Medium Humanoid, Chaotic Good
Armor Class 15 Natural Armor
Hit Points 13 (2d8 + 4)
Speed 15 ft., swim 60 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Skills Acrobatics +5, Athletics +2, Survival +3
Condition Immunities Exhaustion
Senses Blindsight only active while submerged in water, Passive Perception 11
Languages Aquan, Common Common, Aquan
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Awesome Current Boost!. Gains adventage on Athletics and Acrobatics checks while submerged water.

Water Based Adaptations. While submerged in water, Zap can use the Dash and Hide action as a bonus action. Additionally, her movement cannot be reduced while in the water and she gains resistance to bludgeoning, piercing and slashing from nonmagical attacks.

Innate Spellcasting. Zap's spellcasting ability is Charisma (spell save DC 14). Zap can innately cast the following spells, requiring no material components: 
At Will: light, shape water (cannot freezee water)
!/day each: control water

Actions

Proppelled Tackle. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.  Can only be used while underwater. If this hits, Zap can use the bite attack action as a part of the same action. Upon declaring this attack, Zap instantly moves within 5 ft of the target.

Bite. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. 

ToastyMaggot

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