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Homebrew, Ravenloft: Denizens of Darkness (3.5e) 2002

Drownling CR: 3

Small fey, chaotic evil
Armor Class: 15
Hit Points: 18 (4d6 + 4) 4d6+4
Speed: 20 ft , swim: 30 ft

STR

9 -1

DEX

18 +4

CON

13 +1

INT

10 +0

WIS

11 +0

CHA

15 +2

Skills:

Deception +6, Insight +2, Perception +4, Stealth +8

Damage Resistances: Bludgeoning, Piercing, Slashing damage from non-silvered weapons
Senses:

Darkvision 60', Passive Perception 14

Languages: Sylvan & any three languages; Telepathy (only with other drownlings)
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2

Innate Spellcasting. The drownling's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells:

  • At will: Dancing Lights, Detect Magic
  • 1/Day (each): Charm Person, Confusion, Entangle


Ambush Hunter. The drownling has a +2 bonus to initiative rolls during combat.

Amphibious. The drownling can breathe air & water.

Unified Spirits. A group of at least three drownlings forms a covey that can share a pool of hit points. The pool's total is equal to 7 (2d6) multiplied by the number of the covey's members. On initiative count 20, the covey can distribute the hit points from the pool as necessary between the members of the covey. Any points that are used will be replenished at dawn of the next day.

Should a member of member of the covey drop to at least 0 HP, its body dissolves into water. It will regain its physical form at dawn of the next day so long as a member of its covey survives & returns to the drownling's native water. If all members of the covey are slain or otherwise prevented from returning to their native waters, the dissolved drownlings are dead permanently.

Water Dependency. For each hour a drownling remains on dry land, it suffers a level of exhaustion. Once the drownling returns to its native waters, it recovers & looses levels of exhaustion at a rate of one per minute.

Actions

Multiattack. The drownling can make two attacks with its claws.

Claws. Melee Weapon Attack: +6 to hit, reach 5', one target. Hit: 9 (2d4 + 4) 2d4+4 slashing damage.

Bonus Actions

Drowning Grasp. If a drownling hits a creature with a melee attack while both it & the target are in water, the drownling can attempt to grapple the targeted creature (DC 14), violently holding the creature underwater. If grappled, the targeted creature must escape the grapple at the start of its turn, or else automatically fail a death saving throw against death by drowning.

Reactions

Evasive Maneuver. The drownling adds 2 to its AC against one melee attack that would hit it. To do so, the drownling must see the attacker.

Suggested Environments

Temperate to tropical climates; Aquatic, coastal, & swamp terrain.


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