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Aquarius

Aquarius

Medium celestial, chaotic neutral

Armor Class 14 (Natural Armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft., Swim 50 ft.
STR
8
(-1)
DEX
13
(+1)
CON
16
(+3)
INT
18
(+4)
WIS
17
(+3)
CHA
9
(-1)
Saving Throws Con +6, Wis +6
Skills Intimidation +2, Nature +7
Damage Resistances Cold, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Perception 13
Languages Common, Celestial
Challenge 7 (2,900 XP)

Spellcasting. The Aquarius is a 1-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks).

4th level: Control Water

Amphibious. Aquarius can breathe air and water.

Tempestuous Temper. When Aquarius takes damage from a creature within 30 feet of her, she can use her reaction to release a wave of pure irritation. The attacker must make a DC 15 Strength saving throw or be pushed 10 feet away from Aquarius

Innate Spellcasting. Aquarius's spellcasting ability is Intelligence (spell save DC 15). She can innately cast the following spell, requiring no material components: At will: control water

Actions

Multiattack. Aquarius makes two Water Wave attacks.

Water Wave. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 15 (2d10 + 4) magical bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be pushed 5 feet backward.

Tidal Wave (Recharge 5–6). Aquarius summons a massive wave from her urn in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) magical bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.