Cueyatl Sea Priest
Cueyatl Sea Priest
Small humanoid, lawful evil
- Armor Class 12 (leather armor)
- Hit Points 45 (10d6+10)
- Speed 30 ft., climb 20 ft., swim 30 ft.
- STR
10 (+0) - DEX
12 (+1) - CON
12 (+1) - INT
10 (+0) - WIS
14 (+2) - CHA
10 (+0)
- Saving Throws Dex +3
- Skills Medicine +4, Religion +2
- Senses darkvision 60 ft., passive Perception 12
- Languages Aquan, Cueyatl
- Challenge 1 (200 XP)
- Amphibious. The cueyatl can breathe air and water.
- Jungle Camouflage. The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.
- Slippery. The cueyatl has advantage on saving throws and ability checks made to escape a grapple.
- Speak with Sea Life. The cueyatl sea priest can communicate with amphibious and water breathing beasts and monstrosities as if they shared a language.
- Spellcasting. The cueyatl sea priest is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): guidance, poison spray
1st level (3 slots): animal friendship, create or destroy water, fog cloud, speak with animals - Standing Leap. The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
- Trident. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage plus 7 (2d6) poison damage, or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack.