Magic Resistance. The aquanumine has advantage on saving throws against spells or other magical effects.
Disintegration. If the aquanumine dies, its body turns into salt.
Aqua Vitality. The aquanumine regains 10 hit points at the start of its turn if a part of its body is touching water.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 19 (5d6 + 5) bludgeoning damage plus 5 (2d4) poison damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the aquanumine can claw the grappled creature with an advantage on attack rolls to do so. The aquanumine can grapple one target at half movement speed, or two targets at the cost of its movement.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (4d6 + 2) slashing damage plus 3 (1d4 + 1) poison damage.
Salt Spray (Recharge 4). The aquanumine sprays salt in a line that is 50 feet long and 10 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 15 Dexterity saving throw, taking 10 (3d6) slashing damage and 10 (3d6) piercing on a failed save, or half as much damage on a successful one.
Description
The aquanumine is a vicious and vile creature. Believed to have been created due to a mutation and hundreds of years of cross-species evolution between Merfolk and Mind Flayers, aquanumines are extremely territorial creatures. They have tentacles and four arms which it uses for grappling and attacking its foes. The aquanumine has harnessed the power of the ocean, and uses it to power up its attacks and regenerative capabilities. Once they kill their foes, they turn them into salt, where it then consumes it through absorbing it through its rubbery skin.
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