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5ead/monsters/md/creature_codex/cueyatl-sea-priest.md
2025-06-07 07:58:30 -05:00

1.7 KiB

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.