b'Cueyatl Sea Priest \n'b'  Family:   Cueyatl  \n'b'  Small   humanoid ,  lawful evil  \n'b'  Armor Class  12 (leather armor)  Hit Points  45 (10d6 + 10)  Speed  30 ft., climb 20 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX:  12 (+1)  CON:  12 (+1)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +3  Skills   Medicine  +4,  Religion  +2  Senses   darkvision  60 ft., passive  Perception  12  Languages  Aquan, Cueyatl  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   Amphibious . The cueyatl can breathe air and water. \n'b'  Jungle Camouflage . The cueyatl has advantage on  Dexterity  ( Stealth ) checks made to  hide  in jungle terrain. \n'b'  Slippery . The cueyatl has advantage on saving throws and ability checks made to escape a grapple. \n'b'  Speak with Sea Life . The cueyatl sea priest can communicate with amphibious and water breathing beasts and monstrosities as if they shared a language. \n'b'  Spellcasting . The cueyatl sea priest is a 2nd-level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 12, +4 to hit with spell attacks). It has the following  druid  spells prepared:\n'b'\n'b'   Cantrips (at will) :  guidance , poison spray \n'b'  1st level (3 slots) : animal friendship,  create or destroy water ,  fog cloud ,  speak with animals  \n'b'\n'b'  Standing Leap . The cueyatl\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b'  Actions \n'b'   Trident .  Melee or Ranged Weapon Attack : +2 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 3 (1d6) piercing damage plus 7 (2d6) poison damage, or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a  melee attack .'