Medium Humanoid (Water Genasi), Neutral Evil
AC 17 Studded Leather + Defensive Stance    Initiative +5 (15)
HP 110 (13d8 + 52)
Speed 30 ft., Swim 30 ft.
Mod Save
STR 18 +4 +7
DEX 15 +2 +2
CON 18 +4 +7
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 14 +2 +2
Skills Athletics +10, Performance +5
Senses Passive Perception 14
Languages Common, Primordial
CR 6 (XP 2,300; PB +3)
Traits

Brave: Advantage on saving throws against being frightened.

Blood Brine Infusion: Vaelen's weapon attacks deal an extra 1d6 necrotic damage

Actions

Multiattack: Vaelen makes three melee attacks: two with his Spear and one with his Shield Bash.

Spear (+1 Weapon): Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d6 + 5) piercing damage plus 3 (1d6) necrotic damage.

Shield Bash: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the target is Medium or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions

Parry: Vaelen adds 3 to his AC against one melee attack that would hit him. To do so, Vaelen must see the attacker and be wielding a melee weapon.

Lair and Lair Actions

Rising Tides: On initiative count 20 (losing ties), seawater surges into the room. Ground level becomes difficult terrain.

Blood Coral Pulses: At the start of round 2 and 4, the blood coral in the vault emits a pulse. Every creature without a blood-infused artifact must succeed on a DC 13 Constitution saving throw or take 2d6 necrotic damage (half on success).

Habitat: Any

BRDNSWN

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