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Skimmer

Large celestial/elemental, chaotic good
Armor Class: 21 (12 + Proficiency Bonus) Natural Armor
Hit Points: 70 (7 + 7 x Proficiency Bonus)
Speed: 0 ft , fly: 50 ft , swim: 50 ft

STR

12 +1

DEX

16 +3

CON

14 +2

INT

9 -1

WIS

14 +2

CHA

8 -1

Saving Throws: Skimmers have advantage on saves against grappled, restrained, and poisoned
Skills: Acrobatics +3 +PB
Damage Resistances: Acid, Fire, Poison
Senses: Darkvision 60 ft
Languages: Aquan. Understands Celestial, Common.
Proficiency Bonus: Equal to Player's Proficiency Bonus

Evasion. When the skimmer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fail.   Summoning. The skimmer can be summoned once per long rest, and remains in the material plane until desummoned, or until its hit points drop to 0.   Banishment. If the skimmer's hit points drop to 0 the skimmer is banished to the water plane where it must rest for 24 hours before being resummoned.

Actions

Mounting/dismounting the skimmer can be done as part of your move action, and costs movement equal to half of your speed.   Dash. The skimmer can use its action to move up to its full movement speed. The skimmer has one action and one movement per turn, and acts on its master's initiative.


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