Description

Cnidafolk are sentient species of coral that build agrarian communities in warm coastal waters.  They are a generally peaceful species that places strong focus on living and working in balance with nature, specifically the ocean.  Cnidafolk settlements tend towards isolationism, being a private people by nature, however they have been known to engage in limited trade with cultures that show particular deference to the ocean, such as druidic communities and some elven settlements.

Habitat: Underwater

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