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OOC:
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Sorry this is a bit later than the last post, I got interrupted
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Enemies 
 
[SBLOCK=SHOALAR QUANDERIL] 
Medium humanoid (water genasi), lawful evil 
Armour Class 10(13 with mage armour) 
Hit Points 60 (8d8 + 24) 
Speed 30 ft., swim 30 ft. 
 
STR DEX CON INT WIS CHA 
11 (+0) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 17 (+3) 
 
Skills Arcana +4, Deception +5, Insight +2, Persuasion +5 
Damage Resistances acid 
Senses passive Perception 10 
Languages Aquan, Common 
Challenge 4 (1,100 XP) 
Amphibious. Shoalar can breathe air and water. 
 
Innate Spellcasting. Shoalar's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells 
At will: shape water* 
1/day: create or destroy water 
 
Spellcasting. Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells 
Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost 
1st level (4 slots): disguise self, mage armour, magic missile 
2nd level (3 slots): hold person, misty step 
3rd level (2 slots): tidal wave* 
 
ACTIONS 
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
ranged 20/60 ft., one target. Hit: 3 (ld4 + 1) piercing damage. 
 
A plump water genasi armed with a jovial manner and biting sense of humor, Shoalar Quanderil seems like the 
last person one would expect to be a cruel member of a destructive cult. Nevertheless, Shoalar is the captain of 
a pirate ship that harries the Sword Coast, and a high ranking Crushing Wave cultist. He sees Olhydra's power 
as a means to making himself as rich as possible.[/SBLOCK] 
 
 
[SBLOCK=Pike] 
Medium humanoid (any race), any non-good alignment 
Armor Class 11 (leather armor) 
Hit Points 32 (Sd8 + 10) 
Speed 30 ft. 
STR  DEX  CON  INT  WIS  CHA 
15 (+2)11 (+0) 14 (+2)  10 (+0)  10 (+0)  11 (+0) 
 
Skills Intimidation +2 
Senses passive Perception 10 
Languages any one language (Common) 
Challenge 1/2 (100 XP) 
 
Pack Tactics. Pike has advantage on an attack roll against a creature if at least one of Pile's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 
ACTIONS 
Multiattack. Pike makes two melee attacks. 
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.[/SBLOCK] 
 
[SBLOCK=River Pirate] 
Medium humanoid (any race), any non-lawful alignment 
Armor Class 12 (leather armor) 
Hit Points 11 (2d8 + 2) 
Speed 30ft. 
STR DEX CON INT WIS CHA 
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 .(+O) 
 
Senses passive Perception 10 
Languages any one language (Common) 
Challenge 1/8 (25 XP) 
 
ACTIONS 
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. 
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320ft., one target. Hit: 5 (1d8 + 1) piercing damage.[/SBLOCK]  |       |