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    Dakuwaqa

    Large monstrosity (shapechanger), chaotic neutral

    Armor Class 15 (natural armor)

    Hit Points 99 (13d10 + 26)

    Speed 30 ft., swim 60 ft.

    STR 19 (+4) · DEX 14 (+2) · CON 15 (+2) · INT 10 (+0) · WIS 13 (+1) · CHA 12 (+1)

    Saving Throws Dex +5, Con +5, Wis +4

    Skills Athletics +7, Perception +4

    Damage Resistances cold

    Senses darkvision 60 ft., passive Perception 14

    Languages Aquan, Common, Fijian

    Challenge 4 (1,100 XP)

    Traits

    Amphibious. Dakuwaqa can breathe air and water.

    Shapechanger. As a bonus action, Dakuwaqa can transform between his hybrid form (statistics above) and a Huge shark. In shark form, his walking speed becomes 0 ft., his reach with Bite becomes 10 ft., and he can’t use items or weapons. His statistics otherwise remain the same.

    Bioluminescent Wake. While Dakuwaqa is swimming, water within 10 feet of him sheds dim light. When he takes the Dash action while swimming, opportunity attacks against him are made with disadvantage until the start of his next turn.

    Keen Smell. Dakuwaqa has advantage on Wisdom (Perception) checks that rely on smell.

    Blood Frenzy. Dakuwaqa has advantage on melee attack rolls against any creature that doesn’t have all its hit points and is in the same body of water as him.

    Actions

    Multiattack. Dakuwaqa makes two attacks: one with his Bite and one with his Tail Slam.

    Bite (Hybrid or Shark Form). Melee Weapon Attack: +6 to hit, reach 5 ft. (10 ft. in shark form), one target. Hit: 15 (2d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and Dakuwaqa can’t bite another target.

    Tail Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone (or pushed 10 ft. away if both creatures are swimming).

    Phosphorescent Surge (Recharge 5–6). Dakuwaqa exhales a beam of freezing, glowing water in a 30-foot-long, 5-foot-wide line. Each creature in the line must make a DC 13 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much on a successful one. Creatures that fail the save while swimming are also pushed 15 ft. away from Dakuwaqa.

    Bonus Actions

    Blood-Scent Dash. Dakuwaqa moves up to half his swim speed toward a creature that has taken damage since the end of his last turn. This movement doesn’t provoke opportunity attacks from that creature.

    Reactions

    Capsize. When a Large or smaller vessel or creature Dakuwaqa can see ends its movement within 5 ft. of him while he is in shark form, he can make a Tail Slam against the target. If the target is a vessel, creatures aboard must succeed on a DC 14 Dexterity saving throw or be thrown into the water.

    Lore

    A monstrous shark god to whom all other sharks submit; he can shapeshift into a muscular Fijian man with the torso of a shark.

    Dakuwaqa is a sea deity who most often appears as a shark. The common gloss of his name is “Boat-Spine,” suggesting a creature large enough for a vessel to ride on his back.

    On the islands of Levuka and Kadavu he is also called Daucina, “Ethereal Light.” The title alludes to the phosphorescent glow or shimmering wake he leaves on the sea as he moves. That name points to an innate magical tie to deep-water energies and bioluminescent phenomena. In bestiary terms it implies he can unleash potent elemental attacks—Water or Ice magic—making him not merely a physical predator but a formidable elemental being.

    From Oceanian Bestiary 5E, p. 26 · Fern Flower Press