Master of Waves
Master of Waves
The relationship between the Thassa, god of the sea, and the tritons that dwell in her domain is unique among all the creatures and deities of Theros. Thassa is said to have raised the tritons from the ocean's depths with her own hands, gifting them with intelligence and cunning. In return, the tritons worship Thassa above all other gods.
This unique relationship also entitles the tritons to a number of gifts from Thassa; gifts that the other races of Theros could only dream to be granted. Many tritons are born blessed by Thassa, with the ability to innately turn and shift the tides to their liking. Known as wavecrafters, those who eventually manage true control of the water, working its flow and movement of water as easily as they control the movement of their own legs, eventually earn the title of Master of Waves.
Armor Class | 16 (natural armor) | ||
---|---|---|---|
Hit Points | 18d8+72 | ||
Speed | 30 ft. | Swim 40ft. | |
Strength | 16 (+3) | ||
Dexterity | 19 (+4) | ||
Constitution | 18 (+4) | ||
Intelligence | 12 (+1) | ||
Wisdom | 16 (+4) | ||
Charisma | 20 (+5) | ||
Skills | Nature d20+5 | Perception d20+8 | |
Senses | Passive Perception 5 | ||
Languages | Aquan | Common | |
Challenge | 12 (8,400 XP) | ||
Special 1 | Amphibious | The Master of waves can breathe air and water | |
Special 2 | Devorion | When the master of waves uses its Conjure Elements, | its chances of success increase by 5% for each allied elemental within 30 feet |
Special 3 | Innate Spellcasting | The master of waves' innate spellcasting ability is Charisma (spell save DC 17). | It can innately cast the following spells, |
requiring no material components: | |||
Spells 1 | At will | Create or Destroy Water | Fog Cloud |
Shape Water | |||
Spells 2 | 3/Day each | Misty Step | Sleet Storm |
Tidal Wave | |||
Spells 3 | 2/day each | Control Water | Watery Sphere |
Maelstorm | |||
Spells 4 | 1/day each | Freezing Sphere | Wall of Ice |
Special 4 | Inspiring Presence | Allied creatures within 30 feet of the master of waves | that can see and hear it have an advantage on all saving throws |
Special 5 | Tranquil Protection | The master of waves is immune to fire damage and has | an advantage on saving throws against spells from the evocation spell school |
Action 1 | Multiattack | The master of waves makes two unarmed strikes | |
Action 2 | Unarmaed Strike | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 1d6+4 bludgeoning damage | ||
Action 3 | Conjure Elements (Recharge 5-6) | The master of waves attempts to summon elemental creatures to its side as allies. | The master of waves has a 50% chance of summoning 1d6 of ice mephits, |
1d4 water weirds, | or one water elemental. | A summoned elemental appears in an unoccupied space | within 60 feet of its summoner, |
is friendly to the summer and its allies, | and acts at the end of the summoner's turn. | The summoned elemental obeys any commands that its summoner telepathically issues (no action required). | If not given a command, the elemental defends itself and its summoner, |
but otherwise takes no actions. | The elemental disappears after 1 minute or if the master of waves | is knocked unconscious or killed |
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