Aquado Mariner (5e Creature)
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Medium humanoid (aquado), chaotic good
Armor Class 13
Skills Animal Handling +5, Persuasion +4
Amphibious. The aquado can breathe air and water.
Brave. The aquado has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the aquado hits with it (included in the attack).
Multiattack. The aquado makes three melee attacks or two ranged attacks.
Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the aquado can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the aquado. A creature can benefit from only one Leadership die at a time. This effect ends if the aquado is incapacitated.
Parry. The aquado adds 3 to its AC against one melee attack that would hit it. To do so, the aquado must see the attacker and be wielding a melee weapon.
Aquado mariners are elite aquado warriors that are known for their skill with weapons and handling animals. Aquado mariners are leaders in times of peace and of war, and in battle they are found at the head of any group of aquado warriors, leading the charge with tridents at the ready and giving commands to their troops.
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