| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +14 |
| DEX | 14 | +2 | +2 |
| CON | 21 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 24 | +7 | +13 |
| CHA | 22 | +6 | +12 |
Aquatic Sovereignty. Ben-Hadar can breathe underwater and move through water without impediment.
Elemental Aura. A 20-ft.-radius aura of invigorating water surrounds Ben-Hadar. Allies within the aura regain 10 hit points at the start of each of their turns.
Spellcasting. Ben-Hadar's innate spellcasting ability is Charisma (spell save DC 21). He can cast the following spells:
Multiattack. Ben-Hadar makes two attacks: one with his crashing wave and one with his tidal grasp.
Crashing Wave. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 33 (5d10 + 8) bludgeoning damage. The target must succeed on a DC 21 Strength saving throw or be knocked prone and pushed 20 ft. away.
Tidal Grasp. Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) force damage. The target is grappled (escape DC 19). Until this grapple ends, the target is submerged in water and has disadvantage on attack rolls.
Protective Tsunami. Ben-Hadar conjures a protective wave within 60 ft. of him. Allies in the area gain a +2 bonus to AC and saving throws until the end of their next turn.
Legendary Actions (3 per round)
- Ebb and Flow. Ben-Hadar shifts the water around him, imposing disadvantage on attackers within a 30-ft. radius until the start of his next turn.
- Water Lash. Ben-Hadar makes a crashing wave attack.
- Hydro Surge (Costs 2 Actions). Ben-Hadar channels the purest form of elemental water, causing all creatures of his choice in a 60-ft. radius to make a DC 22 Constitution saving throw, taking 54 (12d8) cold damage on a failed save or half as much on a successful one.
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