Aqua Monk (5e Creature)

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Aqua Monk[edit]

Medium humanoid (any race), any chaotic alignment


Armor Class 12
Hit Points 91 (14d8 + 28)
Speed 30 ft., climb 20 ft., swim 20 ft.


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

Saving Throws Dex +5
Proficiency Bonus +3
Damage Resistances cold
Senses passive Perception 12
Languages Common
Challenge 8 (3,900 XP)


Water Body. A creature that touches the monk or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage.

Innate Spellcasting. The monk's innate spellcasting ability is Wisdom (spell save DC 12). The monk can innately cast the following spells, requiring no material components:

2/day each: aqua push, watery twin

Resilience. If damage reduces the monk to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the monk drops to 1 hit point instead.

ACTIONS

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands.

Water Lash. Ranged Spell Attack: +5 to hit, range 20 ft., one target. Hit: 10 (4d4) bludgeoning damage, plus 9 (2d8) cold damage.

Water Vortex (1/Day). The monk summons a funnel of swirling water in a location it can see up to 40 feet away; the vortex is a cylinder 10 feet in radius and 60 feet high. This area is lightly obscured and difficult terrain and any creature that is in this area or begins its turn there must make a DC 16 Strength saving throw, taking 6 (1d12) bludgeoning damage plus 6 (1d12) cold damage on a failed save or half as much on a success.
The monk can use its bonus action to dismiss the vortex. If the monk is killed, the vortex fades away after one round.

BONUS ACTIONS

Drenched Staff (3/Day). The monk adds 1d10 cold damage to its next attack and damage roll with a qaurterstaff and the target is pushed back 5 feet.

REACTIONS

Parry. The monk adds 3 to its AC against one melee attack that would hit it. To do so, the monk must see the attacker and be wielding a melee weapon.

Aqua Monk.jpg

Aqua monks are among the many elemental masters protecting the temple of the elements.

Cold and Calculated. Like the frigid waters which they command, aqua monks are cold and calculated in combat, using their aqua push and drenched staff abilities, along with their watery twins, to lure their opponents to a certain spot where they can unleash their water vortex upon them. At that point, the monk can choose to either escape or finish off their now vulnerable opponent.

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