Waverider
Medium Humanoid (any race), neutral good
Armor Class 14 (hide armor of cold resistance)
Hit Points 77 (14d8+14)
Speed walk +30
Challenge 4
Saving Throws con +4, wis +6
Damage Resistances cold
Senses passive Perception 13
Languages Common, Druidic, Primordial (Aquan)
Special Abilities
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.
Source: Critical Role: Tal’Dorei Campaign Setting · OGL/Open