13
52 (7d8 + 21)
30 ft., swim 40 ft.
Perception +4, Stealth +5
acid, bludgeoning, piercing, and slashing from nonmagical attacks
poison
exhaustion, grappled, paralyzed, petrified, poisoned, restrained
darkvision 60 ft.
-
4
The rainman has advantage on Dexterity (Stealth) checks when he attempts to hide in water.
The rainman has advantage on saving throws against spells and other magical effects.
The rainman's attacks are magical.
The rainman makes two attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
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.