Eel, Rainbow

Family: Eels

Large monstrosity, unaligned

Armor Class 14 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 4 (-3)

Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 4 (1,100 XP)

Special Traits

  • Water Breathing. The eel can breathe only underwater.
  • Visually Striking. The eel has disadvantage on Dexterity (Stealth) checks.
  • Magic Resistance. The eel has advantage on saving throws against spells and other magical effects.

Actions

  • Multiattack. The eel makes two bite attacks.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
  • Prismatic Ray. The eel shoots two magical rays from its mouth at random targets within 90 feet of it. Each target must make a DC 14 Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it (reroll duplicates).
    1. Red. The targeted creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
    2. Orange. The targeted creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one.
    3. Yellow. The targeted creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one.
    4. Green. The targeted creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one.
    5. Blue. The targeted creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one.
    6. Indigo. On a failed save, the target is restrained. It must then make a DC 14 Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. At any time, casting greater restoration on the target removes the restrained condition and ends the petrification process.
    7. Violet. On a failed save, the target is blinded. The target can make a DC 14 Wisdom saving throw at the end of each of its turns. A successful save by the creature ends the blinded condition.
    8. Special. The target is struck by two rays. Roll twice more, rerolling any 8s.

About

There is a legend that two powerful ship mages fought a great battle, resulting in one of the ships being destroyed in a massive prismatic blast. The intensity of the magical energy transformed a group of giant eels into a completely new species. This new variety of eels have rainbow-colored bodies covered with a layer of mucus that has an iridescent sheen. More importantly, these eels can attack prey with wildly erratic prismatic magic.

Section 15: Copyright Notice

The Seas of Vodari Copyright 2020, Tribality (Innovaworks Inc.) and Shawn Ellsworth.