Nacuravand, Demon

Large fiend, chaotic evil

Armor Class 17 (natural armor)
Hit Points 110 (13d10+39)
Speed 20 ft. Swimming 90ft

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 10 (+0) 13 (+1) 8 (-1)

Skills athletics +7, Deception +2, persuasion +2 Saves: Str +7, Con +6, Wis +4
Damage Immunities poison
Condition Immunities poisoned
Damage Resistances cold, bludgeoning, piercing and slashing from non-magical weapons
Senses darkvision 60 ft., passive Perception 11
Languages Common, Aquan, Abyssal
Challenge 7 (2,900 XP)

SPECIAL TRAITS

  • Bound Weapons. All Nacuravands have 4 weapons that are mystically bonded to them. They remain in an interdimensional space until called out as a bonus action. The demon typically uses longswords but can use any weapon. The weapons that are bound this way act as +1 weapons and are considered magical for the purposes of damage resistance. They become normal weapons if the Nacuravand is slain.
  • Magic Resistance. The Nacuravand has advantage on all saving throws against spells or other magic.
  • Innate Spellcasting.
  • Plane-shifting. While in water, the demon can swim to other planes. from the Prime, they can swim to the Elemental Plane of Water. from the Elemental Plane, they can swim to either the Prime or the Abyss. from the Abyss they can swim to the Elemental Plane of Water. For it to work, the demon must be able to swim in a straight line for 90 feet. At the end of that move, they fade into the other plane.
  • Water Breathing. The Nacuravand can breathe underwater. This remains true even while polymorphed or otherwise altered.

ACTIONS

  • Multiattack. The Nacuravand in its original form can strike 4 times with its swords, wielding them in its tentacles. While in Humanoid form, it can strike twice with a sword.
  • Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d8+5) slashing.
  • Toxic Cloud (recharge 6). The creature releases a cloud in a 30 ft. radius around itself. All creatures within the cloud must make a Constitution save (DC 15), taking 22 (4d10) poison damage on a failed save, or half on a success. The cloud remains for 4 rounds underwater, and 2 rounds on land. Any creature that starts its turn within the cloud or enters the cloud during its turn must make the save.

ABOUT

The water demons are foul creatures that average about 15 feet from head to tail. Their lower torsos are similar to large, fat pufferfish, with a broad sweeping tail. They have six spindly legs along their flanks that enable them to walk on dry land or the bottom of the sea. Their upper torsos, however, are vaguely female-human shaped with broad shoulders bracing up four arms. Their heads are similar to a squid’s, long, narrow and with two fins, long and angular, in line with the shoulders where their ears should be. They have long tentacles draped around their shoulders like so much roping. There are no eyes on the creature, but the tentacles are covered in thousands of cilia that constantly grope about the air, sensitive to any motion within normal “sight.”

Pack creatures. The extremely aggressive water demons are oddities in that they travel in small groups. These pods do not act in concert, however, but rather travel together for the purpose of protection and safety.

Tricky Hunters. The nacuravand are the curse of many fishermen. They often shapeshift on the shores of lonely beaches calling for aid. When the unsuspecting fisherman comes to their assistance the water demon slays them. They take the form of the woman in the deep waters as well, pretending to be distressed when a ship comes by; many a poor crew have been slain by the nacuravand soon after taking her aboard.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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