Medium humanoid (water genasi), lawful evil

Armor Class 10 (13 with mage armor)

Hit Points 60 (8d8 + 24)

Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 17 (+3)

Skills Arcana +4, Deception +5, Insight +2, Persuasion +5

Damage Resistances acid

Senses passive Perception 10

Languages Aquan, Common

Challenge 4 (1,100 XP)

Amphibious. Shoalar can breathe air and water.

Innate Spellcasting. Shoalar’s innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells (an asterisked spell appears in this appendix):

At will: shape water*

1/day: create or destroy water

Spellcasting. Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells:

Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost

1st level (4 slots): disguise self, mage armor, magic missile

2nd level (3 slots): hold person, misty step

3rd level (2 slots): tidal wave*

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

A plump water genasi armed with a jovial manner and biting sense of humor, Shoalar Quanderil is the captain of a pirate ship that harries the Sword Coast, and a high-ranking Crushing Wave cultist.