Rainman

Medium fey, chaotic evil

Armor Class

13

Hit Points

52 (7d8 + 21)

Speed

30 ft., swim 40 ft.

Skills

Perception +4, Stealth +5

Damage Resistances

acid, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

exhaustion, grappled, paralyzed, petrified, poisoned, restrained

Senses

darkvision 60 ft.

Languages

-

Challenge

4

Water Blend

The rainman has advantage on Dexterity (Stealth) checks when he attempts to hide in water.

Magic Resistance

The rainman has advantage on saving throws against spells and other magical effects.

Magic Weapons

The rainman's attacks are magical.

Actions

Multiattack

The rainman makes two attacks.

Slam

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Drown (Recharge 2-3)

Each creature within 10 ft. of the rainman must make a DC 13 Strength saving throw. On a failure, a target takes 7 (1d8 + 3) bludgeoning damage. If it is Medium or smaller, it is also grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the rainman's space. The rainman can only grapple one Medium creature or up to two Small or Tiny creatures at one time with this ability. At the start of each of the rainman's turns, each grappled target takes 7 (1d8 + 3) bludgeoning damage. As an action, a creature within 5 feet of the rainman can pull a creature or an object away from it by succeeding on a DC 13 Strength check.