Medium fey, chaotic evil
- Armor Class
- 14 (natural armor)
- Hit Points
- 105 (14d8 + 42)
- Speed
- swim 50 ft., 30 ft.
- Challenge
- 12 (8,400 XP)
- Skills
- Insight +5, Stealth +6, Deception +8, Perception +5
- Damage Immunities
- cold; fire; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- Condition Immunities
- paralyzed; poisoned
- Senses
- darkvision 120 ft., passive Perception 15
- Languages
- Aquan, Common, Giant
Traits
The sea fury can breathe air and water.
If the sea fury fails a saving throw, it can choose to succeed instead.
The sea fury has advantage on saving throws against spells and other magical effects.
Actions
The sea fury makes two attacks with its claws.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
The sea fury targets one frightened creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or drop to 0 hit points.
Legendary Actions
The sea fury transforms into a wave of foaming seawater, along with whatever it is wearing or carrying, and moves up to its speed without provoking opportunity attacks. While in this form, it can't be grappled or restrained. It reverts to its true form at the end of this movement.
The sea fury conjures an apparition of one of its dead sisters, which appears in an unoccupied space the sea fury can see within 30 feet of it. Enemies of the sea fury that can see the apparition must succeed on a DC 16 Wisdom saving throw or be frightened of it until it vanishes at the end of the sea fury's next turn.
The sea fury disgorges a swarm of poisonous snakes, which occupies the same space as the sea fury, acts on its own initiative count, and attacks as directed by the sea fury. The sea fury can control up to three of these swarms at a time.
Spellcasting
The sea fury's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: