Banorram
  1. Characters

Banorram

Cleric
NPC

When a cleric has attained a very high level, he must make a choice. He may either continue to advance as a cleric or he can abandon his humanoid form and begin transforming into an elemental.

STATS

Banorram, Water Elemental Cleric

Medium elemental, neutral evil

Armor Class: 18 (natural armor)

Hit Points: 220 (20d8 + 120)

Speed: 60 ft., swim 90 ft.

STR 20 (+5) DEX 16 (+3) CON 22 (+6) INT 16 (+3) WIS 24 (+7) CHA 20 (+5)

Damage Resistances: acid; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: cold, poison

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvision 60 ft., passive Perception 17

Languages: Aquan, Common

Challenge Rating: 16 (15,000 XP)

Elemental Demise: If Banorram dies, his body disintegrates into a pool of water and leaves behind no physical form.

Innate Spellcasting: Banorram's spellcasting ability is Wisdom (spell save DC 22). He can innately cast the following spells, requiring no material components:

At will: create or destroy water, control water, water walk 3/day each: control weather, sleet storm 1/day each: earthquake, tsunami

Water Mastery: Banorram can move through a space as narrow as 1 inch wide without squeezing. A creature that touches Banorram or hits him with a melee attack while within 5 feet of him takes 10 (3d6) cold damage. In addition, Banorram can enter a hostile creature's space and stop there. He can move through a creature's space but cannot willingly end his movement there.

Actions

Multiattack: Banorram makes two slam attacks.

Slam: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Call Water Elemental (1/day): Banorram summons a water elemental (CR 5) that appears in an unoccupied space within 60 feet of him. The elemental is friendly to Banorram and obeys his commands until it is destroyed or Banorram dismisses it as an action.

Legendary Actions

Banorram can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Banorram regains spent legendary actions at the start of his turn.

Move: Banorram moves up to his speed without provoking opportunity attacks.

Slam (Costs 2 Actions): Banorram makes one slam attack.

Tidal Wave (Costs 3 Actions): Banorram causes a 30-foot wave of water to sweep out from him in a direction of his choice. Each creature in the area must make a DC 22 Strength saving throw, taking 22 (4d10) bludgeoning damage and being knocked prone on a failed save, or half as much damage and not being knocked prone on a successful one. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and causing the ground in its area to become difficult terrain until it dries.

Title
Cleric

Type
NPC

Race
Athas Human

Age
?

Gender
Male