Aquarian

Medium humanoid (aquarian), lawful evil

Armor Class 14 (shell armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3, Stealth +4
Senses darkvision 90 ft., passive Perception 13
Languages Aquan, Common, Sahuagin
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Amphibious. The aquarian can breathe air and water.
  • Slippery. The aquarian has advantage on ability checks and saving throws made to escape a grapple.

ACTIONS

  • Swordfish Sword. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 7 (1d10 + 2) slashing damage.
  • Net. Ranged Weapon Attack: +6 to hit, range 5/15 ft. one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 11 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 11) frees the target without harming it and destroys the net.

ABOUT

Living under the sea are several unique races, and one of the least known are the aquarians. This race of secretive fish people lives far from most other humanoid communities.

Undersea City. Their capital city is composed of extensive sea caves and labyrinthine tunnels. Other sea creatures, including many schools of fish, seals, sharks, and octopi share the settlement.

Uneasy Alliance. The sahuagin used to be enemies of the aquarians but a recent treaty has changed all that. However, having an alliance with the devious sea devils is never easy.

Section 15: Copyright Notice

Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood

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