Monster
Shoalar Quanderil
Outside your table’s allowed sources
Official reference · LR · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 11, 14
- Hit points
- 75 (10d8 + 30)
- Speed
- Walk 30 ft., Swim 30 ft.
- Challenge rating
- 4
- Alignment
- Lawful Evil
- Strength
- 12
- Dexterity
- 12
- Constitution
- 16
- Intelligence
- 14
- Wisdom
- 10
- Charisma
- 18
- Passive Perception
- 10
- Skills
- arcana: +6; deception: +8; insight: +4; persuasion: +8
- Languages
- Aquan, Common
- Resistances
- acid, lightning, thunder
Traits
Amphibious
Shoalar can breathe air and water.
Actions
Dagger
Melee Weapon Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Innate Spellcasting
Shoalar's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells:
At will: shape water
1/day: create or destroy water
Shoalar is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells:
Spell slots: 0: spells: acid splash, chill touch, light, prestidigitation, ray of frost; 1: slots: 4; spells: disguise self, mage armor, shield; 2: slots: 3; spells: hold person, misty step; 3: slots: 2; spells: lightning bolt, tidal wave; 4: slots: 1; spells: watery sphere