Chill Aura. Creatures within 10 feet of Wavechaser have advantage on saving throws against being frightened, as his calm nature dampens fear.
Speak with Nature. Wavechaser can communicate with plants and small beasts as per the speak with animals/plants spells.
Sure-Footed. Wavechaser has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.
Spellcasting. Aqua Glide (1/short rest). Wavechaser can surf on magically summoned water, gaining a 40 ft. flying speed for 1 minute, as described above.
Verdant Chill (2/long rest). As described above—heals allies, restrains enemies in a 15-foot radius burst of magical floraWavechaser releases soothing energy in a 15-foot radius. Allies regain 2d6 HP and enemies must make a DC 14 Strength save or be restrained by vines for 1 minute (save ends at end of each of their turns).
Tidecall Veil (1/long rest). Wavechaser summons a 20-foot radius of enchanted mist centered on himself for 1 minute (concentration). Allies inside gain half cover (+2 AC and Dex saves), and attacks from outside the mist are made at disadvantage. The mist is lightly obscured for all except Wavechaser and chosen allies.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 4) bludgeoning damage. If Wavechaser moves at least 20 feet straight toward a target and then hits with a hooves attack, the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Hit da boof - take a long drag from a jazz cigarette
Fireballing - blow some funky smoke into the enemies face, they get disadvantage on their next action, bonus action, save, or check. Can only make this reaction if Chase 'hit da boof' on the previous turn
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Wavechaser, who prefers to go by Chase, is a unique, white stallion with soft green undertones to his coat, like the light filtering through fresh leaves. His mane and tail are dark brown, almost black, in thick dreadlocks decorated with red, green, and yellow beads. These beads clink softly as he moves, and his coat has faint vine-like markings that glow when he taps into his magic.
Wavechaser’s eyes are warm amber, flecked with green, and his voice has a laid-back, surfer-like cadence. He speaks with the calm confidence of someone who’s seen a lot but never gets too worked up.
Once a druid, Chase was cursed by a hag to remain in his horse form. But instead of fighting it, he accepted his new life, becoming a quiet protector of the forests and wild places. He roams the land now, offering guidance and helping those in need, without ever really asking for anything in return.
He’s not trying to undo the curse, and he’s fine with it. Wavechaser’s found peace in his new role as a gentle guardian of nature.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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