| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 8 | −1 | −1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 16 | +3 | +3 |
| CHA | 10 | +0 | +0 |
Daughter / Son of the God of Turmoil: The acolyte of the Wave Mother gains advantage on Dexterity and Wisdom saves, +1 AC, and the war caster feat when wet.
War Caster (When wet): The acolyte gains advantage on Constitution saves to maintain concentration on your spells. You may also use your reaction to replace an opportunity attack with shocking grasp without a somatic component.
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Lost to the ***** Queen: Can breathe in air and water.
Cantrips (at will): shocking grasp, sacred flame, light
1st level (3 slots): bless, create water, witch bolt
Club
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.
Shield Bash (Recharge 5–6)
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 3 (1d4 + 1) bludgeoning damage, and the target must succeed on a DC 11 Strength saving throw or be knocked prone.
N/A
War Caster (Reaction) Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next 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
As an acolyte for Umberlee, these humanoids have given their lives to the sea, changing them into marine servants of Umberlee. In this process, they lost their skin and took on a set of scales and gills, allowing them to breathe underwater and land amphibiously.
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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