b'Bil\xe2\x80\x99djool Aquamancer \n'b'  Medium   aberration ,  lawful evil  \n'b'  Armor Class  12 (15 with  mage armor )  Hit Points  143 (26d8 + 26)  Speed  20 ft., swim 50 ft.\n'b' STATS STR: 10 (+0) DEX:  16 (+2)  CON:  12 (+1)  INT:  20 (+5)  WIS:  15 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +10,  Wis  +7  Skills   Arcana  +14,  History  +14,  Stealth  +7  Damage Immunities  acid (from caustic contamination)  Damage Resistances  cold; nonmagical bludgeoning, piercing, and slashing attacks (from  stoneskin )  Damage Vulnerabilities  poison  Senses   darkvision  60 ft., passive  Perception  12  Languages  Common, Bil\xe2\x80\xbadjooli, Ultari  Challenge  15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Bil\xe2\x80\x99djooli Traits : The bil\xe2\x80\x99djooli aquamancer has the Hold Breath, Interstellar, Jet, Underwater Camouflage, and  Vulnerability  to Toxins traits of a standard bil\xe2\x80\x99djooli. \n'b'  Bil\xe2\x80\x99djooli Warmage Training . A bil\xe2\x80\x99djooli aquamancer gains the following benefits:\n'b'\n'b'\n'b' A bil\xe2\x80\x99djooli rod deals one extra die of energy damage when the bil\xe2\x80\x99djooli aquamancer hits with it. \n'b' The bil\xe2\x80\x99djool aquamancer has advantage on  Constitution  checks to maintain concentration spells. \n'b' The bil\xe2\x80\x99djool aquamancer may add their  Intelligence  bonus to any their  attack  and  damage rolls  made with a bil\xe2\x80\x99djooli rod. \n'b' Creatures taking cold damage from the aquamancer\xe2\x80\x99s spells must make a DC 18  Strength  saving throw or be  restrained  for a number of rounds equal to the spell\xe2\x80\x99s level. They can attempt a new saving throw at the end of each of their turns to end this effect. \n'b'\n'b'  Caustic Contamination . A bil\xe2\x80\x99djooli aquamancer, like other bil\xe2\x80\x99djooli, secretes toxins. Instead of easily washing away the bil\xe2\x80\x99djooli aquamancer has enhanced this effect to create an acidic  shield  that seeps from it in a 5-foot sphere. This grants the aquamancer immunity to acid damage. In addition, whenever a creature within 5 feet of it hits the bil\xe2\x80\x99djooli aquamancer with a  melee attack , the  shield  surges with vitriolic force. The attacker takes 9 (2d8) acid damage. \n'b'  Spellcasting . The bil\xe2\x80\x99djooli aquamancer is a 9th-level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 18, +10 to hit with spell attacks). The bil\xe2\x80\x99djooli aquamancer can cast  disguise self  and  invisibility  at will and has the following  wizard  spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) :  dancing lights ,  ray of frost ,  mage hand ,  prestidigitation ,  shocking grasp  \n'b'  1st level (4 slots) :  detect magic ,  mage armor ,*  magic missile  (does cold and force damage),  shield  \n'b'  2nd level (3 slots) :  mirror image ,  protection from poison *,  see invisibility  \n'b'  3rd level (3 slots) : counterspell,  lightning bolt ,  vampiric touch  \n'b'  4th level (3 slots) :  ice storm ,  fire shield  (cold flames)*,  stoneskin * \n'b'  5th level (1 slots) :  cone of cold  \n'b'\n'b' *The bil\xe2\x80\x99djooli aquamancer casts these spells on itself before combat. \n'b' ACTIONS \n'b'\n'b'  Multiattack . The bil\xe2\x80\x99djooli aquamancer uses one of the following attack options: bil\xe2\x80\x99djooli rod and 2 tentacle slams, or 4 tentacle slams. \n'b'  Bil\xe2\x80\x99djooli Rod .  Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. and range 60 ft., one target.  Hit : 7 (1d8 + 2) bludgeoning damage and 7 (2d6) energy damage (acid, cold, fire, lightning, necrotic or thunder), or 22 (5d6+5) energy damage (acid, cold, fire, lightning, necrotic or thunder) if used to make a range  attack . \n'b'  Bil\xe2\x80\x99djooli Rod Blast (Recharges 5 or 6) . The bil\xe2\x80\x99djooli aquamancer fires a single focused ray that deals 29 (7d6 +5) points of energy damage, or half as much on a successful DC 18  Dexterity  saving throw, to each creature it hits in a 60-foot line. The energy type can be chosen as part of the  attack  \xe2\x80\x93 acid, cold, fire, lightning, necrotic or thunder \xe2\x80\x93 but it consumes the bil\xe2\x80\x99djooli aquamancer bonus action if it differs from the energy type of a previous  attack  made with the rod. \n'b'  Tentacle Slam .  Melee Weapon Attack : +5 to hit, reach 10 ft., one creature.  Hit : 5 (2d4) bludgeoning damage, and the target must succeed on a DC 18  Constitution  saving throw or be  poisoned  for 1 hour. \n'b'\n'b' REACTIONS \n'b'\n'b'  Side Shot . Any time an  attack  hits or misses a bil\xe2\x80\x99djooli aquamancer it may use its  reaction  to make a bil\xe2\x80\x99djooli rod range  attack . To do so, the bil\xe2\x80\x99djooli aquamancer must be wielding a bil\xe2\x80\x99djooli rod. \n'b'\n'b' LEGENDARY ACTIONS \n'b' A bil\xe2\x80\x99djooli aquamancer can take 2 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\xe2\x80\x99s turn. A bil\xe2\x80\x99djooli aquamancer regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Arcane Strike . The bil\xe2\x80\x99djooli aquamancer expends a spell slot and makes melee weapon  attack . This  attack  magically deals an extra 10 (3d6) cold damage to a target on a hit. This benefit lasts until the end of the turn. If the bil\xe2\x80\x99djooli aquamancer expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. \n'b'  Drowning Lung . The bil\xe2\x80\x99djooli aquamancer makes a bil\xe2\x80\x99djooli rod  attack  against an enemy within range. This  attack  has the additional effect of causing the target to only breath water and not air for 1 minute if it fails a DC 18 saving throw. \n'b'  Frigid Force . The bil\xe2\x80\x99djooli aquamancer makes a bil\xe2\x80\x99djooli rod  attack  against an enemy within range. This  attack  does an additional 14 (4d6) cold damage if it hits. \n'b'\n'b' ABOUT \n'b' Bil\xe2\x80\x99djooli are an aggressive race of interplanetary travelers who raid worlds for their own gain and routinely scavenge alien technology. Once sorely pressed, the bil\xe2\x80\x99djooli now range across disparate systems to find the fresh water essential for the continuation of their race. Bil\xe2\x80\x99djooli physiology requires a significant amount of clean, fresh water in order to breathe and metabolize food properly. Their immune systems are strong, but delicate, and they produce toxins offensive to most living creatures very quickly. Without protective gear, bil\xe2\x80\x99djooli poison is actually more dangerous for the bil\xe2\x80\x99djooli than it is for most creatures they encounter. As aquatic creatures, they wear protective helmets full of fresh water they can breathe through a series of gills in their throat, lest they poison themselves and their fellow soldiers. \n'b' The bil\xe2\x80\x99djooli teach a peculiar martial art that makes use of their long tentacles and superior reach. They take what they desire from enemy combatants, striking them with powerful tentacles and using agile suction to disarm their opponents or lift other equipment. In mass combat they fire their magical rods, using the most appropriate energy type and then firing into melee amid a flurry of slam attacks. \n'b' A single bil\xe2\x80\x99djool has incredibly competitive instincts and a large measure of pride, but the culture rewards cooperation and team work in order to secure the race\xe2\x80\x99s survival. Advancement in their militarized society requires competence and loyalty, though some level of corruption allows the truly ambitious to exploit others to their benefit. Regardless of rank or station, all bil\xe2\x80\x99djooli receive intensive martial training, learning to fight with mass-produced technomagical rods that can crunch bones in melee or fire rays of magical energy. \n'b' The bil\xe2\x80\x99djooli spread filth across the galaxy, polluting entire planets with a naturally occurring byproduct of their toxic skin. Hailing from a dozen different home worlds, their kind has sought a means to inhabit aquatic worlds for generations without having to leave them behind. \n'b' Bil\xe2\x80\x99djooli family life is harsh from the beginning. Families are governed by ordered pair which lays hundreds of eggs over a lifetime. Though bil\xe2\x80\x99djooli have distinctive male and female internal anatomies, their breeding produces a thick slime full of eggs that is then carried by both parents. The slime is spread across a flat surface when the eggs near maturity, and a dozen bil\xe2\x80\x99djooli might hatch from a single clutch. Bil\xe2\x80\x99djooli young learn quickly and train for survival and combat almost from birth, competing with one another for food and favor. While individual families do not always encourage violence among siblings, there are few penalties in the military meritocracy for murdering a sibling with cause. \n'b' A single bil\xe2\x80\x99djooli is 7 feet long from head to tentacle. They have somewhat translucent blue or purple skin with a white or pale blue underside to their tentacles. A mature bil\xe2\x80\x99djooli weighs 300 pounds. A being resembling a humanoid octopus with translucent blue skin bears an unusual metal rod with glowing arcane signals. Its leather vest is connected to a round glass helmet filled with clear fluid. \n'b' Bil\xe2\x80\x99djooli aquamancers are arrogant villains who regard themselves as the ultimate warriors. Though they aren\xe2\x80\x99t better melee fighters than their champion co-captains, they trust in their knowledge of magic and technology to make up any difference and assume the mantle of leadership with a sneer.'