b'Cirvaqua \n'b'  Medium   elemental ,  unaligned  \n'b'  Armor Class  14 (bronze plating)  Hit Points  25 (3d8 + 12)  Speed  30 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX:  15 (+2)  CON:  16 (+3)  INT:  9 (\xe2\x80\x931)  WIS:  10 (+0)  CHA:  9 (\xe2\x80\x931)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +4,  Con  +6  Damage Resistances  acid; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  fire, poison  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  restrained ,  unconscious   Senses   darkvision  60 ft., passive  Perception  10  Languages  Aquan, Common  Challenge  2 (450 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Freeze . If the cirvaqua takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. \n'b'  Liquid Spray . A creature that hits the cirvaqua with a  melee attack  while within 5 feet of it must succeed on a DC 13  Dexterity  saving throw or become  blinded  until the end of the turn. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The cirvaqua makes two Slam attacks. \n'b'  Slam .  Melee Weapon Attack : +5 to hit, reach 5 ft., one creature.  Hit : 7 (1d8 + 3) bludgeoning damage and 4 (1d8) fire damage. \n'b'  Drown (Recharge 4-6) . The cirvaqua attempts to latch itself onto a Medium or smaller creature within 5 feet of it that has a head. The target must succeed on a DC 13  Strength  saving throw or the cirvaqua attaches to the target\xe2\x80\x99s head and pulls itself into the target\xe2\x80\x99s space, taking the shape of an armored sphere around the target. While attached, the cirvaqua moves with the target, it gains a +4 bonus to AC, and it can\xe2\x80\x99t take  actions . The attached target is  blinded , is unable to breathe unless it can breathe water, and takes 18 (4d8) fire damage at the start of each of its turns. A creature can use its action to try to detach the cirvaqua and force it to move into the nearest unoccupied space, doing so with a successful DC 132  Strength  check. On its turn, the cirvaqua can detach itself from the target by using 5 feet of movement. When it dies, the cirvaqua detaches from any creature it is attached to. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Underwater Illusion . If the cirvaqua is fully submerged in water, it cloaks itself in a magical illusion that makes it look like a Medium school of bronze fish. The effect ends if the cirvaqua is no longer fully submerged in water, it uses a bonus action to end it, it makes an  attack  or uses Drown, or it dies. A creature must take an action to visually inspect the illusion and succeed on a DC 132  Intelligence  ( Investigation ) check to discern that the cirvaqua is disguised. The \xe2\x80\x9cchildren\xe2\x80\x9d of Thalla and Yusuff, these magically-forged  elemental  beings take the form of dwarven creatures. While they obey their father\xe2\x80\x99s wishes, their consciousness is partially connected with Queen Thalla and they are under her total control. They travel up and down the city\xe2\x80\x99s waterfalls, becoming one with the rushing waters themselves, during which time they\xe2\x80\x99re completely  invisible . \n'b'  Watery Form . A cirvaqua is made entirely of water, but they wear pieces of armor for additional protection. A cirvaqua can use illusory magic to become one with the water, disguising itself to look like a school of fish, allowing it to seamlessly blend into its environment. \n'b'  Geyser-Born . Cirvaquas bear a connection to the geyser and the Plane of Fire. Whenever they wish so, a cirvaqua can dramatically increase its body temperature to a near-boiling point.'