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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Cueyatl Sea Priest/

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.

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