Naiad Commander

Level 6
Creature· amphibiousUncommonMediumRemaster
AC
23
HP
90
Speed
25 ft.
Perception
+12
Fort
+12
Ref
+12
Will
+14
Resistances fire 3
Weaknesses cold-iron 3
Languages common, elven, fey, thalassic
Senses low-light-vision
Skills intimidation +13, athletics +12, diplomacy +11, acrobatics +10, survival +10
Other Speeds swim 25 ft.
Recall Knowledge DC 24 (nature)

Attacks

Melee Aqueous Rapier +17 (deadly-d8, disarm, magical, water), Damage 1d6+10 piercing
Melee Aqueous Main-Gauche +16 (agile, disarm, magical, parry, versatile-s, water), Damage 1d4+10 piercing
Melee Aqueous Fist +16 (agile, finesse, magical, water), Damage 1d4+10 bludgeoning

Abilities

Animal Empathyinteraction

The naiad can ask questions of, receive answers from, and use the Diplomacy skill with animals

Bravery

When the naiad commander rolls a success on a Will save against a fear effect, they get a critical success instead In addition, anytime they gain the Frightened condition, reduce its value by 1.

Dual Disarm◆◆

The naiad commander makes two Strikes, one with their rapier and one with their main-gauche (in either order) If both Strikes hit, the naiad commander can attempt to the target Their multiple attack penalty increases only after all the attacks are made.

No Quarter!

The naiad commander orders their allies to fight without mercy All allied creatures of equal or lower level within 20 feet of the commander gain a +1 status bonus to attack rolls and damage rolls until the end of the naiad commander's next turn.

Effect: No Quarter!

The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship.


Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.