Crinaea
Medium Fey, neutral (CR 2)Armor Class 13
Hit Points 44 (8d8+8)
Speed 30 ft., swim 60 ft.
11 (+0)
16 (+3)
12 (+1)
14 (+2)
12 (+1)
17 (+3)
Skills perception 3, stealth 5
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Challenge Rating 2
Actions
Dagger.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) cold damage.
sizeMedium
typeFey
group
alignmentneutral
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception3
damage_vulnerabilities
damage_resistancesfire
damage_immunitiespoison
condition_immunitiespoisoned
cr2
reactions
legendary_desc
legendary_actions
special_abilitiesname: Crinaeaâs Curse,desc: The crinaea can sense water within 300 feet of it that was drawn from its bonded source within the last 24 hours. As a bonus action, the crinaea can poison up to 1 gallon of water within 300 feet of it that was drawn from its bonded source. This can even affect water that has been used to make another nonmagical substance, such as soup or tea, or water that was consumed within the last 30 minutes. The poison can affect a target through contact or ingestion. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isnât poisoned.,name: Water-bound Form,desc: The crinaea is bound to its water source. If the crinaea is separated from its water source for more than 24 hours, the crinaea gains 1 level of exhaustion. It gains an additional level of exhaustion for each day until it bonds with another water source or it dies. The crinaea can bond with a new water source and remove its levels of exhaustion by finishing a long rest while submerged in the new water source.,name: Watery Form,desc: While fully immersed in water, the crinaea is invisible and it can move through a space as narrow as 1 inch wide without squeezing.,name: Innate Spellcasting,desc: The crinaeaâs innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: poison spray 3/day each: create or destroy water (create water only), purify food and drink (water only) 1/day each: disguise self, fog cloud, protection from poison
spell_list
page_no74
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
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Tome of Beasts 2, page no. 74