Edenian Rain Sorcerer (5e Creature)

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Edenian Rain Sorcerer[edit]

Medium humanoid (any race), any chaotic alignment


Armor Class 12
Hit Points 120 (16d8 + 48)
Speed 30 ft., climb 20 ft., swim 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Dex +6
Proficiency Bonus +4
Damage Resistances cold
Senses passive Perception 10
Languages Common
Challenge 9 (5,000 XP)


Evasion. When the aquamancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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

At will: water walk, rain blast
2/day each: misty step
1/day each: healing rain, swirling storm

Resilience. If damage reduces the sorcerer 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 sorcerer drops to 1 hit point instead.

ACTIONS

Fists. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.

Rain Projectile Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 7 (2d6) cold damage.

Staff of Rain (Recharge 5-6). The sorcerer uses one of the following attack.

Lightning Strike Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 14 (4d6) lightning damage. Deals half damage to all creatures within 5 feet of target on a hit.

Constricting Water. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: 9 (2d6 + 2) bludgeoning damage and the target is restrained by the constricting water. As an action, the restrained target can make a DC 12 Strength check, bursting the constricting water on a success. The constricting water can also be attacked and destroyed (AC 10; hp 5; immunity to poison, and psychic damage).

BONUS ACTIONS

Finish Him! When the sorcerer reduces a creature to 0 hit points with a melee attack on its turn, the aquamancer moves up to half its speed, recharges and uses its water blast attack or one melee attack.

Water Thrash (3/Day). The sorcerer adds 1d10 cold damage to its next attack and damage roll with its constricting water and if the attack hits, the target is pulled up to 40 ft in any direction of the sorcerer's choosing, including up.

Drain Water (3/Day). The sorcerer adds 10 (3d6) necrotic damage to its next rain projectile attack. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the sorcerer regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Heavy Rainfall (1/Day). A 20-foot radius area centered on the sorcerer, which spreads around corners, becomes heavily obscured for 5 minutes and is considered difficult terrain.

REACTIONS

Rain Defense. If the sorcerer is hit by a ranged weapon attack, it makes a DC 20 Dexterity saving throw. On a success, the sorcerer takes no damage from the attack or half as much damage from the attack if it fails.

Rainsorcerer.jpg

Once thought to have been exterminated, the Lin Luei's aquamancers have instead remained hidden, submerged beneath the water in secret strategic locations, waiting for the right moment to strike.

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