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

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)

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