Waverider

Medium Humanoid (any race), neutral good (CR 4)

Armor Class 14 hide armor of cold resistance

Hit Points 77 (14d8+14)🎲

Speed 30 ft.


STR

15 (+2)

DEX

14 (+2)

CON

12 (+1)

INT

10 (+0)

WIS

16 (+3)

CHR

13 (+1)


Skills

Senses passive Perception 13

Languages Common, Druidic, Primordial (Aquan)

Challenge Rating 4

Actions

Harpoon.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Attacks with this weapon while underwater are not made with disadvantage.


sizeMedium

typeHumanoid

groupElemental Wardens

alignmentneutral good

strength_save

dexterity_save

constitution_save4

intelligence_save

wisdom_save6

charisma_save

perception

damage_vulnerabilities

damage_resistancescold

damage_immunities

condition_immunities

cr4

reactions

legendary_desc

legendary_actions

special_abilitiesname: Fishform,desc: As a bonus action, the waverider can transform into a **hunter shark** or **giant octopus**. While in this form, the waverider cannot cast spells, but can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended. When the waverider is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in fishform for up to 3 hours, and can enter fishform twice, regaining expended uses after completing a short or long rest.,name: Healing Tides,desc: Whenever the waverider casts a spell of 1st level or higher that affects a nonhostile creature, that creature regains 3 hit points (in addition to any healing the spell may provide).,name: Marine Empathy,desc: The waverider can speak with and understand aquatic plants and animals.,name: Spellcasting,desc: The waverider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared: * Cantrips (at will): druidcraft, poison spray, resistance * 1st level (4 slots): cure wounds, create or destroy water, healing word * 2nd level (3 slots): animal messenger, enhance ability, lesser restoration * 3rd level (3 slots): conjure animals (aquatic beasts only), water walk, water breathing * 4th level (1 slots): control water

spell_listhttps://open5eapi.spetland.no/v1/spells/druidcraft/,https://open5eapi.spetland.no/v1/spells/poison-spray/,https://open5eapi.spetland.no/v1/spells/resistance/,https://open5eapi.spetland.no/v1/spells/cure-wounds/,https://open5eapi.spetland.no/v1/spells/create-or-destroy-water/,https://open5eapi.spetland.no/v1/spells/healing-word/,https://open5eapi.spetland.no/v1/spells/animal-messenger/,https://open5eapi.spetland.no/v1/spells/enhance-ability/,https://open5eapi.spetland.no/v1/spells/lesser-restoration/,https://open5eapi.spetland.no/v1/spells/conjure-animals/,https://open5eapi.spetland.no/v1/spells/water-walk/,https://open5eapi.spetland.no/v1/spells/water-breathing/,https://open5eapi.spetland.no/v1/spells/control-water/

page_no129

document__license_urlhttp://open5e.com/legal

document__slugtaldorei

document__titleCritical Role: Tal’Dorei Campaign Setting

document__urlhttps://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/

Find the complete stats on: Open5e

Critical Role: Tal’Dorei Campaign Setting, page no. 129
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