b'Nacuravand, Demon \n'b'  Large   fiend ,  chaotic evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  110 (13d10+39)  Speed  20 ft. Swimming 90ft\n'b' STATS STR: 18 (+4) DEX:  12 (+1)  CON:  17 (+3)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills  athletics +7,  Deception  +2, persuasion +2 Saves:  Str  +7,  Con  +6,  Wis  +4  Damage Immunities  poison  Condition Immunities   poisoned   Damage Resistances  cold, bludgeoning, piercing and slashing from non-magical weapons  Senses   darkvision  60 ft., passive  Perception  11  Languages  Common, Aquan, Abyssal  Challenge  7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Bound Weapons . All Nacuravands have 4 weapons that are mystically bonded to them. They remain in an interdimensional space until called out as a bonus action. The  demon  typically uses longswords but can use any weapon. The weapons that are bound this way act as +1 weapons and are considered magical for the purposes of  damage resistance . They become normal weapons if the Nacuravand is slain. \n'b'  Magic Resistance . The Nacuravand has advantage on all saving throws against spells or other magic. \n'b'  Innate Spellcasting .\n'b'\n'b'\n'b'  2/day :  polymorph  (self only). \n'b'\n'b'  Plane-shifting . While in water, the  demon  can swim to other planes. from the Prime, they can swim to the  Elemental  Plane of Water. from the  Elemental  Plane, they can swim to either the Prime or the Abyss. from the Abyss they can swim to the  Elemental  Plane of Water. For it to work, the  demon  must be able to swim in a straight line for 90 feet. At the end of that move, they fade into the other plane. \n'b'  Water Breathing . The Nacuravand can breathe underwater. This remains true even while polymorphed or otherwise altered. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Nacuravand in its original form can strike 4 times with its swords, wielding them in its tentacles. While in Humanoid form, it can strike twice with a sword. \n'b'  Sword .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit 9 (1d8+5) slashing. \n'b'  Toxic Cloud (recharge 6) . The creature releases a cloud in a 30 ft. radius around itself. All creatures within the cloud must make a  Constitution  save (DC 15), taking 22 (4d10) poison damage on a failed save, or half on a success. The cloud remains for 4 rounds underwater, and 2 rounds on land. Any creature that starts its turn within the cloud or enters the cloud during its turn must make the save. \n'b'\n'b' ABOUT \n'b' The water demons are foul creatures that average about 15 feet from head to tail. Their lower torsos are similar to large, fat pufferfish, with a broad sweeping tail. They have six spindly legs along their flanks that enable them to walk on dry land or the bottom of the sea. Their upper torsos, however, are vaguely female-human shaped with broad shoulders bracing up four arms. Their heads are similar to a squid\xe2\x80\x99s, long, narrow and with two fins, long and angular, in line with the shoulders where their ears should be. They have long tentacles draped around their shoulders like so much roping. There are no eyes on the creature, but the tentacles are covered in thousands of cilia that constantly grope about the air, sensitive to any motion within normal \xe2\x80\x9csight.\xe2\x80\x9d \n'b'  Pack creatures . The extremely aggressive water demons are oddities in that they travel in small groups. These pods do not act in concert, however, but rather travel together for the purpose of protection and safety. \n'b'  Tricky Hunters . The nacuravand are the curse of many fishermen. They often shapeshift on the shores of lonely beaches calling for aid. When the unsuspecting fisherman comes to their assistance the water demon slays them. They take the form of the woman in the deep waters as well, pretending to be distressed when a ship comes by; many a poor crew have been slain by the nacuravand soon after taking her aboard.'