Death Burst.
When the eelfolk dies, it explodes in a burst of pent-up electricity. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one.
Hold Breath.
The eelfolk can hold its breath for 1 hour.
Lunge.
If the eelfolk moves at least 20 feet straight toward a target and then hits it with a long knife attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
Long Knife.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Death Burst.
When the eelfolk dies, it explodes in a burst of pent-up electricity. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one.
Hold Breath.
The eelfolk can hold its breath for 1 hour.
Innate Spellcasting. The stormcaller's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: detect magic, thunderwave
2/day each: call lightning, fog cloud, lightning bolt
Multiattack.
The stormcaller makes two claw attacks.
Claws.
Melee Weapon Attack: +6to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashingdamage plus 7 (2d6) lightning damage.
Lighting Reflexes.
The stormcaller adds 3 to its AC against one melee attack that would hit it. To do so, the stormcaller must see the attacker.