Boil
Boil CR: 6
STR
20 +5
DEX
15 +2
CON
20 +5
INT
10 +0
WIS
12 +1
CHA
15 +2
Innate Spellcasting. Boil's innate spell casting ability is Constitution (spell save DC 16, +8 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- At Will: Shape Water
- 1/Day: Create and Destroy Water (2nd-level).
Special Equipment. Boil wears Ocean's Boon. Amphibious. Boil can breathe air and water. Action Surge (1/short rest). On your turn, you can take one additional action. Combat Superiority (4/short rest). Boil has four superiority dice, which are D8s. These are expended when he uses one of the following maneuvers:
- Ambush. When Boil makes a Dexterity (Stealth) check or an initiative roll, he can expend one superiority die and add the die to the roll, provided he isn't incapacitated.
- Disarming Attack. When Boil hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it's holding. He adds the superiority die to the attack's damage roll, and the target must make a DC 16 Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
- Maneuvering Attack. When Boil hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack's damage roll, and he chooses a friendly creature who can see or hear him. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
- Goading Attack. When Boil hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. He adds the superiority die to the attack's damage roll, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than Boil until the end of your next turn.
- Trip Attack. When Boil hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a DC 16 Strength saving throw. On a failed save, he knocks the target prone.
Actions
Multiattack. Boil makes two melee attacks with the Falchion. One of these attacks can be replaced with a Tentacle Lure if he has a free hand. Falchion. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 1D8+7 slashing damage or 1D10+5 slashing damage if used with two hands. Tentacle Lure. Boil raises a empty hand, causing two slick, purple tentacles to extend from the sleeve and strike a creature you can see within 15ft. The creature must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 2D8 bludgeoning damage if it is within 5 feet of him. BONUS ACTIONS Second Wind (1/short rest). Boil regains 1D10+5 hit points.
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