94828-2 RAA Outer Seas TEXT R1 Proof

The Outer Seas

Elapso Fate Bender Large Humanoid (Elapso Merfolk), any chaotic alignment STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3) Armor Class 16 (natural armor)

Fate Bender produces a toxic venom that infuses a 10 ft. area around them while under water. Any creature that starts its turn in this area must make a Consti tution Saving Throw DC 15 or take 9 (2d8) poison damage and become poisoned until the end of their next turn. Actions Multiattack. The Elapso Fate Bender may make four claw attacks or two claw attacks, one bite attack, and one tail attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8 (1d8+4) bludgeoning damage. Reaction Spell Redirect. When the Elapso Fate Bender is targeted by a spell that requires an attack roll or allows a saving throw, they can use their reaction to attempt to redirect the spell. The caster must make a Wisdom Saving Throw DC 14. On a failed save, the spell targets a different creature of the caster’s choice within range. If the spellcaster succeeds on the saving throw or the spell does not allow redirection, the spell is cast as normal. The Elapso Fate Bender may only use this ability once per round.

Hit Points 110 (13d10+39) Speed 30 ft., swim 60 ft.

Saving Throws Dex +5, Cha +6 Damage Immunities poison Skills Perception +5, Persuasion +6 Senses Darkvision 60 ft., Passive Perception 15 Languages Shanx (Common), Elapso Challenge Rating 8 (3,900 XP) Abilities Amphibious. Elapso Merfolk can breathe both air and water. Enthralling Presence. Any creature that starts its turn within 30 ft. of the Elapso Fate Bender must make a Wisdom Saving Throw DC 14 or be charmed by the Fate Bender until the start of their next turn. While charmed in this way, a creature regards the Fate Bender as a trusted friend whose advice and counsel should be valued. If the charmed creature suffers any harm from the Fate Bender or allies of the Fate Bender, or receives a command from the Fate Bender that may cause it immediate phys ical harm, it can repeat the saving throw, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Fate Bender’s Enthralling Presence until the end of their next long rest. Elusive Presence. Any nonmagical attack made against the Elapso Fate Bender is made with disadvantage. Venom Tides. The skin of the Elapso

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