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.
Ambusher.
The hunter has advantage on attack rolls against any creature it has surprised.
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 spear attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
Multiattack.
The hunter makes two spear attacks.
Spear.
Melee or Ranged Weapon Attacks: +4 to hit, reach 5ft. Or range 20/60 ft., one target. Hit: 6 (1d8 + 2) +iercing damage (two-handed melee attack) or 5 (1d6 + 2) piercing damage (ranged attack).
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..
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ElectriBied Body.
A creature that touches the scourge or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage..
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Hold Breath..
The eelfolk can hold its breath for 1 hour..
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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.
Multiattack.
The scourge makes three melee attacks: one with its bite, two with it's claws.
Bite.
Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 9 (2d4 + 4) piercing damage.
Claws.
Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) slashing damage.