You break a seashell and toss the pieces, conjuring an aquatic creature on the first surface they touch. You choose its characteristics and overall look but use the stat block below. The creature can carry an amount of medium or smaller creatures up to your proficiency bonus on its back and disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dash action and uses its move to avoid danger.
huge monstrosity
Armor Class 19 (natural armor)
Hit Points 80 (the creature has a number of Hit Dice [d12s] equal to the level of the spell)
Speed 30 ft., swim 100 ft.
Senses darkvision 60 ft., passive Perception 13
Languages Understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Swift swimmer. The creature can't have its movement reduced, is unaffected by difficult terrain, and travel speed is doubled in water or similar substances.
Actions
Aqua beam. The creature exhales water in a 5-foot wide 30-foot line. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one.
Previous Versions
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10/2/2024 8:35:22 PM
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Coming Soon
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