Eria the Water Charmer (5e Creature)

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Eria the Water Charmer[edit]

Medium humanoid (human), neutral good


Armor Class 12 (15 with mage armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 17 (+3) 17 (+3) 16 (+3)

Saving Throws Con +5, Cha +5
Proficiency Bonus +2
Damage Resistances cold
Senses passive Perception 13
Languages Aquan, Common, Sylvan
Challenge 3 (700 XP)


Gift of Water. When Eria casts a spell of 1st level or higher that deals cold damage, that spell deals an additional 3 cold damage.

Spirit Charmer. Eria can cast find familiar as a ritual. When Eria takes the Attack action, her familiar can make an attack attack using its reaction. While her familiar is within 30 feet of her, its attacks are treated as magical for the purpose of overcoming damage resistance or immunity and deal an additional 4 (1d8) cold damage.

Spellcasting. Eria is a 6th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following warlock spells:

Cantrips (at will): frostbite, mind sliver, ray of frost
1st-3rd level (two 3rd-level slots): armor of Agathys*, cause fear, charm person, crown of madness, find familiar, flock of familiars, ice knife*, mage armor, misty step, suggestion, tidal wave, wall of water

*Spell of 1st level or higher that deals cold damage.

ACTIONS

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

Watery Charm. Eria targets one creature that she can see within 30 feet of her. If the target can see Eria, it must succeed on a DC 13 Wisdom saving throw or be magically charmed. The charmed creature regards Eria as a trusted friend to be heeded and protected. Although the target isn't under Eria's control, it takes Eria's requests or actions in the most favorable way it can.
Each time Eria or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Eria dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to Eria's Watery Charm for the next 24 hours.
Eria can have no more than one creature charmed at a time.

Unpossessed. Eria casts mage armor without expending a spell slot.

BONUS ACTIONS

Spiritual Water Art Aoi. Eria releases a charmed creature from her control, this causes both the controlled creature and one other creature within 30 feet of it to take 21 (6d6) cold damage (bypassing resistance).


One of the original four spirit charmers, Eria focuses on the use and control of both water magic and the monsters associated with it. Her familiar is the monster Gagagigo who would go on to terrorize the world for many years.

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