Innate Spellcasting. The walgura’s spellcasting ability is Wisdom (spell save DC 13). The walgura can innately cast the following spells, requiring no material components:
At will: shape water, water breathing (self only)
1/day each: absorb elements, Wall of Water
2/day each: earth tremor, invisibility (self only)
Reckless. At the start of its turn, the walgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Long Breath. The walgura can hold its breath for 8 hours. It can proceed to do so while it is sleeping, but not when it is incapacitated through other means.
Big Feet. The walgura ignores difficult terrain.
Multiattack. The walgura makes three attacks: one with its bite and two with its fists.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
Description
As Barlguras have been the preferred type of demons summoned by Warlocks and Wizards for many centuries, Wizards of the Coast have realized their low utility in aquatic battles. After years of research, they have found a cousin of the barlgura - the amphibic walgura. More agile in the water, just as magically abled, and just as strong, walguras have since been used by the occasional Triton and pirate cults trying to overtake their local rulerships, or to enrich themselves.
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