13
52 (8d8 + 16)
40 ft., swim 40 ft.
Perception +4, Stealth +5, Survival +4
darkvision 60 ft.
Aquan, Common
3
The wave rider can breathe air and water.
The wave rider has advantage on saving throws against being frightened.
The wave rider's innate spellcasting ability is Wisdom (spell save DC 12, +4 to spell attacks). It can innately cast the following spells, requiring no material components: • At will: detect magic, water walk (surfing the waves) • 1/Day each: conjure elemental (water elemental), control water
The wave rider has advantage on saving throws against spells and other magical effects.
The wave rider makes two melee attacks or one ranged attack.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Ranged Weapon Attack: +5 to hit, range 30/80 ft., one target. Hit: 10 (2d6 + 3) force damage.