Ocean Striders
Basic Information
Anatomy
Civilization and Culture
Interspecies Relations and Assumptions
Remove these ads. Join the Worldbuilders Guild
Amphibious.The ocean strider can breathe air and water. Water Walk. An ocean strider can walk on water as if continuously affected by a water walk spell. Frightful Presence: Each creature of the ocean strider's choice that is within 120 feet of the ocean strider and aware of it must succeed on a DC 14 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 ocean strider's Frightful Presence for the next 24 hours. Innate Spellcasting. The ocean strider's innate spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The ocean strider can innately cast the following spells, requiring no material components: 6/day each: control water, fog cloud, ice storm 5/day each: cone of cold, horrid wilting Ramming Rush. When they ocean strider uses the Dash action during your turn and moves at least 15 feet, they can make a melee Ramming attack as a bonus action.
Ramming Attack. Can only be performed as part of a Ramming Rush. If the ocean strider ends their movement within 15 feet of the target, they ram into the target. If the target is a creature, the ramming attack deals 2d8 + 6 points of damage, and the creature can choose to either make an attack of opportunity or attempt a Dexterity save for half damage. Upon ramming a ship, the ocean strider can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed. Regardless of the check result, every creature aboard must attempt a Strength saving throw (DC 15). Success means the creature takes 1d10 points of damage from being thrown about by the impact, failure means the creature is hurled overboard. Leiomano. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d6 + 6) slashing damage, and the creature must make a Constitution save (DC 18) or start bleeding, taking 1d6 damage every turn. They repeat the Constitution save every turn, ending this effect on a success.
Display your locations, species, organizations and so much more in a tree structure to bring your world to life!
Comments