Tuesday, June 18, 2024

Oceanus Dragon, Dungeons & Dragons Lore


As I sailed across the storm-tossed and bitterly cold Trackless Sea to the islands of Ruathym, I was reminded of another vast but very different, fantastic expanse of water, like nothing to be found anywhere on the world of Toril.
The River Oceanus flows from the plane of Thalasia, the fourth realm of Blessed Elysium and somehow forms a path across several upper planes before ending, so to speak, on the plane of Aquallor, which is also known as Ossa by the locals. In truth, there are many portals within the depths of Aquallor's endless ocean that lead directly back to Thalasia, so the flow of the River Oceanus is a vast loop, topped up eternally by just as many portals to the plane of Elemental water. Within Oceanus there are thousands of unique aquatic ecosystems and populations of creatures found nowhere else, and while I have many to talk about today, the most impressive of the creatures to be found there are the mighty Oceanus Dragons.
You can find specific creatures in this video by using the time stamps in the video description, and make sure captions are enabled so you can see how their names are spelled if you need to go to the Forgotten Realms Wikipedia page to find more information on each one.
My first introduction to the vast river Oceanus was a chance encounter with a spectacular vessel that cruised along the steep sea cliff on which Candlekeep looms and I was at the window of my study, enjoying a break from my writing, watching Macrotaxil, my pseudodragon friend, hunting spring swallows, without much luck, but his flying sure was impressive. I saw a flash of rainbow light reflecting off a sail that looked like a giant dragonfly wing and a hull of smooth pearl shell cutting through the waves with barely a ripple in its wake. I dropped everything and reached for a scroll immediately, tossing papers from my shelves and unfurling them, quickly judging the distance and reading the spell that vanished from the page.
With one step and a cloud of fog, I emerged just above the deck of an otherworldly sailing vessel. I immediately tumbled across it to crash heavily into some netting and a stack of crates and cages full of crabs, crayfish, shrimp and other sea creatures that these explorers had been collecting. Thankfully, nothing on me or among their treasures had been broken, and I accepted the hand of one of the crew as I got to my feet.
I was looking into the eyes of an Eladrin of the type called the Noviere, native to the endless seas of Ossa in Arborea and cousins to the celestial elves of Arvandor. She was thin and graceful, with light greenish skin, dark blue hair, and eyes that reminded me of the most impressive pearl I had ever seen. She was just under five feet tall and wore a simple garment that fit her tightly, along with a shawl made of the feathers of sea birds. Her grip was quite strong, and I noticed she had delicate webbed fingers, and her skin glowed very softly. It was hard to notice in the sunlight, but she would have been quite spectacular to see under the waves.
As it turned out, I was more than welcome and soon had the rapt attention of the ten Noviere onboard, who were indeed on a mission of exploration and peppered me with a thousand questions that I was, of course, more than happy to answer. They fed me delicious raw fish and a selection of seaweed salads, steamed clams, and some very salty beverages that didn't much agree with me but were safe for most to drink. They are quite sociable for Eladrin, and I ended up staying with them for a few months without any sign of overstepping my welcome; in fact, by the end, I felt quite a part of the crew and had seen some of the most remarkable places in the multiverse. The voyage of the Gwelshoon was led by elder Tybara, who informed me he was over 400 years old, though to me, he looked no older than his mid-40s. With the Noviere, you can tell their age more by the delicate blue freckles that accumulate over the centuries rather than by looking for grey hair and wrinkles, which they generally don't get. Some of the respect they showed me was because, to them, I looked very old.
It was thanks to the naturally divine abilities of the Noviere that I was able to breathe water while I was with them and they gave me a pearl that allowed me to withstand the ordeal of diving down into extremely deep water, though for them, they transformed effortlessly into golden dolphins composed of nothing but water and magic. It was sheer good fortune that I had spotted them when I had, as normally they keep their presence hidden if ever on the prime material plane. I can thank some pesky Sahuagin for the fact I saw them at all, as they dropped the enchantment briefly to bamboozle the aquatic raiders using illusions and enchantment magic, avoiding any bloodshed altogether.
After crossing back to the celestial dimensions just south of Flamsterd island in the Moonshaes, we visited several outer planes of existence. Unfortunately, the details of those are sworn to secrecy.
Our journey took an unexpected turn when we entered the plane of Brux, the twilit second layer of the Beastlands. Here, the sun hung eternally on the horizon, casting a perpetual twilight over the land. The trees grew slanted, pointing towards the dim, red orb of the sun, while a half-moon hung low on the opposite side of the sky. The mist and fog that perpetually shrouded the ground gave the place an eerie, otherworldly beauty.
Brux, known for its abundance of creeks and streams, eventually leads its waters into the River Oceanus. It was a serene and hauntingly beautiful place, filled with the sounds of nature and the rustling of leaves. The Noviere Eladrin, ever graceful and calm, navigated our vessel through these waters with an ease that belied the danger lurking beneath the surface.
The serenity of our voyage was shattered when the Song Sharks, sleek and agile creatures known for their melodious calls, suddenly dove beneath the waves. Following them were the Nereids, ethereal aquatic fey, their nearly transparent bodies darting gracefully through the water. Their sudden disappearance beneath our ship was the first sign of trouble.
A massive shadow loomed from the depths, a dark mass rising rapidly towards the surface. The water around us began to churn, and a plume of sea creatures—fish and turtles with fin-like wings—burst forth, desperately escaping the approaching behemoth.
Then, with a thunderous roar, the head of a titanic Oceanus Dragon broke the surface. Selvelsalon, a creature of unimaginable size and power, towered over our vessel. His body, resembling a giant winged eel, shimmered with a mother-of-pearl brilliance. The translucent dorsal fin and brilliantly colored wings caught the dim light of Brux, creating a dazzling spectacle that would have been breathtaking if it weren't so terrifying.
The force of his emergence sent a towering wave crashing against the side of our ship, rocking it violently and sending a cascade of water raining down upon us. The Noviere Eladrin clung to the rigging and each other, their usually composed expressions replaced with ones of fear and awe. For a moment, we were all small, insignificant specks compared to the awesome dragon before us.
Selvelsalon, his head five times the size of our ship, swept a gaze over us with great blue eyes. As his nostrils flared, releasing a plume of steam, the sound that followed was surprisingly gentle—a chuckle, almost. It was as if our stunned expressions amused the great dragon.
"Travelers from far and wide," his voice boomed, resonating through the water and air alike, "what brings you to the domain of Selvelsalon?"
We explained our mission of exploration and our desire to learn and experience the wonders of the multiverse. Selvelsalon listened, his expression inscrutable. Then, he spoke of the Library of All Knowledge, a legendary repository of wisdom and lore located within the realms of Brux.
"The Library you seek is indeed within these lands," he said, "but access to it comes at a cost. To enter its hallowed halls, one must relinquish their mortal form forever. Only then can the knowledge within be fully grasped."
His words were a revelation, a tantalizing yet daunting prospect. The Library of All Knowledge was a place I had only heard whispers of, a repository of infinite wisdom and secrets. The thought of gaining access to such a place was thrilling and terrifying.
As the weight of his words settled over us, Selvelsalon offered a final piece of advice. "Seek not just the answers, but the journey towards them. Knowledge is a treasure, but wisdom is the path to understanding."
With that, the mighty dragon submerged once more into the Oceanus depths, leaving us much to ponder as we continued our journey through the mist-shrouded plane of Brux. 
Selvelsalon is an Ancient Oceanus Dragon, a gargantuan being of immense power and benevolence. His sheer size is awe-inspiring, towering over our vessel like a living mountain of scales and muscle. His natural armor is incredibly tough, granting him an Armor Class of 20, making him nearly impervious to all but the mightiest attacks. With a vast pool of vitality, he boasts 411 hit points, ensuring he can endure even the fiercest of battles.

His physical prowess is unparalleled. Selvelsalon's strength is legendary, with a Strength score of 29 (+9), allowing him to crush foes with ease. While his agility might not be as notable, with a Dexterity of 10 (+0), his resilience and fortitude are exceptional, reflected in a Constitution of 27 (+8). His intellect and wisdom, scores of 16 (+3) and 17 (+3) respectively, speak to his centuries of experience and his natural role as a guardian and sage. His Charisma, also a 16 (+3), ensures he commands respect and attention wherever he goes.

In combat, Selvelsalon is a force of nature. He is capable of both flight and underwater movement, with a flying speed of 80 feet and a swimming speed of 90 feet, in addition to a ground speed of 20 feet. This versatility allows him to dominate in various environments, whether patrolling the river's depths or soaring above the waves.

Selvelsalon's senses are equally impressive. He has blindsight up to 60 feet and darkvision up to 120 feet, making it nearly impossible to surprise him. His passive perception is a keen 21, further emphasizing his role as an ever-watchful protector. His ability to communicate is enhanced by his knowledge of multiple languages: Aquan, Celestial, and Draconic.
One of the most remarkable aspects of Selvelsalon is his spellcasting prowess. His innate spellcasting ability, driven by his Charisma (DC 19), allows him to cast several spells without the need for material components. At will, he can detect good and evil, focusing solely on detecting evil. Thrice daily, he can control water, use blinding smite, and water breathing. Once per day, he can control winds, dispel good and evil, and cast divine word.
In battle, Selvelsalon employs a variety of devastating attacks. He can use his frightful presence to instill fear in his foes, forcing them to succeed on a DC 19 Wisdom saving throw or become frightened. His multiattack allows him to use his frightful presence and follow up with a powerful bite and two claw attacks. His bite attack, with a +17 to hit and a reach of 15 feet, deals 20 (2d10 + 9) piercing damage. Each claw attack, also with a +17 to hit and a reach of 10 feet, delivers 16 (2d6 + 9) slashing damage. His tail attack, reaching 20 feet, deals 18 (2d8 + 9) bludgeoning damage.
One of Selvelsalon's most fearsome abilities is his breath weapon, which can take one of two forms and recharges on a roll of 5-6. His lightning breath, a 120-foot line that is 10 feet wide, requires a DC 24 Dexterity saving throw, dealing 112 (25d8) lightning damage on a failed save, or half as much on a successful one. Alternatively, his tranquility gas breath, a 90-foot cone, forces those within it to make a DC 24 Charisma saving throw or become charmed, unwilling to harm any creature.
Selvelsalon also possesses legendary actions, allowing him to take up to three actions at the end of another creature's turn. These include making a Wisdom (Perception) check with Detect, a tail attack, or a Waterborn Fury, which costs two actions. Waterborn Fury involves a tail attack that deals an additional 13 (3d8) lightning damage and grapples the target if it hits.
Despite his formidable battle capabilities, Selvelsalon prefers to end conflicts swiftly and peacefully. His tranquilizing breath weapon and spell-like abilities are his primary tools for neutralizing threats. However, he will not hesitate to engage in direct combat when facing particularly resilient or evil foes. His innate ability to smite evil once per day allows him to deal an extra 90 (20d8) radiant damage to an evil-aligned target, making him a formidable opponent to any malign force.
Selvelsalon's dedication to protecting the River Oceanus and its travelers is unyielding. His lair, often a hidden cave along a riverbank or submerged underwater, serves as his base of operations. Despite the comfort of his lair, he spends little time there, constantly patrolling his domain to aid good-aligned beings and thwart evil.
His longevity and wisdom have made him a respected figure among the denizens of the Upper Planes, and many celebrate his role as a guardian of the River Oceanus.
A mile underwater, Selvelsalon's lair is an immense, cavernous complex beneath the waves. This vast underwater palace is a wonder, carved from ancient rock and coral and adorned with bioluminescent flora that bathes the halls in soft, otherworldly light. The lair is not just a home to Selvelsalon but also to a unique species of fey, who have made this magical place their sanctuary.
These fey, known as the Asrai, are shy, delicate, and elusive faeries native to the deep waters of the Beastlands, particularly in the River Oceanus, and known as Sjöra on Ysgard. The Asrai appear as delicate, humanoid-shaped faeries that stand around 1 to 4.5 inches (2.5 to 11 centimeters) tall. They have long golden hair that constantly grows, often reaching down to their buttocks or calves. Rarely wearing clothing, they prefer to use their hair to cover their modesty, with their hair twisting and flexing in unconscious reaction to their feelings.
The Asrai are highly intelligent but extremely shy and fearful, often refraining from speaking to avoid being tricked into captivity. Despite their reclusive nature, they possess a unique magical ability: when a group swims in a weaving, darting water dance, they create the effects of a hypnotic pattern. This dance not only captivates observers but also charms fish, which then refuse to attack the Asrai. Their bodies are highly sensitive to true sunlight, which can be fatal, although artificial sunlight has no effect on them. Upon death, they dissolve into small pools of water.
The Asrai are also known for their peaceful nature, never attacking out of malice or vengeance but only to defend themselves. They carry no weapons, relying instead on their magic and teeth if needed. While most Asrai do not wield weapons, those inhabiting Arborea are known to use small bows made of springy willow and braided water, with arrows smeared in fish guts that can potentially infect their targets with disease.
Living as wanderers, the Asrai travel their watery homes in schools, much like fish. Their society is structured with leaders called "pilots," who guide their yearly migration from warmer waters to cooler ones. Competition to become a pilot's apprentice can be intense. The Asrai love pearls and other shiny, lustrous valuables, though their small size means they typically possess only one or two small items of great beauty.
The Asrai are a vegetarian species that feeds on algae and water plants such as kelp. They come up to feed only at night, making them strictly nocturnal. While they inhabit fresh and saltwater bodies, they typically reside in freshwater and feel sluggish after transitioning from one type of water to another. In their freshwater homes, they live in shadowy places such as caves, logs, or under riverbanks.
On the Outer Planes, Asrai can be found in bodies of water in the Beastlands, Ysgard, and Arborea. The largest school in the Outer Planes resides in the River Oceanus, though they rarely surface except on nights when the algae bloom. They also have loose ties to the Seelie Court, though they seldom show themselves there. The Asrai speak their own language and the languages of various aquatic creatures, including fish, mermaids, and sea elves. Those in Arborea also know the languages of nature spirits, such as dryads and oreads.
The Asrai maintain relationships with nymphs, sirines, selkies, and various aquatic animals and are often welcomed by these creatures and sea elves within the Seelie Court. The Asrai of Arborea often coordinate with the plane's nature spirits to punish anyone who infringes on Arborean waters. In the River Oceanus, they sometimes act as companions, guides, or translators for the balaena.
Despite their peaceful nature, Asrai are sometimes targeted by evil fisherfolk who capture them to sell to creatures of the Lower Planes that consider them delicacies. A captured Asrai can fetch a price of 200 to 300 gold pieces. They also serve deities such as Deep Sashelas, Erevan Ilesere, and Hanali Celanil.
Ancient legends speak of the Asrai once serving as guides across the River Oceanus, but they have long since abandoned this duty. There are rumors of Asrai inhabiting the Elemental Plane of Water, the aqueducts and sewers of Sigil, and even the Prime Material Plane. However, their elusiveness makes these rumors hard to confirm. Some tales even mention an Asrai queen hidden within the Seelie Court, residing in a bottomless well or a spring of pure, ever-flowing water.
My name is AJ Pickett, thanks for listening to this tale, as always, I will be back with more for you, very soon.

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Selvelsalon Gargantuan Dragon, Neutral
Armor Class 22 (natural armor)
Hit Points 420 (30d20 + 120)
Speed 40 ft., fly 80 ft., swim 60 ft.
STR 28 (+9) | DEX 12 (+1) | CON 26 (+8) | INT 22 (+6) | WIS 18 (+4) | CHA 24 (+7)
Saving Throws Dex +8, Con +15, Wis +11, Cha +14
Skills Arcana +13, History +13, Insight +11, Perception +18
Damage Resistances Cold, Lightning, Psychic
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 28
Languages Common, Draconic, Elvish, Sylvan
Challenge 23 (50,000 XP)
Amphibious. Selvelsalon can breathe air and water.
Legendary Resistance (3/Day). If Selvelsalon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Selvelsalon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Selvelsalon's weapon attacks are magical.
Regeneration. Selvelsalon regains 20 hit points at the start of his turn if he has at least 1 hit point.
Actions
Multiattack. Selvelsalon can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 9) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of Selvelsalon's choice within 120 feet of him and aware of him must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Selvelsalon is within line of sight, ending the effect on itself on a success.
Breath Weapon (Recharge 5-6). Selvelsalon exhales a torrent of magical water in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the save are pushed 30 feet away from Selvelsalon and knocked prone.
Legendary Actions
Selvelsalon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Selvelsalon regains spent legendary actions at the start of his turn.
Detect. Selvelsalon makes a Wisdom (Perception) check.
Tail Attack. Selvelsalon makes a tail attack.
Wing Attack (Costs 2 Actions). Selvelsalon beats his wings. Each creature within 15 feet of him must succeed on a DC 24 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Selvelsalon can then fly up to half his flying speed.
Lair Actions
On initiative count 20 (losing initiative ties), Selvelsalon takes a lair action to cause one of the following effects; Selvelsalon can't use the same effect two rounds in a row:
Water Surge. A surge of water fills a 20-foot radius sphere centered on a point Selvelsalon can see within 120 feet of him. Each creature in that area must succeed on a DC 22 Strength saving throw or be knocked prone.
Illuminating Flora. Bioluminescent flora in the lair flare brightly. Each creature of Selvelsalon's choice within 60 feet of a chosen point in the lair must succeed on a DC 22 Constitution saving throw or be blinded until the end of its next turn.
Magical Currents. Selvelsalon can create strong underwater currents in a 60-foot radius sphere centered on a point he can see within 120 feet of him. Each creature in that area must succeed on a DC 22 Strength saving throw or be moved 30 feet in a direction of Selvelsalon's choice.
Asrai Defense. A school of Asrai (water sprites) appear to defend their home. Each creature of Selvelsalon's choice within 30 feet of a chosen point in the lair must succeed on a DC 22 Wisdom saving throw or be charmed by the Asrai for 1 minute. A charmed target is incapacitated and has a speed of 0. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting
Selvelsalon is a 16th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation, Shape Water
1st level (4 slots): Detect Magic, Fog Cloud, Shield
2nd level (3 slots): Detect Thoughts, Misty Step
3rd level (3 slots): Counterspell, Dispel Magic, Water Breathing
4th level (3 slots): Control Water, Ice Storm
5th level (2 slots): Cone of Cold, Scrying
6th level (1 slot): Chain Lightning
7th level (1 slot): Teleport
8th level (1 slot): Mind Blank
Tactics
Selvelsalon uses his spells strategically to control the battlefield and protect himself. He begins by using Control Water to manipulate the environment and Fog Cloud to obscure himself. In combat, he favors Ice Storm and Cone of Cold for crowd control and damage. If threatened, he uses Misty Step and Teleport for repositioning. He uses Mind Blank to protect against mental attacks and Counterspell to disrupt enemy spellcasters. His breath weapon and physical attacks are used to deal with immediate threats, while his legendary actions and lair actions provide constant pressure on his enemies.
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Noviere Eladrin
Medium Fey (Eladrin), Chaotic Good
Armor Class 16 (natural armor)
Hit Points 68 (8d8 + 32)
Speed 30 ft., swim 60 ft.
STR 12 (+1) | DEX 18 (+4) | CON 18 (+4) | INT 14 (+2) | WIS 16 (+3) | CHA 20 (+5)
Saving Throws Dex +8, Con +8, Wis +7, Cha +9
Skills Arcana +6, Insight +7, Perception +7, Persuasion +9
Damage Resistances Cold, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages Common, Elvish, Sylvan, Aquan
Challenge 7 (2,900 XP)
Amphibious. The Noviere can breathe air and water.
Fey Step. As a bonus action, the Noviere can magically teleport up to 30 feet to an unoccupied space it can see. When it uses this ability, the Noviere can choose one of the following effects:
Soothing Waters. The Noviere and up to two creatures within 10 feet of the destination regain 7 (2d6) hit points.
Veil of Mists. The Noviere becomes invisible until the start of its next turn.
Innate Spellcasting. The Noviere's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: minor illusion, shape water
3/day each: charm person, invisibility, mirror image
1/day each: major image, hallucinatory terrain, water breathing
Magic Resistance. The Noviere has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Noviere's weapon attacks are magical.
Actions
Multiattack. The Noviere makes two Dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 4) piercing damage.
Aquatic Charm (Recharge 5-6). The Noviere targets one creature it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target is incapacitated and has a speed of 0. The effect ends if the target takes damage or another creature uses an action to shake the target out of its stupor.
Lair Actions
On initiative count 20 (losing initiative ties), the Noviere takes a lair action to cause one of the following effects; the Noviere can’t use the same effect two rounds in a row:
Illusory Currents. The Noviere creates a powerful illusion in the water, making the area within 60 feet heavily obscured for 1 minute.
Healing Waters. The Noviere and any number of creatures of its choice within 30 feet regain 10 (3d6) hit points.
Beguiling Presence. The Noviere casts charm person on up to three creatures within 30 feet. The spell's save DC is 17.
Tactics
The Noviere Eladrin uses its Fey Step to heal allies or become invisible, and it relies on its innate spellcasting to create illusions and charm enemies. It stays mobile in water, using its swim speed and spells like mirror image for defense. The Noviere aims to charm or incapacitate foes with Aquatic Charm and charm person, creating strategic advantages with major image and hallucinatory terrain. It supports allies with its healing abilities and maintains control of the battlefield using its lair actions, blending illusions and charm magic to protect its aquatic home.
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Asrai
Tiny Fey, Neutral
Armor Class 15
Hit Points 22 (5d4 + 10)
Speed 10 ft., swim 40 ft.
STR 2 (-4) | DEX 18 (+4) | CON 14 (+2) | INT 12 (+1) | WIS 16 (+3) | CHA 18 (+4)
Saving Throws Dex +7, Wis +6, Cha +7
Skills Perception +6, Stealth +10
Damage Resistances Cold, Psychic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Elvish, Sylvan, Aquan
Challenge 3 (700 XP)
Amphibious. The Asrai can breathe air and water.
Hypnotic Dance. When a group of Asrai (at least three) swim in a weaving, darting dance, they create the effects of hypnotic pattern. Each creature in a 30-foot cube must succeed on a DC 14 Wisdom saving throw or become charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. This effect ends if the dancing Asrai stop dancing or are incapacitated.
Sunlight Sensitivity. While in sunlight, the Asrai has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Water Dependent. An Asrai that remains out of water for more than 1 hour begins to suffocate and dies if it cannot return to water within 5 minutes.
Actions
Multiattack. The Asrai makes two attacks with its teeth.
Teeth. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Water Dance (Recharge 5-6). The Asrai dances in the water, creating the effect of hypnotic pattern in a 30-foot radius centered on the Asrai. Each creature in that area must succeed on a DC 14 Wisdom saving throw or become charmed for the duration. While charmed, the creature is incapacitated and has a speed of 0. This effect ends if the Asrai stops dancing or is incapacitated.
Legendary Actions
The Asrai can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Asrai regains spent legendary actions at the start of its turn.
Detect. The Asrai makes a Wisdom (Perception) check.
Hypnotic Dance. The Asrai uses its Hypnotic Dance ability.
Lair Actions
On initiative count 20 (losing initiative ties), an Asrai takes a lair action to cause one of the following effects; the Asrai can’t use the same effect two rounds in a row:
Calm Waters. The waters in a 30-foot radius around the Asrai become difficult terrain for 1 minute.
Illuminating Algae. Bioluminescent algae in the water flare brightly. Each creature of the Asrai's choice within 30 feet must succeed on a DC 14 Constitution saving throw or be blinded until the end of its next turn.
Underwater Gust. A strong underwater current sweeps through the area. Each creature within 30 feet of the Asrai must succeed on a DC 14 Strength saving throw or be moved 20 feet in a direction of the Asrai's choice.
Tactics
When defending their home, the Asrai use their Hypnotic Dance to incapacitate intruders, allowing Selvelsalon to deal with them more easily. They stay within the waters of the lair, utilizing their superior swimming speed and underwater agility to avoid direct combat, striking with their teeth only when absolutely necessary. They rely on their natural stealth to remain hidden and ambush unwary foes. The Asrai use their Water Dance ability strategically to control and incapacitate groups of enemies, focusing on disrupting spellcasters and ranged attackers.
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Further Information can be found at
https://forgottenrealms.fandom.com/wiki/Oceanus
https://forgottenrealms.fandom.com/wiki/Oceanus_dragon
https://forgottenrealms.fandom.com/wiki/Asrai
https://forgottenrealms.fandom.com/wiki/Nereid
https://forgottenrealms.fandom.com/wiki/Noviere

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