Medium Elemental (Water Genasi), Any Good Alignment
Armor Class 17 (natural armor)
Hit Points 77 (7d10 + 7)
Speed 30 ft., swim 90 ft.
STR
16 (+3)
DEX
16 (+3)
CON
13 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws DEX +6, WIS +3, CHA +5
Damage Resistances Acid, Cold
Gear Trident of the Maelstrom, Shield
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 10
Languages Aquan, Common, Primordial
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amphibious. You can breathe air and water.

Innate Spellcasting. Your innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). You can innately cast the following spells, requiring no material components:

At will: create or destroy watercure wounds, healing word, shape water

3/day each: water breathing, water walk

1/day each: conjure elemental (water elemental only), control water

Actions

Multiattack. You can make two trident attacks.

Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10(1d8+ 5) piercing damage, or 11(1d10+ 5) piercing damage if used with two hands to make a melee attack.

Water Jet. You magically shoot water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 18(5d6) bludgeoning damage and, if it is Large or smaller, is pushed up to 20 feet away from you and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.

Trident of the Maelstrom. While wielding this weapon, you can use your action to cast the following spells once per day each: tidal wave and fog cloud. No components are required for these spells.

 

OttoThunderfist

Comments

Posts Quoted:
Reply
Clear All Quotes