Hold Breath. While out of water, the Aqueous de Lumos can hold its breath for 30 minutes.
Underwater Camouflage. The Aqueous de Lumos has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The Aqueous de Lumos can breathe only underwater.
Magic Mantle. The Aqueous de Lumos has advantage on saving throws against spells and other magical effects.
Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the Aqueous de Lumos can't use its tentacles on another target.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) slashing damage.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of luminous ink extends all around the Aqueous de Lumos if it is underwater. The 5-foot-radius cloud is heavily obscured for 1 minute, although a significant current can disperse the ink. This ink sheds bright light in a 20 ft. sphere, and dim light for an additional 10 ft. beyond that. After releasing the ink, the Aqueous de Lumos can use the Dash action as a bonus action.
Description
A squid with beautiful bioluminescent patterns across its body and tentacles, the Aqueous de Lumos are known to the Northern Tribes as" The Northern Lights of the Sea" because of their beautiful patterns and their bioluminescent ink. Though more typically solitary, they gather en masse to travel in large groups for days at a time, leaving behind a trail of brilliant blue and green glowing ink as they pass by. Some say that they are the spirits of those who have passed on from this world who had a special love of the ocean. They are rewarded by becoming a part of the mystery of the sea.
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