Powerful Water Cleric Medium humanoid (any race), lawful good
Armor Class: 18 (plate armor, shield) Hit Points: 150 (20d8 + 60) Speed: 30 ft., swim 30 ft.
STR 14 (+2) | DEX 10 (+0) | CON 16 (+3) | INT 12 (+1) | WIS 20 (+5) | CHA 16 (+3)
Saving Throws: Wis +10, Cha +8 Skills: Religion +6, Insight +10 Damage Resistances: Cold Condition Immunities: Disease Senses: Passive Perception 15 Languages: Any two languages Challenge: 10 (5,900 XP)
Spellcasting: The cleric is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The cleric has the following cleric spells prepared:
- Cantrips (at will): Create Water, Guidance, Sacred Flame, Thaumaturgy
- 1st level (4 slots): Bless, Cure Wounds, Shield of Faith
- 2nd level (3 slots): Augury, Lesser Restoration, Spiritual Weapon
- 3rd level (3 slots): Create Food and Water, Water Walk, Water Breathing
- 4th level (3 slots): Control Water, Divination, Freedom of Movement
- 5th level (3 slots): Greater Restoration, Mass Cure Wounds, Scrying
- 6th level (2 slots): Heal, Heroes' Feast
- 7th level (2 slots): Plane Shift, Regenerate
- 8th level (1 slot): Control Weather, Holy Aura
- 9th level (1 slot): True Resurrection, Tsunami
Divine Intervention (1/Day): If the cleric isn't incapacitated, it can call on its deity for aid. The deity intervenes, granting the cleric a vision or guidance, allowing the cleric to reroll a failed saving throw or spell attack roll.
Channel Divinity (1/Short Rest): The cleric can use its Channel Divinity to fuel magical effects. It has the following options:
- Water's Blessing: As an action, the cleric blesses up to three creatures it can see within 30 feet of it. Each target gains advantage on Strength and Dexterity saving throws for 1 minute.
- Aquatic Surge: As an action, the cleric can create a 30-foot cone of rushing water. Each creature in that area must make a DC 18 Dexterity saving throw, taking 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Divine Strike: The cleric's weapon attacks deal an extra 1d8 cold damage.
Turn Undead: The cleric can use its action to present its holy symbol and speak a prayer, forcing undead creatures of CR 2 or lower within 30 feet of it to make a DC 18 Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes any damage.
Waterborne Healing: The cleric gains a swimming speed equal to its walking speed and can breathe underwater. In addition, when the cleric casts a healing spell, the healing amount is increased by 10.
Actions The cleric can take the following actions in combat:
- Multiattack: The cleric makes two melee attacks with its weapon.
- Warhammer: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
- Healing Touch (Recharge 5-6): The cleric touches a creature, restoring 4d8 + 10 hit points to it. The target is also cured of any diseases or neutralized poisons.
Legendary Actions The cleric 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. The cleric regains spent legendary actions at the start of its turn.
- Cast a Spell: The cleric casts a cleric spell.
- Healing Surge: The cleric uses its Healing Touch without expending a recharge.
- Water Manipulation: The cleric creates a small flood, causing a 10-foot square of water to appear on the ground within 60 feet. The water remains for 1 minute and is difficult terrain for creatures other than the cleric.