Cirvaqua

Medium elemental, unaligned

Armor Class 14 (bronze plating)
Hit Points 25 (3d8 + 12)
Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 16 (+3) 9 (–1) 10 (+0) 9 (–1)

Saving Throws Dex +4, Con +6
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, Common
Challenge 2 (450 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Freeze. If the cirvaqua takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
  • Liquid Spray. A creature that hits the cirvaqua with a melee attack while within 5 feet of it must succeed on a DC 13 Dexterity saving throw or become blinded until the end of the turn.

ACTIONS

  • Multiattack. The cirvaqua makes two Slam attacks.
  • Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage and 4 (1d8) fire damage.
  • Drown (Recharge 4-6). The cirvaqua attempts to latch itself onto a Medium or smaller creature within 5 feet of it that has a head. The target must succeed on a DC 13 Strength saving throw or the cirvaqua attaches to the target’s head and pulls itself into the target’s space, taking the shape of an armored sphere around the target. While attached, the cirvaqua moves with the target, it gains a +4 bonus to AC, and it can’t take actions. The attached target is blinded, is unable to breathe unless it can breathe water, and takes 18 (4d8) fire damage at the start of each of its turns. A creature can use its action to try to detach the cirvaqua and force it to move into the nearest unoccupied space, doing so with a successful DC 132 Strength check. On its turn, the cirvaqua can detach itself from the target by using 5 feet of movement. When it dies, the cirvaqua detaches from any creature it is attached to.

BONUS ACTIONS

  • Underwater Illusion. If the cirvaqua is fully submerged in water, it cloaks itself in a magical illusion that makes it look like a Medium school of bronze fish. The effect ends if the cirvaqua is no longer fully submerged in water, it uses a bonus action to end it, it makes an attack or uses Drown, or it dies. A creature must take an action to visually inspect the illusion and succeed on a DC 132 Intelligence (Investigation) check to discern that the cirvaqua is disguised. The “children” of Thalla and Yusuff, these magically-forged elemental beings take the form of dwarven creatures. While they obey their father’s wishes, their consciousness is partially connected with Queen Thalla and they are under her total control. They travel up and down the city’s waterfalls, becoming one with the rushing waters themselves, during which time they’re completely invisible.
  • Watery Form. A cirvaqua is made entirely of water, but they wear pieces of armor for additional protection. A cirvaqua can use illusory magic to become one with the water, disguising itself to look like a school of fish, allowing it to seamlessly blend into its environment.
  • Geyser-Born. Cirvaquas bear a connection to the geyser and the Plane of Fire. Whenever they wish so, a cirvaqua can dramatically increase its body temperature to a near-boiling point.
Section 15: Copyright Notice

Aquacadent Copyright 2022 CZRPG Patreon Author: Christian Zeuch, Ricardo Andrade

This is not the complete license attribution - see the full license for this page