# Cueyatl Sea Priest *Small* *Humanoid* *lawful evil* - **Armor Class:** 12 (leather armor) - **Hit Points:** 45 (10d6+10) - **Speed:** climb 20 ft. swim 30 ft. walk 30 ft. - **Challenge Rating:** 1 (200 XP) - **Source:** Creature Codex, page 69 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 10 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 14 (+2) | 10 (+0) | - **Saving Throws**: Dex +3 - **Skills:** medicine +4, religion +2 - **Senses:** darkvision 60 ft., passive Perception 12 - **Languages:** Aquan, Cueyatl ### Special Abilities - **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.