| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +12 |
| DEX | 18 | +4 | +4 |
| CON | 20 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 20 | +5 | +10 |
Legendary resistance (1/day). Whenever barbs fails a saving throw they may choose to succeed instead
Amphibious. Barbs can breathe in both air and in water
Sea Master. Barbs can swim through any amount of water as if it was regular still water without reducing her speed being pushed or taking damage, even if the water was created by a spell or an ability that would normally do so
Red Eye. Barbs can not be surprised and has advantage on saving throws against effects she can see, at the start of combat barbs can give herself and one ally of her choice advantage on Initiative checks, barbs can see creatures that are invisible or disguised using illusion magic, if barbs is blinded or she loses sight in her left eye for any reason she loses these effects
Multiattack. Barbs makes two anchor bash or barbed wire attacks.
Anchor Bash. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (3d12+7) bludgeoning damage, additionally barbs can force the target to make a DC 22 strength saving throw or be knocked prone
Barbed wire. Melee Weapon Attack: +12 to hit reach 60ft., one target. Hit 16 (4d4+7) piercing damage and the target is grappled, additionally barbs can force the target to make a DC 22 strength saving throw or be pulled 30ft towards barbs in a straight line
Water Bullet. Ranged Weapon Attack: +12 to hit reach 120ft/300ft, one target. Hit 20 (2d12+7) bludgeoning damage, if the attack hits it additionally creates a 10ft radius sphere of water in originating from the space from the creature that was hit
Barbed whirlpool (recharge 5-6). Barbs summons whirlpool swirling with barbed wire into a space she can see within 120 ft of her, the whirlpool occupies a 60ft radius circle and last for 1 minute, or until barbs loses concentration (as if concentrating on a spell), a creature that starts its turn in the whirlpool or enters it for the first time must make a DC 19 strength saving throw. On a failure the creature takes 41 (20d4) piercing damage, is restrained until the start of their next turn and is pulled 20ft towards the center of the circle, half damage and no effect on a success, this circle is considered different terrain for any creature without a swim speed
Barbed smite (5/day). Barbs charges her anchor with magic energy, until the start of their next turn the next melee attack they make that hits deals an extra 25 (6d8) piercing damage and must make a DC 19 dexterity saving throw, on a failure the creature is wrapped in magical barbed wire for 1 minute or until they take an action to remove it, while wrapped in this way whenever they willingly move more than 5 feet they take 19 (6d6) piercing damage
Get Down!. When an allied creature barbs can see would take damage from an attack they may use a reaction to move up to twice their move speed and shove the creature out of the way into an unoccupied space within 5ft of them, if they do so Barb's takes the damage from that attack instead of the allied creature
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