Fey Ancestry. The aquagora has advantage on saving throws against being charmed, and magic can’t put them to sleep.
Amphibious. The aquagora can breathe air and water.
Innate Spellcasting. The Aquagora's spellcasting ability is Charisma (spell save DC 14), Spell attack +5. The Aquagora can innately cast the following spells, requiring no material components:
At will: lightning lure, shocking grasp
1/day each: confusion, spider climb
Magic Resistance. The aquagora has advantage on saving throws against spells and other magical effects.
Multiattack. The aquagora makes four attacks: two with its pincers and two with its tentacles. Alternatively, it makes two attacks with its pincers and casts one spell.
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The aquagora has two pincers, each of which can grapple only one target.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d6+ 2) bludgeoning damage.
Description
The Aquagora are the aberrant and twisted offspring of Sha’lai Alura and the Drowner of Domains. As such, they are distinctly elven in their facial features and relatively thin body structures, except for the rounded, bulbous eyes that seem to catch every movement. Standing about 8ft tall, the aquagora is covered in chitinous armor of a dark sea green color with four appendages; two large crab-like pincers and two long tentacles underneath.
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