Aura of Water. The Avatar of Wilbert is surrounded by a sphere of water in a 40 ft. radius centered on itself. Creatures in that area can only move by swimming, and are at risk of drowning if they cannot breathe water. Innate Spellcasting. The Avatar of Wilbert's innate spellcasting ability is Wisdom (Spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: Animal Messenger, Create or Destroy Water, Hold Person, Shape Water, Speak With Animals, Thaumaturgy 3/day each: Call Lightning, Lesser Restoration, Summon Elemental, Tidal Wave 1/day each: Ice Storm, Maelstrom, Prismatic Wall, Tsunami, Wish Legendary Resistance (3/Day). If the Avatar of Wilbert fails a saving throw, it can choose to succeed instead. Magic Resistance. The Avatar of Wilbert has advantage on saving throws against spells and other magical effects. Magic Weapons. The Avatar of Wilbert's attacks are magical.
Multiattack. The Avatar of Wilbert makes three attacks with any combination of its bite and its tail. Bite. Melee Weapon Attack. +18 to hit, reach 5 ft., one target. Hit: 42 (5d12+10) piercing damage. Call of the Sea (3/Day). The Avatar of Wilbert calls the creatures of the sea to its aid. A number of creatures determined by the Call of the Sea table appear in unoccupied spaces within 300 feet of the Avatar of Wilbert. Summoned creatures obey the Avatar of Wilbert's commands, have a flying speed equal to their swimming speed, and are surrounded by a sphere of water, allowing them to breathe and gain other benefits of being underwater.
d8 | Creature |
1 | 1d8 Swarms of Quippers |
2 | 2d6 Giant Octopuses |
3 | 1d6 Reef Sharks plus 1d4 Hunter Sharks |
4 | 2d4 Plesiosaurs |
5 | 1d6 Killer Whales |
6 | 1 Giant Shark |
7 | 1 Water Elemental |
8 | 1 Dunkleosteus |
The Avatar of Wilbert can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The Avatar of Wilbert regains all legendary actions at the start of its turn. Tail. The Avatar of Wilbert makes one tail attack. Wail of the Deep (Costs 2 Actions). Each creature of the Avatar of Wilbert's choice within 120 feet of it that can hear it must make a DC 26 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, that creature is immune to being frightened by the Avatar of Wilbert's wail of the deep for 24 hours. If a creature is inside the Avatar of Wilbert's aura of water when it uses wail of the deep, it takes 11 (2d10) thunder damage, whether it succeeds on the saving throw or not.