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Cueyatl Sea Priest 2014

CR 1 humanoid

Small humanoid, lawful evil


Armor Class
12 (leather armor)
Hit Points
45 (10d6+10)
Speed
30 ft., climb 20 ft., swim 30 ft.

STR10 (+0)
DEX12 (+1)
CON12 (+1)
INT10 (+0)
WIS14 (+2)
CHA10 (+0)

Saving Throws
Dexterity +3
Skills
Medicine +4, Religion +2
Senses
darkvision 60 ft., passive Perception 12
Languages
Aquan, Cueyatl
Challenge
1 (200 XP) · Proficiency Bonus +2

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.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details