b'Klaven Elite Marine \n'b'  Medium   aberration  (klaven),  lawful evil  \n'b'  Armor Class  15 (natural armor) \n'b' Hit Points  105 (10d8+60) \n'b' Speed  30 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX:  18 (+4)  CON:  22 (+6)  INT:  13 (+1)  WIS:  18 (+4)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Condition Immunities   frightened  \n'b' Senses   darkvision  60 ft., passive  Perception  14 \n'b' Languages  Bil\xe2\x80\x99djooli Ultari (can\xe2\x80\x99t speak) \n'b' Challenge  6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Klaven Traits . The klaven elite marine has all the traits of a klaven. \n'b'  Swimming Sprint . The klaven elite marine can  Dash  as a bonus action each round when swimming. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The klaven elite marine makes 3 spear attacks. \n'b'  Spear .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 15 (2d8 + 6) piercing damage. \n'b'  Spur Carbine .  Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target.  Hit : 4 (1d6 + 1) piercing damage and target must succeed on a DC 14  Constitution  save or take 3 (1d6) points of poison damage and gain the  poisoned  condition for 1 round. The target must attempt a new saving throw at the start of each of its turns or the poison damage and  poisoned  condition continue for an additional round. The DC of the saving throw is reduced by 2 each round. Klaven elite marines are created by transmogrifying aquatic races such as locathah or  merfolk . You can create similar landbased klaven troops by simply adjusting the speed of the troop and removing the Swim skill.'