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Waverider

Size
Medium
Type
Humanoid
Challenge Rating
4
Source
Critical Role: Tal’Dorei Campaign Setting
Alignment
Neutral-Good
Armor Class
14
Speeds
30
Walking Speed
30
Strength Score
15
Dexterity Score
14
Constitution Score
12
Intelligence Score
10
Wisdom Score
16
Charisma Score
13
Saving Throws
Constitution, Wisdom
Languages Ref
Common, Druidic, Primordial (Aquan)
Hit Points
77
Resistances
Resistant to Cold Damage
Languages
Aethyrian Common, Druidic

Medium humanoid (any race), neutral good


Armor Class 14 (hide armor of cold resistance)

Hit Points 77 (14d8+14)

Speed 30 ft.


STR
15 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
16 (+3)
CHA
13 (+1)

Saving Throws Con +4, Wis +6

Damage Resistances cold

Senses passive Perception 13

Languages Common, Druidic, Primordial (Aquan)

Challenge 4 (1,100 XP)

Fishform. As a bonus action, the waverider can transform into a hunter shark or giant octopus. While in this form, the waverider cannot cast spells, but can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended. When the waverider is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in fishform for up to 3 hours, and can enter fishform twice, regaining expended uses after completing a short or long rest.

Healing Tides. Whenever the waverider casts a spell of 1st level or higher that affects a nonhostile creature, that creature regains 3 hit points (in addition to any healing the spell may provide).

Marine Empathy. The waverider can speak with and understand aquatic plants and animals.

Spellcasting. The waverider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:

  • Cantrips (at will): druidcraft, poison spray, resistance
  • 1st level (4 slots): cure wounds, create or destroy water, healing word
  • 2nd level (3 slots): animal messenger, enhance ability, lesser restoration
  • 3rd level (3 slots): conjure animals (aquatic beasts only), water walk, water breathing
  • 4th level (1 slots): control water

Actions

Harpoon. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Attacks with this weapon while underwater are not made with disadvantage.

Description

The waveriders know firsthand the dangers of the open ocean, and dedicate their lives to protecting seafarers from storms, pirates, and sea monsters. Though they are not warriors, they are accomplished healers and aquatic empaths, using their powers to seek out and rescue survivors of marine disasters, sometimes returning critically wounded survivors to the tribe of elemental wardens itself. The isolationists among the water wardens condemn this practice, fearing that the refugees threaten their way of life. The waveriders take their peers’ scorn in stride, for they would rather be righteous than popular.
A waverider turns to violence only as a last resort, and prefer to fight in fishform than with their fishing harpoon, using hit-and-run tactics as a shark or their octopus form’s natural camouflage to harry opponents. When patrolling the open seas, waveriders skim across the water on personal waveboards with folding sails, similar in function to the skysails of the wind wardens.

Stat block from Critical Role: Tal’Dorei Campaign Setting (Green Ronin Publishing), Open Game Content used under the Open Game License 1.0a. Critical Role: Tal’Dorei Campaign Setting is ©2017 Green Ronin Publishing, LLC. All rights reserved. It is not Geminaea material. See Legal.