Shoalar Quanderil

Medium humanoid (genasi), Lawful Evil

Armor Class11, 14 with mage armor
Hit Points75 (10d8 + 30)
Speed30 ft., swim 30 ft.
STRDEXCONINTWISCHA
12 (+1) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 18 (+4)
Saving Throws—
SkillsArcana +6, Deception +8, Insight +4, Persuasion +8
Damage Vulnerabilities—
Damage Resistancesacid; lightning; thunder
Damage Immunities—
Condition Immunities—
Sensespassive Perception 10
LanguagesAquan, Common
Challenge4

Traits

Amphibious.

Shoalar can breathe air and water.

Actions

Dagger.

Melee or Ranged Attack Roll: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Innate Spellcasting

Shoalar's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells:

At will: shape water

1/day: create or destroy water

Shoalar is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells:

Cantrips: acid splash, chill touch, light, prestidigitation, ray of frost

Level 1 (4 slots): disguise self, mage armor, shield

Level 2 (3 slots): hold person, misty step

Level 3 (2 slots): lightning bolt, tidal wave

Level 4 (1 slots): watery sphere