One With Water. Able to teleport 50 ft. when touching water.
Spellcasting. Aria is a 5th-level spellcaster. Her spellcasting ability is (15). Aria has the following wizard and druid spells prepared:
Cantrips (at will): shape water, destroy or create water, icy touch
1st level (6 slots): ice knife, misty step, healing word
2nd level (3 slots): Create water elemental, Water clone, summon water blades
Tunnel of Water: Unsheathes retractable staff, blue energy pours from her hands and from then on as a bonus action she can summon water then blast it like a fire hose 30 ft. Players must role a 15 dex saving throw or be knocked back ten feet. Should the player lose the dex role and be pushed into a wall or obstructing object the player is dealt 2d4 damage.
Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d6 + 2) slashing damage.
Contingency Clone: Aria summons her clone when she is below half health. At any given time, if she and her clone are both in water, she can swap with her clone as a form of disengage.
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Description
Aria is a tall willowy woman. As a half water genasi, half elf, she has pale gray-blue skin and sea green eyes. Her black hair is always damp even if she is out of the water for hours. She has a longer face with high cheek bones and pointed ears. She has lots of swirling tattoos around her arms and legs, all nautical themed. Waves on her biceps, storm clouds along her shoulders, on her back is a fantastical version of a giant squid. On her legs there are various shells and scales scattered about.
Lair and Lair Actions
A large underground cavern where the aquafers all converge into a massive room full of moving water, bridges and numerous levels of essentially stone columns that are 15 feet in diameter. The upper walls are punctuated by grate covered pipes that pour water in heavy waterfalls.
Lair Actions
On initiative count 1 the lair's upper water pipes shift and the flows increase or decrease which can lead to the water blasting pc's or npc's. (roll d6, if even, the flow goes down 5 ft, if odd the flow goes up 5 ft, and if it is a 1 it stays the same.
- Every turn roll a d20; if it is a 1, 10, or 20 Aria increases the flow of a particular grated flow and sends the massive grate flying like a deadly frisbee. Player must make a dex saving throw 17 or take 2d10 piercing damage.
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