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Published by Sataari, 2021-04-09 12:29:05

D&D 5e Pirate Campaign Compendium

D&D 5e Pirate Campaign Compendium

Keywords: D&D,DnD,5e,Adventure,Setting,Pirate,Campaign,Compendium,Ocean,Sea,Ship,Ships,Pirates,Seas

rumor of the anchorage have been silenced, and Q2. Slashing Corridor (Challenge 13)
competing rumors spread by the Pirate King have
led seekers far astray. The two also discovered the The end of the tunnel ends in a bare wall hiding
deathless guardian Zim Bourdaine and his witches a locked stone secret door (Wisdom (Perception)
left behind, still bound to its command to slaughter DC 15, DC 20 to pick, threshold 8, hp 60). What
intruders save those bearing the mark of the Pirate is not apparent from inside the tunnel, however, is
King. that the final 30 feet of the corridor are no longer
underground, but actually extend into a guardhouse
Q. The Tunnel building. That section of the corridor contains
several traps that trigger in sequence; the proximity
This long, narrow passage is hewn from the trigger senses flying and invisible but not gaseous
very living rock, pale limestone striated or incorporeal creatures, and it activates as soon
with dark granitic veins. The floor is rough as a creature reaches the last 5 feet of the passage.
and dusted with sand, showing the dim
imprint of large footprints. SNATCHING SCYTHES
Mechanical trap
This narrow tunnel, 5 feet wide and 5 feet high, Everyone in the area of the trap is attacked by
follows a gently curving path bending south and
east for a quarter-mile beneath the ridge abutting scythes with a +10 attack bonus that deal 11
Catarin’s Beach. The tunnel then gradually descends (2d4+6) slashing damage. Targets who are hit must
and passes beneath the sea channel separating make a DC 15 Dexterity save to avoid being pinned
Hazard Isle from Frigate Isle, ascending more by the scythes. Pinned creature may take an action
steeply under Frigate Isle to reach Rumrunner’s to try to escape (a DC 15 Strength or Dexterity
Rest at Area 2. Large creatures may squeeze through check). If another creature assists them, they gain
the corridor with a DC 15 Dexterity check (DC 5 for advantage on this roll. Each attempt to escape
vermin, snakes, and other long-bodied creatures at inflicts 1d8 slashing damage.
the GM’s discretion).
SWINGING AXE
Q1. Leaky Cyst (Challenge 10) Mechanical trap
All targets in the affected 10-ft. line are attacked by

a giant axe, which attacks at +8, and deals 1d8+1
damage. Creatures who are hit are also affected by
serpent venom.

Around the midpoint of the passage (unmarked on ELECTRICITY ARC

the map), it passes through a semi-natural cyst that Mechanical trap

drips brine and is filled with a noxious stench of All creatures in the 10-ft. line take 4d6 electricity
damage, or half on a successful DC 14 Dexterity
decomposition, as several globsters recently have saving throw.

arrived through cracks in the bedrock and become The trap activation also opens small murder holes
11 trapped in the tunnel. They fight until destroyed,
though a globster reduced beneath 10 hit points in the walls of the corridor (Perception DC 20),
will try to create spawn before dying. allowing the four guards stationed outside to use
polearms or ranged attacks at creatures in the
corridor while granting them three quarter cover.

Creatures Creatures

GLOBSTER (6) 1,800 xp WERESHARK PIRATE
hp 95 (see page 397)
Challenge 5 Medium humanoid (goblinoid, shapechanger), lawful
evil

400

Armor Class 10 in humanoid form, 18 (natural armor) seem long abandoned, though some show
in shark and hybrid form signs of recent repair.

Hit Points 120 (16d8 + 90) This old smuggler’s haven beneath Frigate Isle
is reinforced with a labyrinth of ropes, struts,
Speed 30 ft. (swim 40 ft. in shark or hybrid form) nets, and hawsers, which are easy to climb (DC 10
Strength (Athletics)) or balance upon (Dexterity
Str Dex Con Int Wis Cha (Acrobatics) DC 10 adjacent to buildings, DC 15
between buildings). Area effects dealing 20+ points
19 (+4) 10 (+0) 15 (+3) 11 (+0) 16 (+3) 12 (+1) of damage destabilize these connections, increasing
DCs by 5, and effects dealing 40+ points of damage
Skills Perception +7 destroy them, making climbing or balancing
between buildings impossible. Such effects have a
Damage Immunities bludgeoning, piercing, and 10% chance (25% chance if 40+ damage) to collapse
slashing from nonmagical attacks not made with a random building in the area, affecting the building
silvered weapons interior and any adjacent squares as a cave-in.

Senses passive Perception 17 The weresharks are ruled by clan chief Thusus
Herud, sworn to Captain Lutark, and are here are
Languages Common, Orc (can’t speak in shark form) on leave while their kin are at sea aboard the Ocean’s
Lash. Wereshark pirates fall back towards Hidden
Challenge 6 2,300 XP Harbor when below 20 hp. Wereshark chargers
meet their mounts in the water and wait for PCs to
Shapechanger: The wereshark can use its action to near the water’s edge. The ceiling averages 20 feet
polymorph into a Large shark-humanoid hybrid or high near the walls and 30 feet in the center of the
into a Large shark, or back into its true form, which cavern.
is humanoid. Its statistics, other than its size and
AC, are the same in each form. Any equipment it is R1. Collapsed Building
wearing or carrying isn’t transformed. It reverts to
its true form if it dies. Dry rot has claimed this building, with a
few skeletal timbers still standing, lashed
Keen Smell: The wereshark has advantage on together with frayed bits of rope, and
Wisdom (Perception) checks that rely on smell. broken, rusted nails.

Actions These ruined buildings hold nothing of interest.

Multiattack. In shark form, the wereshark makes R2. Intact Building (Challenge 6–10)
two bite attacks. In humanoid form, it makes two
greataxe attacks. In hybrid form, it makes two
attacks of its choice.

Bite (Shark or Hybrid Form Only). Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 20
(3d10 + 4) piercing damage. If the target is a
humanoid, it must succeed on a DC 14 Constitution
saving throw or be cursed with wereshark
lycanthropy.

Glaive (Humanoid or Hybrid Form Only). Melee
Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) slashing damage.

Longbow. Ranged Weapon Attack: +3 to hit, 150/600
range, one target. Hit: 4 (1d8) damage.

R. Rumrunner’s Rest 11

The long, dank, claustrophobic tunnel opens This clapboard structure, once derelict, has
into a wider cave, with echoes of dripping been repaired and reinforced. Ropes and
water and far-off surf low in the distance. elaborate scaffolding support the building’s
Your lights reveal a dilapidated shantytown exterior and connect it with nearby
of ramshackle buildings, connected by structures.
frayed rope ladders and scaffolding. Most

401

Each intact building is the dwelling of 1d4 (cooks) and prostitutes provided by the Pirate King.
wereshark pirates. They are aggressive and prefer These dispirited servants are continually shaken
melee, using swinging reposition to get into flanking and become frightened during combat. Ariadne is
position, but also use bows at need. At rest, they assisted by her smitten brewmaster, the lovesick
remain in hobgoblin form, but on alert they assume goblin Gurian. At any time, 1d4 wereshark pirates
hybrid form. Each round of combat, there is a 10% and 1 wereshark charger can be found here as well.
cumulative chance that 1d4 additional wereshark
pirates will converge on the site of combat from Creatures
other buildings. Once 5 wereshark pirates are
defeated, all others flee for towards the water. ARIADNE, PIRATE PIPER 5,000 xp
hp 182 (see page 197)
Creatures Challenge 9

WERESHARK PIRATE (1D4) GURIAN, PIRATE GRENADIER
hp 120 (see page 400)
Challenge 6 hp 169 (plus 16 temporary hit points) (see page
195)

2,300 xp Challenge 9 5,000 xp

Treasure: A 1-minute search (Wisdom (Perception) WERESHARK PIRATE (HYBRID) (1D4)

DC 15) uncovers 1d6 x 1000 cp, 4d6 x 100 sp, 1d6 hp 120 (see page 400)

x 100 gp, and 6d6 pp, gemstones, jewelry, and Challenge 6 2,300 xp

artworks worth 2d6 x 100 gp, and 1d4 x 50 lbs. of WERESHARK CHARGER
various trade goods, tools, and weapons; values are
halved the check fails. Medium humanoid (goblinoid, shapechanger), lawful
evil

R3. The Jolly Mermaid (Challenge 12) Armor Class 10 in humanoid form, 20 (natural armor)
in shark and hybrid form

This large building at the water’s edge is Hit Points 171 (18d8 + 90)
built of rough-mortared stone, with a few Speed 30 ft. (swim 40 ft. in shark or hybrid form)
imperfect archways and lintels of dressed
stone. Light escapes through shuttered Str Dex Con Int Wis Cha
windows below a gilt-edged sign showing
a mermaid with glittering blue scales and 22 (+6) 10 (+0) 22 (+6) 11 (+0) 16 (+3) 12 (+1)
fiery red hair, spilling a glass of purple wine.
A veranda illuminated by pale lanterns Skills Perception +7
overlooks the docks below.
Damage Immunities bludgeoning, piercing, and
slashing from nonmagical attacks not made with
silvered weapons

Senses passive Perception 17

Languages Common, Orc (can’t speak in shark form)

11 This substantial building was once both town hall Challenge 8 3,900 XP
and festhall for Rumrunner’s Rest. The interior is
largely open, its upper floor collapsed and cleared, Shapechanger: The wereshark charger can use its

action to polymorph into a Large shark-humanoid

hybrid or into a Large shark, or back into its true

with a large kitchen and heavy trestle tables where form, which is humanoid. Its statistics, other

weresharks gather for common meals. The veranda than its size and AC, are the same in each form.
is lit by four continual flame torches. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.
Ariadne, a rough-voiced pirate matron, presides Keen Smell. The wereshark charger has advantage

over the place, with a staff of a half-dozen craftsmen on Wisdom (Perception) checks that rely on smell.

402

Powerful Charge. If the charger moves at 30 ft. The shallows near the Rumrunner’s Rest are 5
before attacking, it deals an extra 6 (1d12) damage. to 10 feet deep, increasing to 30 feet beyond the
docks. The cave ceiling arches from 10 feet high at
Actions the walls to 20 feet in the center. Two wereshark
shamans swim here at all times in shark form,
Multiattack. In shark form, the wereshark charger accompanied by six giant sharks. If battle erupts in
makes two bite attacks. In humanoid form, it makes Rumrunner’s Rest, one shaman stays near the docks
two lance attacks. In hybrid form, it makes three to observe while the other fetches Chief Thusus
attacks of its choice. Herud and his retinue, who arrive 2d6 rounds after
combat is observed (make Perception checks for the
Bite (Shark or Hybrid Form Only). Melee Weapon shamans each round). If PCs avoid combat within
Attack: +7 to hit, reach 5 ft., one target. Hit: 22 Rumrunner’s Rest, both shamans and the sharks
(3d10 + 6) piercing damage. If the target is a will be here and there is a 10% chance per minute
humanoid, it must succeed on a DC 14 Constitution that the chief and his chargers return (10% per
saving throw or be cursed with wereshark round if combat occurs in Area 5).
lycanthropy.
These weresharks remain fully or partially
Lance (Humanoid or Hybrid Form Only). Melee submerged during combat, using the water’s surface
Weapon Attack: +7 to hit, reach 5 ft., one target. to provide cover. The chargers can reach most foes
Hit: 19 (2d12 + 6) piercing damage. with lances and spears, but the shamans can also
use control water once each to raise the water level
R4. The Docks (Challenge 4) all the way to the ceiling of the cave or hydraulic push
to force flying creatures or creatures on boats into
The lapping tide along this benighted beach the water. Invisible or illusion-shrouded creatures
shows a narrow band of shallows followed located by scent are targeted with faerie fire. If
by a steep drop-off. A pinnace is tied up to the shamans see weresharks hard-pressed by the
one dock, its sail furled and oars shipped, waterside, they use control water to partially flood
while the cleats of the other dock are empty. the village (avoiding the Jolly Mermaid if possible)
and send their sharks swimming to attack, but
The pinnace is similar to a double-sized rowboat chargers and chieftan keep to open areas allowing
but is 10 feet wide and 30 feet long, with a single them space to charge.
mast and space for 10 rowers and a sailor at the
tiller. Creatures

Creatures in or adjacent to the water have a 25% WERESHARK SHAMAN
chance per round to attract 1d3 giant sharks, which Medium humanoid (goblinoid, shapechanger), lawful
attack any non-weresharks present. These creatures evil
are the trained mounts of the wereshark chargers. Armor Class 10 in humanoid form, 18 (natural armor)

Creatures in shark and hybrid form
Hit Points 171 (18d8 + 90)
GIANT SHARK MOUNT 1,800 xp Speed 30 ft. (swim 40 ft. in shark or hybrid form)
hp 126
Challenge 5 Str Dex Con Int Wis Cha
19 (+4) 10 (+0) 20 (+5) 11 (+0) 16 (+3) 12 (+1)
R5. The Deeps (Challenge 11 or 15) 11
Skills Perception +7
The dark waters lead off through a natural
passage toward the distant sound of the surf.
There is just enough room to row a good-
sized pinnace or several small rowboats
through the center of the channel.

403

Damage Immunities bludgeoning, piercing, and Challenge 8 3,900 xp
slashing from nonmagical attacks not made with
silvered weapons THUSUS HERUD, WERESHARK CHIEFTAIN

Senses passive Perception 17 Medium humanoid (goblinoid, shapechanger),

Languages Common, Orc (can’t speak in shark form) neutral evil

Challenge 8 3,900 xp Armor Class 12 in humanoid form, 22 (natural armor)
in shark and hybrid form
Shapechanger: The wereshark shaman can use its
Hit Points 171 (18d8 + 90)
action to polymorph into a Large shark-humanoid
Speed 30 ft. (swim 40 ft. in shark or hybrid form)
hybrid or into a Large shark, or back into its true

form, which is humanoid. Its statistics, other Str Dex Con Int Wis Cha
than its size and AC, are the same in each form.
Any equipment it is wearing or carrying isn’t 24 (+7) 14 (+2) 22 (+6) 11 (+0) 16 (+3) 12 (+1)

transformed. It reverts to its true form if it dies. Skills Perception +7

Spellcasting. The shaman is an 8th-level spellcaster. Damage Immunities bludgeoning, piercing, and
Its spellcasting ability is Wisdom (spell save DC 14, slashing from nonmagical attacks not made with
+6 to hit with spell attacks). It has the following silvered weapons
druid spells prepared:
Senses passive Perception 17
Cantrips (at will): druidcraft, produce flame,
shillelagh Languages Common, Orc (can’t speak in shark form)

1st level (4 slots): entangle, longstrider, speak with Challenge 11 7,200 xp
animals, thunderwave
Shapechanger: Thusus can use its action to
2nd level (3 slots): animal messenger, barkskin, polymorph into a Large shark-humanoid hybrid or
moonbeam into a Large shark, or back into its true form, which
is humanoid. Its statistics, other than its size and
3rd level (3 slots): call lightning, speak with plants AC, are the same in each form. Any equipment it is
wearing or carrying isn’t transformed. It reverts to
4th level (2 slots): conjure woodland beings, its true form if it dies.
control water

Keen Smell. The wereshark shaman has advantage on Keen Smell. Thusus has advantage on Wisdom
Wisdom (Perception) checks that rely on smell.
(Perception) checks that rely on smell.

Actions Powerful Charge. If Thusus moves at 30 ft. before

Multiattack: In shark form, the wereshark shaman attacking, it deals an extra 13 (2d12) damage.

makes two bite attacks. In humanoid form, it makes Actions
two greataxe attacks. In hybrid form, it makes three
attacks of its choice. Multiattack. In shark form, Thusus makes two bite
attacks. In humanoid form, he makes two lance
Bite (Shark or Hybrid Form Only). Melee Weapon
attacks. In hybrid form, he makes three attacks of
Attack: +7 to hit, reach 5 ft., one target. Hit: 20
his choice.
(3d10 + 4) piercing damage. If the target is a
humanoid, it must succeed on a DC 14 Constitution Bite (Shark or Hybrid Form Only): Melee Weapon
saving throw or be cursed with wereshark Attack: +8 to hit, reach 5 ft., one target. Hit: 23
lycanthropy. (3d10 + 7) piercing damage. If the target is a

Greataxe (Humanoid or Hybrid Form Only). Melee humanoid, it must succeed on a DC 16 Constitution

Weapon Attack: +7 to hit, reach 5 ft., one target. saving throw or be cursed with wereshark

11 Hit: 17 (2d12 + 4) slashing damage. lycanthropy.

Lance (Humanoid or Hybrid Form Only): Melee

GIANT SHARKSSRD (6 PLUS 4 SERVING AS Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 20 (2d12 + 7) piercing damage.
MOUNTS FOR THE 4 WERESHARK CHARGERS)

hp 126

Challenge 5 1,800 xp

WERESHARK CHARGER (HYBRID) (4)
hp 171 (see page 402)

404

MEGALODON S. Trazel’s Tunnel
Gargantuan beast, unaligned
Armor Class 18 A long natural cave bends away from the
Hit Points 231 (14d20+84) smuggler’s den behind, toward the distant
Speed 30 ft. sound of waves. As the curve approaches,
misty images flickering with dim light fade
Str Dex Con Int Wis Cha into view in a series of deep grottoes along
the tunnel, carrying with them the echoing
24 (+7) 12 (+1) 22 (+6) 1 (-5) 10 (+0) 5 (-3) roil of storm, wave, far-off battle, and the
cheers of the victorious.
Skills Perception +4
The long, winding crack running beneath the
Senses blindsight 60 ft., passive Perception 14 island’s rock curves southeast past several split
clefts in the cave’s eastern face. Each cave contains
Languages — a recurring illusion left behind by the long-
dead Pirate King Trazel Irons to memorialize his
Challenge 9 5000 xp deeds. The first (a) depicts Captain Trazel, a tall
mustachioed and dreadlocked brown-skinned man
Blood Frenzy. The megalodon has advantage on with a large-plumed bicorn, blood-red jerkin, and
melee attack rolls against any creature that doesn’t tall silver-tipped lance topped with a pirate flag,
have all its hit points. exhorting his sailors from atop a mountain of
plunder. The second (b) depicts him sailing through
Water Breathing. The megalodon can breathe only a hurricane, a tentacled leviathan rising from the
underwater. deep and then retreating after the captain hurls a
harpoon through its eye. The third (c) depicts the
Actions captain and his ship raining fire upon a hapless
shore fort as boats laden with plunder row out
Multiattack. The megalodon makes 2 bite attacks. of the smoky haze toward the ship. Prominent in
each vignette is a sallow-faced man with a thin
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., moustache and paired cutlasses on his gilded belt,
one target. Hit: 4d10+7 (29) piercing damage. clearly the captain’s first mate, Zim Bourdaine. A
DC 15 Intelligence (History) check identifies either
Development: Wereshark pirates that flee man. 11
from Rumrunner’s Rest retreat here, hiding and
sneak attacking PCs that pursue. If over half the These illusions activate for 1 minute whenever
weresharks are killed, surviving sharks screen their creatures pass within 60 feet, then deactivating
retreat while they remainder flee toward Seagrave’s for 1 hour. Beyond, the passage bends south and
Abyss, trying to lure PCs near enough to awaken then east. The ceiling is 20 feet high but the bottom
Seagrave, the living idol. drops away into a rift 100 feet deep as the passage
widens to 100 feet across. A magical warning trap
Treasure: The wereshark clan keeps its booty activates if invisible creatures pass within 60 feet of
scattered amidst the shattered lumber and logs and the center of the passage directly above Seagrave’s
the sodden detritus of a score of wrecked boats on Abyss. This trap activation alerts sentries aboard
the seafloor of the Hidden Harbor. This treasure
includes 117 pp, 1,755 gp, 7,800 sp, 19,500 cp, a
coral bracelet (150 gp), golden brooch shaped like
three crossed arrows (490 gp), electrum scepter
carved like a narwhal horn and an electrum crown
with spiral narwhal-horn points (worth 1,400 gp
separately, 3,500 gp as a set), 1 yellow topaz (250
gp), 5 white pearls (100 gp), red spinel (80 gp), 3 blue
quartz (4 gp), and one potion of heroism. Searching
the wreckage takes 1 hour to make a DC 20 Wisdom
(Perception) check. Success at the check uncovers
1d4x10% of one of the above types of coins.

405

the Greedy Ghost, who target now-visible creatures SEAGRAVE

and begin firing the ship’s cannon, alerting the Gargantuan construct, chaotic evil

Pirate King that his enemies are almost upon him. Armor Class 22
INVISIBILITY BEACON Hit Points 315 (18d20+126)
Speed 20 ft., 50 ft. swim

Magical trap Str Dex Con Int Wis Cha

This trap triggers whenever an invisible creature 26 (+8) 10 (+0) 24 (+7) 6 (-2) 16 (+3) 4 (-3)
enters its area. As long as there is a creature within

its area, it will cast faerie fire (DC 14) every round. Saving Throws Str +13

T. Seagrave’s Abyss Damage Vulnerabilities thunder
(Challenge 16)
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned

Senses blindsight 60 ft., darkvision 120 ft., passive

The dark passage widens and the sound of Perception 13
churning surf echoes louder, and the faint
breath of a sea-breeze touches your cheeks. Languages Aquan
The cavern floor below plunges downward
into a dark rift. Challenge 16 15,000 xp

Actions

Multiattack. Seagrave makes 1 bite attack and 2 claw
attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft.,
The terrifying guardian discovered by the long- one target. Hit: 3d10+ 8 (24) piercing damage.

dead Captain Zim and his sea-witch cohorts is If the target is a Large or smaller creature by
an ancient and monstrous stone idol created by Seagrave, that creature is swallowed. While
a long-forgotten aquatic race, or perhaps their swallowed, the creature is blinded and restrained,
it has total cover against attacks and other

first generations of land-walking descendants effects outside Seagrave, and it takes 28 (8d6)
that turned their faces still towards the sea. bludgeoning damage at the start of each of
Whatever its origin, the idol broods in the lightless Seagrave's turns. If Seagrave takes 30 damage
or more on a single turn from a creature inside it,

and desecrated depths beneath Plunder Isle, an Seagrave must succeed on a DC 23 Constitution
unliving engine of destruction half buried in the saving throw at the end of that turn or regurgitate
silty wreckage of shattered ships at the bottom of a all swallowed creatures, which fall prone in a space
within 10 feet of Seagrave. If Seagrave dies, a

100-foot-deep rift. The hags that follow the Pirate swallowed creature is no longer restrained by it

King now do so more out of a desire to serve the and can escape from the corpse using 15 feet of
dark powers that left behind his relic of ruin. Its Movement, exiting prone.
creators long dead, Seagrave still follows its final
commands to destroy all intruders who do not bear Claw. Melee Weapon Attack: +13 to hit, reach 15 ft.,
the insignia of the Pirate King, a secret whispered one target. Hit: 3d8+8 (21) slashing damage.

Legendary Actions

Seagrave can take 2 legendary actions, choosing

11 in the ears of pirates who gain the hags’ favor. When from the options below. Only one legendary action
alerted by creatures moving overhead, including option can be used at a time and only at the end
of another creature's turn. Seagrave regains spent
if the invisibility beacon is triggered, Seagrave legendary actions at the start of its turn.

unleashes his vortex as he swims upwards to devour Claw Attack (Costs 1 Action). Seagrave makes a

all creatures in his path, rending and swallowing claw attack.
with abandon, including potentially crushing allies
or servants of the Pirate King if they stray too near. Charming Gaze (Costs 1 Action). A creature within
60 ft. must make a DC 12 Wisdom saving throw or
become charmed.

406

Lair Actions mainmast. Combined with sweep oars that can be
run out at need, it is fast and maneuverable in any
On initiative count 20 (losing initiative ties), conditions, even if becalmed. The Greedy Ghost has
Seagrave takes a lair action to cause one the a beam of 40 feet on its lower decks and a draft of
following effect: 15 feet, and its main deck stands 25 feet above the
waterline.
Vortex. A vortex forms in the water in Seagrave’s
lair. It occupies space as a gargantuan creature, A Storm of Cannonballs
but can share that space with any creatures. It
cannot exist outside of water. Any creature in the
vortex’s space when it appears must make a DC 18
Dexterity saving throw or take 9 (2d8) bludgeoning
damage and be caught in the vortex. Creatures
caught in the vortex may not move on their own,
and if the vortex moves, they are moved with it.
Seagrave can move the vortex up to 50 ft. as a
bonus action.

Treasure: A 1-hour search of the wrecked Silver

Lance reveals 125 pp, 1767 gp, 7800 sp, 19500 cp, a

coral bracelet (150 gp), a golden brooch shaped like

three crossed arrows (500 gp), an electrum scepter

carved like a narwhal horn and matching electrum

crown with narwhal-horn points (3,500 gp as a set),

1 yellow topaz (250 gp), 5 white pearls (100 gp),

potion of heroism, potion of invulnerability, elixir of

health and Captain Trazel Irons’ silversworn lance,

a silver-hued vicious lance with a mithral head.

Of ancient elven manufacture, this lance can also

allow you to make an attack against an attacker

who hits you, as a reaction..

GPraeretdy3: GThhoest

Beyond Seagrave’s Abyss, the underground Typhoon Tess and her coven use control weather 11
waterway opens up to the southeast, with a faint, to keep a moderate wind and blowing rain in the
dim light shining in the distance; reflected light cavern, with occasional rumbles of thunder, as they
from Maelstrom Cove through Rumrunner’s Race. love the simple atmospherics of fighting amidst
At the far end of the Hidden Harbor lies the Pirate the storm. This counts as stormy weather for the
King’s flagship, the golden-sailed galleon known as purpose of call lightning and similar spells.
the Greedy Ghost. If the beacon trap is triggered,
or if lookouts on board the ship notice Seagrave In addition, if an alert is raised Typhoon Tess
in combat, the ship’s cannon on one side will be increases the wind to windstorm strength, with the
aimed and fired. The ship has a low forecastle “eye” centered on the mainmast and encompassing
and a long quarterdeck with a flying bridge at the the entire ship save the bowsprit (Area 7), and a
rear. This four-masted vessel has two lateen-rigged semicircle up to 60 feet from the ship’s starboard
mizzenmasts aft of its square-rigged foremast and side. Within this windstorm, normal ranged weapon
attacks are impossible, though siege weapons

407

attacks can be made with a -4 penalty on attack no other siege weapons can. Artillerists in areas

rolls. Flying creatures fly at half speed. Small 11 and 19 generally stay there during battles above

creatures swimming at the surface are blown back decks, though stragglers may emerge as part of the

1d4 x 10 feet (also taking 2d6 points of bludgeoning Reinforcements described below.

Boarding Actiondamage) each round if they fail on a DC 12 Strength

check.

Cannonade: If the invisibility beacon trap is All deck spaces aboard the Greedy Ghost are

triggered, 1d3 rounds later the cannons on board considered “difficult terrain”, to represent both

The Greedy Ghost begin firing at any visible target ordinary noncombatant sailors as well as capstans,

other than Seagrave or the weresharks. Due to the winches, crates, and miscellaneous clutter. This

time required to reload, the following weapons are applies in Areas 1, 2, 3, 4, 11, and 19.

fired every round: Decks can be cleared with DC 20 Charisma

kk3 fiend’s mouth cannon +19, 28 (8d6) (Persuasion or Intimidation) checks or with area

bludgeoning (Area 19, starboard firing arc effects, treating every 5-foot square of crowded

only) decks as having 40 hit points or 5 HD. Inflicting this

kk4 Cannon +11 21 (6d6) bludgeoning (Area 11, damage or causing death or incapacity effectively

starboard firing arc only) clears that space, but effects that inflict penalties

kk2 +1 fiend’s mouth cannon +13, 29 (8d6+1) have no effect on clearing away the crowds and

bludgeoning (Area 5—bow firing arc only) clutter. Effects that target a limited number of

kk2 fiend’s mouth cannon +12 (8d6) bludgeoning creatures treat each crowd square as two creatures.

(Area 3 – stern firing arc only) If saving throws apply, each square has a +8 bonus

kkBore cannon +13 (8d6) bludgeoning, range 300 on saving throws vs. all effects. A cleared square

ft. (Area 2) remains clear for 2d6 rounds.

The Bore Cannon: This magical weapon is If PCs board the Greedy Ghost with their own

mounted in a turret on the quarterdeck of The allies, fighters from both sides become inextricably

Greedy Ghost. It is loaded with magical stormshaft commingled and area effects hit creatures on both

ammunition (see page 56). sides.

Firing Arcs: Whether using broadsides or Masts and Rigging: The Greedy Ghost is heavily

cannonades, the fore and after guns can shoot only rigged with ropes, nets, sails, and hoisting lines,

against targets within a 90-degree arc of the ship’s allowing creatures to move up, down, or sideways

bow and stern. Meanwhile, the gunports running above the ship’s decks and up to 10 feet beyond

along the ship’s sides in areas 11 and 19 can fire the side of the ship (though not past its bow or

only against foes within a 90-degree angle along stern) with a DC 10 Strength (Athletics) check. A

11 the ship’s starboard quarter. The port-side guns character can move sideways or down by leaping or
currently face the south wall of the cavern and come balancing along the masts, beams, and lines while
into play only if the PCs or their allies venture to keeping both hands free with a DC 20 Dexterity

that side of the ship, in which case they can shoot (Acrobatics) check; this DC is reduced by 5 if a

any targets in that area in a manner identical to the character uses one hand to hold a rope and swing

guns on the starboard side. on it, or by 10 if the character uses both hands to

If the PCs move onto the deck of the ship, the hold a rope. Failing a check by 5 or more results in

bore cannon can still rotate and target them, but a fall.

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Table 11-04: Reinforcements Table 11-05: Drawing Fire
on the Greedy Ghost on the Greedy Ghost

d100 Type of Reinforcements D100 Targeting

01–25 1d6 common pirates (see page 182) 01–50 Not targeted by a ranged attack

26–50 1d6 pirate guards (see page 196) 41–65 1d4 common pirates (see page 182)

51–70 a pirate crew (see page 194) 76–80 1d6 common pirates (see page 182) and
a pirate piper (see page 197)
71–75 a pirate grenadier (see page 195)

76–80 a pirate bosun (see page 194) 81–90 1 pirate sharpshooter (see page 198)

81–85 a pirate enforcer (see page 194) 91—00 1 pirate grenadier (see page 195)

86–90 a pirate sharpshooter (see page 198)

91–95 1d4 wereshark pirates (see page 400)

96–00 a hag spy (see page 187)

Creatures can fight while in the rigging, using statistics are found in the appendices unless 11
one hand if climbing or swinging on a rope or both otherwise noted. If there is no entry, the room is
hands. The rigging is not considered difficult terrain uninhabited.
when climbing, but it is if flying. Creatures may use
Stealth in the rigging as if they had concealment. Crew Cabins: The foredeck and gun deck contain
many unmarked 5 by 10-foot rooms. These are
Mainmasts and foremasts rise 60 feet above the cabins for crew officers, artillerists, and the like,
main deck and are 2-1/2 feet thick (threshold 7, hp featuring sleeping bunks, built-in lock-boxes
450, climb DC 12), supporting vast tracts of rope for valuables, and fold-down seats and tables. A
and sail on a dizzying array of yards and arms. A thorough search of each cabin turns up 1d6 x 10 gp
creature adjacent to a mast can spend a move to use of miscellaneous gear and small valuables.
the mast as cover against melee attacks or cover
against melee attacks; this does not stack with Crow’s Nests (Challenge 11): Atop the foremast
cover from rigging or crowds. and mainmast are fortified observation posts,
providing cover against ranged attacks and melee
Flying creatures above mast level or more than attacks by flying creatures; improved cover against
10 feet beyond the ship’s rail can move freely. A attacks from below. They are 60 feet above the main
crow’s nest surmounts each mast, providing cover deck and each holds an elite pirate sharpshooter as
against ranged attacks from flying creatures (three lookout.
quarters cover against attacks from below). A
similar platform sits just above the lower mainsail, Creatures
20 feet above the deck.
ELITE PIRATE SNIPER 7,200 xp
Queeg’s Banner: Flying from the mainmast is hp 169 (see page 184)
Ismail Queeg’s battle flag. His allies able to see Challenge 11
the banner gain a advantage on attack rolls, saving
throws, and skill checks. Deck Height: The foredeck, main deck, and gun
deck have 10-foot ceilings. The lower deck has
Creatures: Each location ends with an entry 15-foot ceilings, as does the quarterdeck aft of
describing what crew is typically found here;

409

Enemy Buffs

Players are used to keeping track of beneficial spells used on each other, but up against a veteran crew
of adversaries, you must prepare to deal with multiple beneficial effects being used by the villains as
well. Common buffs used by the enemies on the Greedy Ghost include:

Forbiddance: The area within 60 feet of the ship in all directions is protected with a modified forbiddance
spell, completely blocking teleportation, planar travel, summoning, and the like. In addition, creatures
whose alignment is not neutral evil take 5d10 necrotic damage when entering the area unless they speak
the password (“Trazel”). creatures take 5d10 necrotic damage. Creatures with magic resistance take no
damage.

Pipers: Pirate pipers can use Battlecry, Inspiration, or various spells.
Haste: Pirates hasted by Typhoon Tess gain a +2 bonus on AC, their speed is doubled, and they gain
an additional action only useable to make one weapon attack, Dash, Disengage, Hide, or Use an Object.
They also gain advantage on Dexterity checks.
Inspire courage: Pirates able to see or hear a pirate piper gain a +2 competence bonus on attack and
damage rolls and a +2 morale bonus on saves vs. charm and fear.
Queeg’s Banner: Pirates above decks (1–4, 7, and in the water or rigging) gain advantage on attack
rolls, saving throws, skill checks.

the mizzenmast. The (unmapped) holds below the guards, pirate crews, and pirate port defenders
lower deck have 5-foot ceilings and are so cramped surrender immediately. Higher-level pirates have a
with ballast that Medium creatures are squeezing 50% chance per round of surrendering at the end of
whenever moving through them. their turn; however, this chance of surrender does
not occur if one of the PCs has been incapacitated
Lamps: Continual flame lanterns are hung from or killed since the end of that pirate’s previous turn.
each mast and both port and starboard rails every
30 feet along the ship’s length, and every 30 feet Swimming Sentries (Challenge 8): One wereshark
down the centerline of areas 11, 19, and 20. shaman (see page 230) is always on sentry duty,
swimming in the Hidden Harbor and watching
Lifeboats: The Greedy Ghost has 10 rowboats for intruders from Rumrunner’s Race or from the
racked and attached to pulleys for raising and inner caverns, especially those underwater. This
lowering, two on the foredeck, four on the main shaman prepares faerie fire in all 1st-level slots and
deck, and four on the quarterdeck. targets any intruders, especially invisible creatures
revealed by the invisibility beacon trap (area S).
Reinforcements: Artillerists and master
artillerists stay at their posts, but other pirates Volley Fire: Like at Fort Scurvy, PCs may be
with stated Crew locations will move to engage targeted every round pirates have line of sight to
PCs, often climbing, using stealth, or swinging on them; check each round for each PC.
ropes. Every 1d4 rounds, reinforcements arrive
from areas not keyed on the map, which may arrive The Pirate King’s Flagship
from belowdecks, climbing over the side of the ship,
or down from the rigging (GM’s option). The type The numbered areas of the Greedy Ghost are detailed
of reinforcements is determined on Table 11-04: below.
Reinforcements on the Greedy Ghost.

Reinforcements arrive 5 times, then no more. If the
Pirate King is defeated, all common pirates, pirate

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1. Foredeck (Challenge 8) Creatures

Reached by narrow, ladder-like steps fore and aft, PIRATE CREW 2,300 xp
the foredeck is 10 feet above the main deck and is hp 85 (see page 194) 2,300 xp
dominated by the foremast and its rigging attached Challenge 6
to the bowsprit. Crew: 3 common pirates, 1 pirate
officer. PIRATE OFFICER
hp 130 (see page 196)
Challenge 6

1a. Corvus

A corvus boarding bridge is mounted on each side
of the foredeck.

2. Quarterdeck (Challenge 11)

This long upper deck, its rails ornately
gilded, begins 10 feet above the main
deck where it abuts the mainmast but
slopes gradually upwards to 15 feet
astern of the mizzenmast, at the
foot of the flying bridge.

Creatures

BLOODTHIRSTY
BUCCANEERS

Challenge 11
7,200 xp

hp 170 (see page 180)

2a. Turret
(Challenge 9)

A fiend’s mouth bore
cannon is mounted here
on a rotating wooden
capstan surrounded by a

11 5-foot-high overhanging wooden
parapet that provides three quarters
covers against creatures standing on
the deck or below and cover against
attacks by climbing or flying creatures.
The turret can be rotated to aim
within 90-degree firing arcs to
port or starboard.

412

Creatures ability check, attack roll, damage roll, saving throw,
or add to their armor class against a single attack.
HEAVY ARTILLERIST BATTERY 2,900 xp Tess may use this ability 8 times per day.
hp 119 (see page 188)
Actions
Challenge 7
Multiattack. Tess makes 2 claw attacks and 1 bite
MASTER ARTILLERIST 2,900 xp attack.
hp 104 (see page 192)
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Challenge 7 one target. Hit: 14 (3d6 + 4) slashing damage. Any
creature struck by this and wearing predominantly
3. Flying Bridge (Challenge 13) metal armor or weaponry takes an additional 3
(1d6) lightning damage

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 17 (3d8 + 4) piercing damage.

A partial deck rises 10 feet above the STORM HAG COVENS
quarterdeck, atop which the helm sits just
before the rear mizzenmast. Laddered steps A storm hag is haughty and views her way of doing
to either side flanking a set of gilded and things as the only proper approach, forcing coven
mullioned doors backed by purple and gold members to ride a fine line between flattery and
curtains. Sounds of feasting and revelry submission. A coven with a storm hag as a member
drift faintly from within. has access to the following additional spells: call
lightning, control weather, water breathing, and
wind walk.

The curtained doors and feasting sounds are an GREEN HAGSSRD (2) 700 xp
illusion (DC 16 Wisdom saving throw to disbelieve) hp 82
created by Typhoon Tess, Ismail Queeg’s consort, Challenge 3
and her coven of hags. They remain hidden here
using coven abilities to assist the sailors defending With call lightning precast as a coven, each hag
the ship; if the illusion is penetrated or if they are uses an action each round to call down a bolt. They
attacked directly, they attack with spells and melee. each have 3 potions of healing they use to assist
injured allies while remaining invisible.
Creatures
3a. Helm (Challenge 10)
TYPHOON TESS
Medium fey, unaligned Int Wis Cha The ship is steered from the platform just in front
Armor Class 19 17 (+3) 19 (+4) 22 (+6) of the bonaventure mizzen, where a whipstaff
Hit Points 231 (22d8+132) controls the rudder. The Pirate King himself guides
Speed 30 ft., 60 ft. fly the ship through Rumrunner’s Race and in naval
combat, but he delegates routine steering to others.
Str Dex Con
18 (+4) 20 (+5) 22 (+6) Creatures

Damage Immunities lightning 11

Senses darkvision 60 ft., passive Perception 14 PIRATE BOSUN
hp 212 (see page 194)
Languages Common, Giant Challenge 9

Challenge 12 8400 XP 5,000 xp

Whipping Winds. As a bonus action, Tess chooses PIRATE PIPER
one creature within 30 ft. to make a DC 14 Strength hp 182 (see page 197)
saving throw or be knocked prone.

Inspire. As a bonus action Tess can inspire allies.
One ally may roll 1d12 and add the result to a single

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Challenge 7 2,900 xp Creatures

3b. Aft Guns (Challenge 9) HEAVY ARTILLERIST BATTERY
Challenge 7
Two aft-facing cannon are mounted on the rear of hp 119 (see page 188) 2,900 xp
the flying bridge.

Creatures 2,900 xp MASTER ARTILLERIST 2,900 xp
2,900 xp hp 104 (see page 192) 2,900 xp
HEAVY ARTILLERIST BATTERY Challenge 7
hp 119 (see page 188)
Challenge 7 PIRATE PIPER
hp 182 (see page 197)
MASTER ARTILLERIST Challenge 7
hp 104 (see page 192)
Challenge 7 6. Small Magazine

4. Main Deck (Challenge 11) This room is locked with an iron door (DC 20

The main deck is 25 feet above the waterline. The Dexterity check with thieves’ tools to pick, master
ship’s defenders gather on deck and in the rigging artillerists have keys) and contains 20 kegs of black
above the main deck. powder and 20 powder horns. A winch is mounted
adjacent to the door with a sliding window
Creatures overlooking the stairs just outside the entrance to 5

BLOODTHIRSTY BUCCANEERS to haul ammunition up from the forward magazine.
hp 152 (see page 180)
7. Bowsprit

Challenge 11 12,800 xp This tapering deck and long spar sits forward of the
forecastle and allows rigging of additional sail for
4a. Cargo Hatches

These hatches allow access to the hold and lower greater speed.

levels and can be removed in 3 10-foot square 8. Guest Cabins

sections. These opulent suites are used by the Pirate King’s
guests or noble hostages. They can be locked (DC
5. Forward Battery (Challenge 10)

11 This chamber contains two +1 fiend’s mouth 20 Dexterity check with thieves’ tools to pick) from
cannons, separated by a low bulkhead and trained the inside or outside with separate keys. Searching
to fire forward. The cannons are separated by them as crew cabins uncovers 1d6 x 100 gp in
5-foot partial bulkheads (treat as low walls), with valuables, mostly artwork and fine furnishings.
sliding covers on their firing ports. These covers
9. First Mate’s Cabin

provide total cover when closed, three quarters “Doc” Silvertusk’s cabin is attached to the captain’s
cover when open. Cases of cannonballs and chain cabin by a secret door (Wisdom (Perception) DC 20,
shot are secured to the walls. DC 20 Dexterity check with thieves’ tools to pick).

His room is decorated with flayed skins of men and

beasts, including sufficient bronze dragon hide to

craft banded armor. Scattered haphazardly in bowls

414

and boxes are 63 pp, 324 gp, 2 silver armbands (120 11. Gun Deck (Challenge 10)
gp each), a silver ring set with pearls (210 gp), 4
corals (70 gp), 1 star rose quartz (40 gp). This long deck contains 20 cannon, 10 per side. A
series of catwalks runs 5 feet above the deck here,
10. Captain’s Cabin (Challenge 8) used by master artillerists to move rapidly around
the deck directing fire.
This sumptuous windowed chamber
contains a large table with plush seats bolted Creatures
to the floor and polished gilded lamps above
shelves. Around a narrow bulkhead is a LIGHT ARTILLERIST BATTERY (2) 1,800 xp
lavish bedchamber with a large bed. Several hp 104 (see page 191)
stylized metal statues stand in the corners Challenge 5
of the room. Maps and nautical paintings
adorn the walls. MASTER ARTILLERIST (2)
hp 104 (see page 192)
The statues in this room are a pair of golems Challenge 7 2,900 xp
and Hector, ahomunculus. These mechanical men
were imported by Ismail Queeg from Gunrunner’s 11a. Cargo Hatches
Guild as a test to see how they functioned aboard
ship. Hector greets creatures entering with a drink As 4a (see page 414).
and asks their names. If none offer the password
“sparrow,” he drops the drink on the floor, shattering 12. Armory
a reagent container within and releasing a cloud of
stationary vapors equivalent to cloudkill (Fort DC These chambers contain ordinary armor, weapons,
17 partial). These vapors are purely alchemical, not and ammunition. They are locked wooden doors
magical, so spell resistance and similar protections (DC 20 to pick, pirate bosuns have keys).
do not apply.
13. Magazine
Creatures
These chambers, one forward and one aft, are
HECTORSRD closed with locked iron doors (DC 20 to pick,
Homunculus master artillerists have keys) and contain extra
hp 20 shot, as well as 40 kegs of black powder and 40
powder horns.
Challenge 0
14. Mess

10 xp The crew takes their meals here. The mess is empty
during combat. Crew: 1d4 common pirates, 1 pirate
CLAY GOLEMSRD (2) 5,000 xp officer (non-combat only). 11
hp 133
Challenge 9 15. Galley

Treasure: The gilded furnishings in this cabin are Food is prepared here for the crew.
worth 3d6 x 1,000 gp but most are built into the
ship and must be dismantled to be sold. In addition, 16. Larder
Hector has a secret compartment built into his
body (Wisdom (Perception) DC 20,) containing a Food is stored here.
gem worth 5000 gp.

415

17. Servant Cabins 21. Guardroom (Challenge 9)

The ship’s cook and his assistants live in this group The door to this room is locked (Disable Device DC
cabin. It can be looted as a crew cabin. 20) and guarded by a pirate bosun when the brig is
occupied.
18. Aft Brig
Creatures
This room has a locked iron door (DC 20 to pick).
Prisoners deemed less dangerous or with whom PIRATE BOSUN 5,000 xp
officers may wish frequent conversations are kept hp 212 (see page 194)
here for easy access. Challenge 9

19. Lower Gun Deck (Challenge 14) 22. Forward Brig

This long deck contains 12 fiend’s mouth cannon, This room has a locked iron door (DC 20 to pick).

6 per side, with catwalks as at area 11. In addition, More dangerous prisoners are kept here under close

long sweep oars are racked along the walls above guard. Any of the PCs’ allies who may have been

the cannon, which can be run out through down- captured can be discovered here by the PCs.
angled ports to give the ship an oared speed of 10
feet. LPaisrtatSetaKnidngof the

Crew: 36 artillerists (3 per cannon), 6 master
artillerists.

Creatures Ismail Queeg awaits the PCs. When alerted to their
approach, he climbs onto the deck and directs

ELITE ARTILLERIST BATTERY, CANNON cannon fire at the PCs while preparing himself for

hp 170 (see page 183) their inevitable assault. He visits Typhoon Tess

Challenge 11 7,200 xp under the flying bridge (area 3) to gain the benefits

MASTER ARTILLERIST 2,900 xp of buff spells. Before entering combat, the Pirate
hp 105 (see page 192) King uses dust of disappearance scampers through
Challenge 7 the rigging. He tries to get close to spellcasting PCs
to allow him to make attacks against them at the

PIRATE PIPER least opportune moments. He taunts the heroes

hp 182 (see page 197) for their foolishness in challenging him, stealthily

Challenge 7 2,900 xp moving after speaking to keep them uncertain of

19a. Cargo Hatches his location. He generally keeps his distance from
allies, to avoid being caught in area effects. He

11 As 4a (see page 414). knows that the PCs cannot afford to take him alive,
20. Steerage Cabin and that his only chance to rally the Pirate Isles
once more under his banner is to destroy them, so

This massive bunkroom strung with hammocks he makes his last stand here; while he may make a

provides sleeping quarters for the common pirates tactical retreat, he will not flee the ship. He flees if

that sail the ship, plus one pirate bosun to keep reduced to 30 hp or less and seeks healing from his

order and unlock the armory. crew or cover from which to make ranged attacks.

416

Exactly when the Pirate King makes his appearance range 30/180 ft., one target. Hit: 20 (4d6 + 6)
during the battle is up to your discretion. He piercing damage.
might begin observing the battle invisibly from
the rigging, firing shots as the battle opens before Pistol Whip. Melee Weapon Attack: +12 to hit, reach
retreating to regroup with allies and then return. 5 ft., one target. Hit: 5 (2d4) bludgeoning damage.
Alternatively, he might come up from below decks A creature struck by this attack cannot make
after the battle is underway. Ideally, you’d like the opportunity attacks against Queeg until their next
battle at his flagship to take some time, to set up turn.
the feeling of a running battle against desperate
odds, but how that plays out depends on your Reactions
players and their characters. For some groups, you
might want to bring out all the big guns from the Swashbuckling. When Queeg is attacked, he can
outset. For others, the best approach would be to move up to 30 ft. by swinging from a rope or
have him enter the fray after the heroes have made climbing the rigging.
their initial assault, coming in to help turn the tide
for his beleaguered forces. Make the climax of their Legendary Actions
insurrection against the Pirate King memorable for
your players and bring all your guns to bear for an Ismail Queeg can take 3 legendary actions, choosing
explosive finale! from the options below. Only one legendary action
option can be used at a time and only at the end of
ISMAIL QUEEG, THE PIRATE KING another creature's turn. Ismail Queeg regains spent
Medium humanoid (human), neutral evil legendary actions at the start of its turn.
Armor Class 24
Hit Points 285 (30d8+150) kk Snap Shot (Costs 1 Action). Queeg makes one
Speed 30, climb 20 ft. attack with his golden gun

Str Dex Con Int Wis Cha kk Just a Nip (Costs 2 Actions). Queeg drinks
8 (-1) 12 (+1) from a hip flask full of a healing potion and
22 (+6) 20 (+5) 14 (+2) 16 (+3) heals 4d8 hit points.

Saving Throws Dex +12, Cha +7 Lair Actions

Skills Acrobatics +12, Athletics +5, Stealth +12 On initiative count 20 (losing initiative ties), Seagrave
takes a lair action to cause one the following
Senses passive Perception 13 effect; Captain Queeg can’t use the same effect
two rounds in a row:
Languages Common, Aquan, Goblin
kk Blow the Man Down!: Queeg selects one ally
Challenge 18 20,000 XP on board his ship. That ally may take one extra
action on any initiative count.
Legendary Resistance (3/Day). If Queeg fails a
saving throw, he can choose to succeed instead. kk All Hands On Deck!: Roll twice on the
reinforcements table. Those forces appear on
Mind Blank. Typhoon Tess’ hag coven performs a the battlefield on initiative count 20 of the next 11
ritual to grant Captain Queeg a mind blank spell round.
each day.
kk Bring a Spring Upon ‘Er!: The ship makes a
Sneak Attack. Once per turn, Queeg can deal an sudden turn, forcing anyone on board to make
extra 6d6 damage to one creature he hits with an a DC 15 Dexterity (Acrobatics) check or be
attack if he has advantage on the attack roll. knocked prone.

Actions CAodnvcelnutduinrge the

Multiattack. Queeg can make 4 golden gun or pistol Once the Pirate King is defeated, the PCs and their
whip attacks.
candidate for the crown gain a sufficient boost
Golden Gun. Ranged Weapon Attack: +12 to hit,
in fame that they will have no trouble winning

acclamation as new ruler of the Pirate Isles. If the

Greedy Ghost has not been destroyed or sunk, it can

be commandeered into the PCs’ fleet or its cannons

417

salvaged and redistributed to the PCs’ own ships, conquest, the fate of the Pirate Isles now lies in the
though they must make their own contacts with PCs’ hands.
agents from Gunrunner’s Guild if they wish to If for whatever reason the Pirate King is defeated
purchase more firearms or gunpowder cannon, or but escapes, the heroes can nevertheless rally the
if the GM wishes to make them learn the alchemical other high captains of the Pirate Isles with a vote
secrets of manufacturing their own. Whether of no-confidence in Ismail Queeg’s leadership,
continued brigandage or voyages of exploration or putting themselves (or an ally, if they wish) forward

as a candidate to replace him. Other pirate lords
might see this as an opportunity to swoop in and
seize leadership, though most are not sure enough
of their power base or political support to risk
stepping forward. Each surviving pirate lord has
a 10% chance to stand for selection, though allies
with a strong relationship to the PCs are likely to
throw their support behind a candidate chosen from

among the PCs instead. A
pirate lord standing for
selection automatically
votes for themselves and
cannot be swayed to vote for the
PCs.
Once the candidates are selected, each
must speak their piece to the other pirate
lords present, making Charisma (Intimidation)
or any appropriate ability check to which they can
add their proficiency bonus if they are proficient in
water vehicles, for each lord present at the council
meeting and combining the results. Candidates
may offer a bribe to each pirate lord they seek to
win to their cause. The bribe must be in excess of
1,000 gp in value, and it must be greater than the
bribe offered by any other candidate; the highest
bribe grants a +4 bonus. PCs gain a +2 bonus on all

11 checks related to running for election as new Pirate
King due to the political support of their allies
among the pirate lords, plus an additional +2 bonus
for overthrowing Ismail Queeg, and of course any
player may earn an additional bonus for excellent
roleplaying. Whichever candidate has the highest
score wins the support of that lord, and a candidate
able to win the support of a majority of the lords
present is acclaimed the new Pirate King!

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12
419

Chapter 12:
Distant
Shores

12
420

Arabia has advantage on saving throws to avoid becoming 12
exhausted from extreme dehydration.
The legendary voyages of Sinbad the Sailor are the
first thing that come to mind when thinking about If the target has a water dependency wherein
nautical adventures and Arabia and the Middle it begins to suffer harm if it spends more than a
East. Epic journeys and quests are certainly just limited time out of the water, that duration is
as much of the nautical tradition as acts of piracy, doubled while affected by cool strength.
and Sinbad and his crew are excellent examples of
characters whose motivations depend somewhat MARID’S BLESSING
on the telling of the tale. In some cases they are 2nd-level transmutation
pure swashbuckling heroes, while in others they Casting Time: 1 action
might be lovable but larcenous rogues who find Range: 30 feet
themselves caught up in the call to adventure Components: V, S, M (a glass bottle of water
when disaster strikes or the need is great, or a fair
prince or princess is to be rescued. The storytelling wrapped in silk)
traditions of Arabia are vivid and colorful, with Duration: Concentration, up to 1 minute
abundant magic, marvelous wonders, gilded
palaces, and of course the magnificent powers You call upon the genie masters of the sea to
(and devious trickery) of the genie races. Arabian strengthen a sea creature. This includes beasts,
seas are marvelous places for a pirate character’s monstrosities, plants, and other creatures native
background, or as a target for plunder for pirates to aquatic terrain. The target gains advantage
daring to become sultan of the seas and caliph of on Strength and Constiutiton checks, gains 2d6
the coasts! temporary hit points, and its attacks with natural
weapons (such as claws) become magical, gaining
Spells a +1 bonus to attack rolls and damage rolls. In
addition, the targets are coated in a thin bluish
COOL STRENGTH sheen that allows them to survive out of water with
1st-level abjuration no ill effects as long as the spell persists.
Casting Time: 1 minute At Higher Levels
Range: touch When you cast this spell using a spell slot of 3rd level
Components V, S, M (a vial of water) or higher, you can target one additional creature for
Duration: 24 hours each slot level above 2nd.

You touch a creature and it becomes cool and well- MARID’S CURSE
hydrated, with moistened skin and lips even in 2nd-level necromancy
blasting desert heat or parching out on the salty Casting Time: 1 action
ocean. The target treats hot environments as one Range: 30 feet
step less severe and gains a +2 bonus on Constitution Components: V, S, M (a glass bottle of water
saving throws and Fortitude saves to resist the
effects of extreme heat, except against fire-based wrapped in silk)
effects. The target also requires only one-half the Duration: Concentration, up to 1 minute
normal amount of water to remain healthy, and
You call upon the genie masters of the sea to weaken
and punish a sea creature. This includes beasts,
monstrosities, plants, and other creatures native
to aquatic terrain. The creature must succeed
on a Wisdom saving throw or gain one level of

421

save each round to reduce this exhaustion by one

level. When the spell ends, all of the exhaustion it

caused also ends.
At Higher Levels

 If you cast this spell using a spell slot of 4th level
or higher, the duration is concentration, up to
10 minutes. If you use a spell slot of 5th level
or higher, the duration is 8 hours. If you use a
spell slot of 7th level or higher, the duration is
24 hours. If you use a 9th level spell slot, the
spell lasts until it is dispelled. Using a spell
slot of 5th level or higher grants a duration
that doesn't require concentration.

PHANTOM RIGGING
4th-level illusion
Casting Time: 1 minute
Range: 150 feet

Components: V, S, M (a bit of canvas and
string)
Duration: 8 hours

You create ghostly, translucent,

faintly glowing sails, rigging, and

even masts that match the needs

of the target vessel. A small raft

or ship’s boat might get only a single

sail, while a great galleon damaged in a

storm or in battle would get three masts each

with billowing sheets of phantom canvas. The

phantom rigging allows the vessel to catch

the wind and move at its normal sailed

speed, and it requires only half the normal

amount of crew to sail a ship using these

ghostly sails. The ghostly rigging is

only quasi-real and can be damaged in

combat; phantom rigging has half as many

hit points as a ship’s normal rigging would

exhaustion that cannot be removed for the duration have, though it gains advantage on saving throws

of the spell. against damaging effects. Dispel magic or a similar
12 The target must attempt a saving throw each effect can destroy it immediately, if the check
round it is out of the water or suffer one additional succeeds.

level of exhaustion. This cannot cause a creature’s The caster can designate the appearance of the

exhaustion to reach level 6 (death). Once the phantom rigging, incorporating a personal symbol

creature returns to the water, it can attempt a new or religious icon, and can command the sails to

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glow with enough radiance to provide dim light balance aboard the ship, or Intelligence checks to 12
everywhere on the ship’s decks. The effect is recall lore about sailing, have disadvantage. Crew
somewhat eerie, granting members of the ship’s members cannot benefit from working together to
crew a +2 bonus on Charisma (Intimidation) checks. gain advantage or from the Help action in combat.
The ship and surrounding waters are considered
SHIP OF FOOLS lightly obscured for members of the crew. Finally,
6th-level enchantment the ship’s speed is halved and there is a 25% chance
Casting Time: 1 action every round that the ship takes an unexpected turn
Range: 500 feet 45 degrees in either direction.
Components: V, S, M (a relic such as a finger bone or
The captain of the target ship (or the helmsman
piece of jewelry from someone who died happy) or pilot, if no captain is aboard) makes a Wisdom
Duration: Concentration, up to 1 hour saving throw for the crew of the vessel they
command. If the save fails, the entire crew is
You fog the minds of sailors and crew aboard a affected as above. Passengers who are not members
single vessel, creating confusion and delay in every of the crew can attempt their own saving throws, as
task needed to keep the ship going. Shouted orders can player characters. A successful save results in a
become gibberish, sailors trip, slip, and fall, riggers -2 penalty on sailing-related ability checks instead
pulls the wrong lines or tug back and forth rather of the penalties above.
than working together, the navigator cannot read
the charts, rowers pull out of sync, and so on. All If a captain has failed the save but is knocked
ability checks made to perform sailing-related unconscious or otherwise rendered helpless, a
tasks, such as Strength (Athletics) checks to climb character that previously saved against the spell
rigging, Dexterity (Acrobatics) checks to maintain

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can take command of the ship and attempt a anything, be it clear spring water, sweet wine or

Wisdom saving throw to reduce the spell’s effect (if juice, or even deadly acid, poison, or volatile oils,

the original captain failed their save), or to end it but for the duration of the spell the liquid’s normal

entirely (if the original captain saved successfully). properties (including magical properties, if any) are

If the new captain fails this save, the ship of fools suppressed and the liquid becomes a sweet-smelling

remains in effect as before. serum that is proof against nearly any malady. The

STONE HULL spell creates eight doses of water of life, and each
4th-level transmutation dose can be drunk or applied to duplicate any one
Casting Time: 1 minute of the following spells: greater restoration, heal (to
Range: 120 feet treat conditions but not to recover hit points), lesser
Components: V, S, M (a piece of pumice or restoration, protection from poison, or remove curse.
Two doses can cause a lost body part to regenerate
sandstone) or restore a dead body to wholeness (this does
Duration: 8 hours

You reinforce the timbers of a ship’s hull against not restore the creature to life, but allows it to be
brought back from the dead more easily).
all attacks and natural hazards. The ship gains
Four doses of water of life can bring a creature
immunity to bludgeoning, piercing, and slashing back from the dead as raise dead, and eight doses
can duplicate resurrection. In addition, when
damage from nonmagical attacks, and its hull returning a creature to life with water of life, you
remove the penalty to attack rolls, saving throws,
gains 40 temporary hit points. The ship gains a +2 and ability checks typically imposed by the ordeal
of resurrection.
bonus to AC, saving throws, and ability checks to
The waters of life can be applied by anyone. The
avoid aquatic hazards. Checks made to capsize the caster need not be present for the magic to work.
Any of the serum remaining when the spell expires
ship, burst through the hull, or otherwise move or returns to its previous state.

impede the ship suffer disadvantage. A stone hull WIND COMPASS
1st-level divination
reduces a ship’s speed by 10 feet, and ability checks Casting Time: 1 action
Range: self
made to turn the ship take a -4 penalty. Components: V, S
At Higher Levels Duration: 8 hours

When you cast this spell using a spell slot of 5th
level or higher, the ship’s hull gains 10 additional
temporary hit points for each slot level above 4th.
If you cast this spell using a spell slot of 7th level or
higher, the bonus to AC, saving throws, and ability
checks to avoid hazards increases to +4, the ship’s
speed is not reduced, and ability checks to turn the
ship do not suffer a penalty.

WATER OF LIFE You create a tiny moaning wind that is tied to a
9th-level transmutation specific compass direction. As long as you continue
Casting Time: 1 minute moving in that direction, the wind compass sighs
Range: touch contentedly in your ear to tell you so. If you diverge
Components: V, S, M (a vial of holy water and from that direction, the wind compass begins to
moan with rising and falling pitch in proportion to
12 diamond dust worth 1,000 gp, which the spell how far you have veered from your intended course.
consumes)
Duration: 24 hours (see text)

You infuse one gallon of liquid of any kind with As long as it persists, you can maintain an accurate

incredible healing power. The target liquid can be heading. A wind compass does not necessarily help

424

you find a specific destination, but it does grant Fahrenheit. You also gain a +2 bonus to saving
you advantage on Wisdom (Survival) checks to throws against effects that cause blindness or
avoid getting lost along the way. This spell does exhaustion.
not function underwater or in areas that otherwise
lack air, and you cannot benefit from it if you are FARGLASS UNCOMMON
deafened.
Wondrous item
Magic Items
This telescoping brass spyglass functions as a
ABA OF FAIR WINDS RARE normal spyglass and allows clear vision to the
horizon up to 3 miles away at sea level. From atop
Wondrous item Requires attunement a typical crow’s nest or a tall coastal watchtower,
this vision extends to over 10 miles. Once per day,
This light, flowing silken robe has a lining of you can cast clairvoyance at a range limited only by
parchment-hued silks dyed with maps and charts what you can see through the farglass’s lens. As long
covering an area 1,000 miles across, marking major as the location is kept in sight through the lens, the
islands and currents throughout that area. What at clairvoyance sensor can move with the location.
first glance might appear like simple wrinkles and
blemishes in the silk shift and change position in GENIE’S BANE RARE
response to weather conditions (such as clouds,
rain, and wind) in the region. While you wear the Weapon (any)
aba of fair winds, you gain the following benefits:
kkYou gain a +2 bonus to Wisdom (surival) You gain a +1 bonus to attack and damage rolls
made with this magic weapon.
and other ability checks to navigate within
the area depicted on its lining and to avoid When you hit a genie with this weapon, the genie
natural hazards in that area. takes an extra 3d6 damage of the weapon’s type. You
kkYou gain a +4 bonus to Wisdom (Survival) gain a +2 bonus to Wisdom (Insight) and Wisdom
checks made to predict future weather (Perception) checks made against genies, to saving
conditions in the region. throws against illusions created by genies, and
kkYou can make a DC 15 Wisdom check (with to Intelligence (Arcana) checks to identify genies
a +2 bonus from the above benefit) to plot and their abilities. You have disadvantage on all
the best possible course for a wind-propelled Charisma checks against genies except Intimidation
ship you are piloting within the region. Until checks. For the purpose of this weapon, “genie”
the next time the ship makes port or landfall, includes djinni, efreeti, and any other creature
the ship’s waterborne speed increases by 10% with the elemental type that the GM determines is
(decreasing the number of days required for a genie.
the journey for the purpose of long-term
travel by 10%). IMPOSSIBLE BOTTLE UNCOMMON

Wondrous item Requires attunement by a sailing vessel

DESERT EVENING ARMOR UNCOMMON An intricately detailed miniature sailing ship sits 12
inside this clear glass bottle. When taken aboard
Armor (light or medium) an undamaged sailing vessel at sea, the model
automatically reconfigures to become a perfect
Desert evening armor keeps the wearer cool in replica of the new ship. It takes 24 hours for the
hot weather. While wearing the armor, you suffer model to attune to the ship.
no harm in temperatures as high as 150 degrees

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A ship attuned to an impossible bottle has gains advantage on Wisdom (Perception) checks to

resistance to all damage. The model ship in the spot hidden or disguised creatures or objects.

impossible bottle absorbs the remaining damage, OASIS MIRROR UNCOMMON
registering holes in its hull, rips in its sails, and
scorch marks from fire. Once the attuned ship has Wondrous item

taken damage in excess of half its total hit points, This golden hand mirror is encircled in a frame of

however, the impossible bottle ceases its protection, blue faience. When moved, the surface of the mirror

and any further attacks on the attuned ship deal seems to ripple like a glassy pool, though it becomes

full damage. If the attuned ship starts sinking or still once more when the mirror is stationary. While

is destroyed, the impossible bottle shatters and is holding this mirror, you can speak its command

permanently destroyed. If an impossible bottle was word as an action to cause it to pour forth one

attuned to a damaged ship, once that ship has been gallon of water. It can create up to 12 gallons per

fully repaired, the impossible bottle re-attunes itself day. You can speak a different command word to

over 24 hours and thereafter resumes its protection. cause the mirror to create 2d4 plump figs or dates.

An impossible bottle removed from its attuned ship The wielder can reach into the mirror and take

ceases its protection, and must be re-attuned over these fruits, which gain the properties of berries

24 hours if brought back on board. If the bottle is create by a goodberry spell.

shattered while it is attuned to a ship, the impossible In addition, once per day the you can speak a

bottle is destroyed and the attuned ship immediately third command word and present the oasis mirror

takes 150 points of damage. toward a Large or smaller creature within 10 feet.

Lastly, an impossible bottle can be used to repair an The target must succeed at a DC 12 Wisdom saving

unattuned ship. As long as the bottle still functions, throw or be drawn into an extradimensional pool of

its owner can christen a vessel by smashing the water within the mirror. A creature trapped within

impossible bottle against the ship’s prow, releasing a the mirror is considered completely submerged

wave of restorative magic that immediately repairs in water and must hold its breath as normal. A

up to 150 points of damage to the vessel. creature within the mirror can repeat the saving

NAVIGATOR’S EYE RARE throw at the end of each of its turns to escape from
the mirror. A creature is ejected from the mirror
Wondrous item after a successful save or after 6 rounds, whichever

Unlike the heavy cast-brass mariner’s astrolabes comes first.

normally used at sea, this astrolabe is made of flat RUBBAN’S TURBAN UNCOMMON
brass discs inlaid with lapis lazuli. When using the
navigator’s eye, you gain a +4 bonus to any ability Wondrous item

checks made to navigate, both at sea and on land. This silken turban is always crusted with salt

Once per day, as an action, you can attempt a DC 15 and weathered by wind and sun, like that of an

Wisdom (Perception) check while using a navigator’s experienced rubban (ship’s captain). While wearing

12 eye to catch a glimpse of how things really are for 1 the turban, you gain a +2 bonus to Strength
round, as if with a true seeing spell. While using the (Athletics) and Dexterity (Acrobatics) checks to
astrolabe’s true seeing ability, the user can also see swim, climb rigging, and balance on a ship, as well

through concealment caused by smoke or fog and as Wisdom (Survival) checks made to notice or avoid

426

natural hazards in aquatic terrain, and Intelligence
checks to recall lore about ships and seafaring.

In addition, if you worship a deity that grants
the Nature or Tempest domain, once per day you
can speak a command word as a bonus action while
unraveling your turban to transform it into a small
ship’s boat (see page 97). This boat is 20 feet
long, has two pairs of oars and a single mast with a
square sail, and can carry up to 12 passengers and
crew. Upon command, or after 8 hours, the boat
returns to hat form, dumping out any occupants.

WHEEL OF THE GOLDEN VOYAGE RARE

Wondrous item

This beautifully carved ship’s wheel is polished or contract frostbite. It takes 2d6 minutes for the 12
to a golden shine and inlaid with symbols of luck frosbite’s symptoms to manifest. Symptoms can
and prosperity. When fitted to the helm of a ship, include prickling skin, numbness, discoloration
a wheel of the golden voyage grants advantage on of the skin, clumsiness, and pain. After this time,
sailing checks made to turn the ship with the hard the afflicted creature takes 3d6 cold damage and
to port or hard to starboard actions (see page 74). suffers one level of exhaustion. It must make a DC
The wheel also halves the penalty on sailing checks 12 Constitution saving throw every 2d6 minutes
made when turning the ship while traveling at three that it remains exposed to severe cold, suffering the
or more times the ship’s acceleration. In addition, same effects with each failed save.
the ship’s pilot can combine a hard to port or hard
to starboard action with a full ahead or heave to Rigging and Rime
action as a single action up to three times per day.
All exterior surfaces in a ship, including rigging,
Arctic decks, and hull, are constantly rimed with frost
and patches of frozen spray, making them slippery
Not all nautical adventures take place in the warm surfaces and imposing a -2 penalty to Strength
tropic seas. Sometimes daring pirates and explorers (Athletics) and Dexterity (Acrobatics) checks to
seek for legendary treasures in the far-flung polar climb, balance, or otherwise move about the ship.
seas at the uttermost ends of the world, or may be In addition, ropes and sails become stiff and
driven far off course by storms or caught in the grip somewhat brittle and hard to negotiate, imposing
of powerful magic. the same penalties on ability checks made to guide

Creatures in extremely cold areas may encounter
the following hazards:

Frostbite

When a creature takes lethal damage from exposure
to severely cold weather, icy water, or the like, it
must succeed on a DC 12 Constitution saving throw

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12
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a ship powered by sail. This penalty does not apply Icebergs 12
when using oars or magical means of propulsion.
A chunk of ice of at least Huge size can severely
Severe Weather damage a ship. Much of an iceberg’s mass is below
the water, and noticing a Gargantuan iceberg
Each hour a creature spends traveling at a normal requires a DC 5 Wisdom (Perception or Survival)
pace in severe cold is treated as a forced march with check, with the DC increased by 5 for every size
the DC increasing by 1 for each hour past the first. category below Gargantuan.
Creatures naturally adapted to severe cold or with
immunity to cold damage automatically succeed on Striking a Huge iceberg deals 6d6 points of
this saving throw. Creatures with the appropriate bludgeoning damage to the ship, plus 2d6 per size
gear for traveling in severe cold, such as thicker category above Huge (DC 15 Dexterity saving throw
clothing and gloves, also automatically succeed on for half). In addition, a ship striking an iceberg must
this saving throw. succeed on a DC 10 Constitution saving throw or
spring a leak, with the save DC increasing by 1 for
Ice every 5 points of damage the ship takes. If the save
is failed, the ship takes 3d6 points of additional
Whether encountered as a result of magic or simply damage per minute until the leak is repaired. The
as drifting ice from polar regions caught in a cold leak is not immediately obvious but can be detected
current and carried into the shipping lanes, pack with a successful DC 20 Wisdom (Perception) check
ice is a significant navigational hazard. by the ship’s pilot or by any creature investigating
belowdecks to check the hull.
Crevasses
Ice Floes
A crevasse functions like a pit trap 1d4 x 10 feet
deep. A successful DC 15 Wisdom (Perception or Loose patches of ice that are Large or smaller are
Survival) check allows a creature to detect the considered ice floes rather than icebergs. They
signs of a crevasse before stumbling into it, and cannot damage Huge or larger ships, though Large
a creature can attempt a DC 15 Dexterity saving ships treat them as miniature icebergs (dealing
throw to jump back before falling into it. Running half damage). However, ice floes are dangerous for
creatures do not get a saving throw or a skill check swimmers, causing swimmers to treat the water as
to notice the crevasse. difficult terrain at the surface and within 10 feet
below it. Each round they remain within this depth
Creatures falling into a crevasse take damage in the water, there is a 50% chance a creature is
from falling if the crevasse is shallower than the struck by a floe. Treat this as a slam attack with
pack ice. If it is deeper, the damage from the fall is a +4 attack bonus that deals 2d10 bludgeoning
reduced by 2d6 (20 feet) but the creature falls into damage (for a Medium or smaller floe), or with a +8
freezing water and must make a DC 15 Strength attack bonus that deals 4d10 bludgeoning damage
(Athletics) check to tread water or move. Climbing for a Large floe.
the icy walls of a crevasse is extremely difficult,
requiring a successful DC 25 Strength (Athletics) Creatures can climb onto ice floes and even use
check. them as improvised rafts; however, they are unstable
and slippery, requiring a DC 15 Strength (Athletics)
check to climb onto from the water, followed by a
DC 15 Dexterity (Acrobatics) check or a second DC

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15 Strength (Athletics) check to stay atop the floe Ice Ridges

without slipping back into the water. Creatures Wind and wave action cause ice sheets to crumple
native to arctic environments have advantage on into jagged ridges, piling up to 1d12 x 5 feet above
such checks. As long as a creature on an ice floe the surface of the ice (and twice that depth below
remains stationary, they need not make additional the surface). Climbing creatures treat these areas
checks to stay on it unless the creature engages in as difficult terrain, though these tumbled heaps
combat or is confronted with rough water (which can be traversed without the need for Strength
may increase the DC to stay on the floe to 20 or (Athletics) checks to climb by spending 4 squares
even 25). of movement to enter each square. The DC of
Dexterity (Acrobatics) checks is increased by 5 on
A creature may cling to an ice floe with one hand these ice ridges, or by 2 for creatures with a burrow
while casting a spell or taking some other action or climb speed.
that requires only one hand, including attacking
with a one-handed weapon or using a shield. While Pack Ice
clinging, a creature can’t move to avoid a blow, so

12 creatures have advantage on attack rolls against the Pack ice varies a great deal in thickness, usually
creature. Any time a creature takes damage while 1d6 x 5 feet thick. It is generally impassable to ships
clinging to an ice floe, it must succeed at another but perfectly safe to walk on, if rather slippery.
Dexterity (Acrobatics) or Strength (Athletics) check Pack ice is difficult terrain. A creature that takes
to avoid being knocked off the floe. the Dash action when moving across treacherous
Ice floes otherwise function like pack ice. ice must succeed on a DC 15 Dexterity saving throw

or fall prone. A creature that fails the save by 5

or more falls hard enough on the ice that the ice

breaks, dumping the creature into the cold water

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Table 12-01: Seasonal Lighting Patterns

Earth Month Subpolar Midpolar True Polar
January Polar Twilight Polar Dusk Polar Night

February Normal Polar Twilight Polar Dusk

March Normal Normal Polar Twilight

April Normal Normal Normal

May Normal Normal Midnight Sun

June Midnight Sun Midnight Sun Midnight Noon

July Normal Midnight Sun Midnight Sun

August Normal Normal Normal

September Normal Normal Polar Twilight

October Normal Normal Polar Dusk

November Polar Twilight Polar Twilight Polar Night

December Polar Dusk Polar Dusk Polar Night

below, unless the GM determines that the ice is too sunset experienced in more temperate climes. Near 12
thick. Rules for falling into cold water can be found the pole itself, a single day may seem to last all
in Chapter 5: Pirates and Plunder on page 114. year, with a slow and gradual ascent of the sun for
months at a time, though never rising very high in
Breaching Pack Ice the sky, slowly sinking against as the paltry polar
summer fades into a lingering twilight and long-
Creatures can attempt to breach pack ice from below stretched winter’s night that spans.
with a DC 10 Strength check for thin ice, with the
DC increasing by 5 for every 5 feet of thickness. A Near to the pole, daylight ceases to have meaning,
creature breaching the ice creates an area of open as many turns of the stars may pass without the
water as large as its own space, plus 5 feet around it sun ever making an appearance. The lighting
on all sides. Creatures within its own space on the conditions described below are those that prevail
ice above fall into the water, while those within 5 in each polar region for a given portion of the year.
feet around its space on the ice above can attempt The darkest time of year, including the sole day of
a DC 15 Dexterity saving throw to jump back from full daytime darkness in subpolar region, is at the
the edge and remain on the ice above. winter solstice. Likewise, the brightest time of year,
including the sole night of subpolar full midnight
The ice all around the breach becomes unstable sunshine, is at the summer solstice.
and slippery, increasing the DC of ability checks to
climb or balance on the ice by 5. Midnight Noon: At the heart of the midnight sun
season, the sun remains fully risen and sheds its
Polar Night and the light all night long, appearing to move in a circular
Midnight Sun pattern in the sky rather than rising and setting.
This is treated as bright light throughout day and
The extreme latitude of polar regions causes a night.
distortion in the normal pattern of sunrise and

431

Midnight Sun: During this time, the sun sinks hit points per level of the caster. An ice cruiser can

only to or just below the horizon even in the middle comfortably carry up to three Medium creatures

of the night. This is treated as dim light at night per level of the caster. A single Large creature takes

and bright light during the day. up the space of three Medium creatures, and a Huge

Normal: This is the normal pattern of day and creature the space of three Large creatures.

night, though days may stretch over 20 hours in the Ice Skimmer: This narrow-hulled ship glides

midst of summer, with bright light during the day. across the ice on sharp runners, driven by its sail

Polar Twilight: The daytime sun sits just at or with maximum speed of 180 ft. when running with

below the horizon during the day, never truly rising, the wind. It cannot move against the wind, but can

but its refracted light illuminates the sky similarly move perpendicular to wind direction at up to 90

to a heavily overcast day or an evening just after ft. per round. An ice skimmer has 5 hit points per

sunset. This is treated as dim light. level of the caster. An ice skimmer can carry one

Polar Dusk: The sun sits well below the horizon Medium or smaller creature per level of the caster,

during the day. While the non-polar horizon is but Large and larger creatures cannot fit into its

noticeably lighter than in other directions, it narrow hull.

provides only faint illumination and brighter stars An ice ship is resistant to all types of damage,

are visible. This is treated as dim light, or darkness except fire, which it is vulnerable to. An ice ship of

during moonless or overcast nights. either type begins to melt slowly in temperatures

Polar Night: The sun is far below the horizon above freezing, taking 1d12 points of damage each

during the day and sheds little or no light, even at hour. This damage cannot be reduced. If reduced

the non-polar horizon. Even faint stars are clearly to 0 hit points or dispelled, an ice ship slows to half

visible. This is treated as darkness. speed as it cracks and splinters to pieces over the

Spells course of 1d4 rounds and then collapses completely.

ICE SHIP Scrimshaw Items

4th-level conjuration Scrimshaw, the art of carving images into bone
Casting Time: 1 action and ivory, is an art form that was born in North
Range: 30 feet America. Modern scrimshaw dates back some 200
Components: V, S, M (a glass model of a ship worth years to sailors, especially whalers, operating out
of New England, but the Native American Inuit
100 gp) practiced a similar art form which dates back to at
Duration: 8 hours

You create a small ship made of ice, which can take least 100 or 200 AD. In addition to being an exotic

the form of a sailing ship to travel on water or a form of art, scrimshaw in your campaign world

skate-runner made to run across vast stretches of can serve as a powerful and simple way of creating

ice. magic items, although because of their delicate and

Ice Cruiser: This broad-hulled single-masted fragile nature, scrimshaw magic items come with a

12 roundship is low and stable in the water. It can certain amount of risk.
propel itself magically through the water, even
against the wind, with a speed of 30 feet (about 3 Creating Scrimshaw Items

miles per hour). If moving with the wind, its sail Scrimshaw items can be created through the normal

increases its speed to 60 feet. An ice cruiser has 10 means of magic item crafting used by your Game

432

Master, or using the rules below with your GM’s item’s special properties are used. Each time this
permission. occurs, there is a chance (typically between 10%
and 30%, but higher or lower values are possible)
Scrimshaw Crafting Resources. You must that the scrimshaw item shatters. This permanently
provide the appopriate tools (such as tools for destroys the item, such that it cannot be restored
making calligraphy, jewelry, pottery, or sculptures) even by magic, and typically also deals damage to
along with raw materials worth half the item’s the item’s wearer or user. Each scrimshaw item has
selling cost, which is determined by the GM. A details on what triggers this chance, the likelihood
scrimshaw item takes 1 week to craft for each 100 gp of the item shattering, and any damage or other
of the item’s value. Multiple character can combine effects should this occur.
their efforts to reduce this time. Every character
participating in creating a scrimshaw item must be New Scrimshaw Magic Items
proficient in the tools used in the crafting process.
BONE KNIFE OF SERVITUDE RARE
Scrimshaw Fragility. Magic items made of
scrimshaw are incredibly fragile. While the bone Weapon (dagger) Requires attunement
that they are carved from serves as a powerful
conduit and focus for arcane energies, it is also You gain a +1 bonus to attack and damage rolls 12
very brittle, and prone to exploding under the made with this magic weapon, which has a
strain of the magic contained within. As a result, bone blade engraved with detailed and intricate
each scrimshaw magic item has conditions under patterns that glow with a pale red light when the
which there is a chance it may shatter in this weapon is held by someone with murderous intent.
way. These conditions vary from item to item, Whenever a humanoid creature is slain by a bone
but typically the chance happens whenever the knife of servitude, there is a 20% chance that the

433

time with the heartbeat of the person whose image

it bears. The pulse speeds up or slows down along

with their heartbeat, and stops completely should

the person die. As an action you can concenrate on

the pendant of life sense to learn the direction and

distance to the person depicted on the pendant,

any conditions affecting her, and a relative sense of

her current health (injured, gravely wounded, etc.).

Finally, once per day, you can whisper a message

of up to 25 words to the pendant, which the

creature depicted on it hears as though they were

weapon bursts into a thousand pieces, dealing 4d10 whispered directly in her ear. The pendant’s magic
points of piercing damage to you and rendering it functions regardless of distance, and even across
permanently destroyed, unable to be fixed even by planar boundaries, but the wearer is unable to gain
magic. information about the subject’s location if she is on
another plane.
Otherwise, the slain creature must make a DC
15 Constitution saving throw or rise as a zombie Each time the creature depicted on the pendant
after 1d4 rounds, as though animated with the spell of life sense suffers extra damage as a result of a
animate dead. You can control up to four zombies at critical hit, or loses one quarter of her hit points
a time with the bone knife of servitude; any zombies or more from a single attack, there is a 10% chance
the knife creates while you are at this maximum are that the pendant of life sense bursts into a thousand
not under your control. If the bone knife of servitude pieces, dealing 2d10 points of piercing damage to
is ever destroyed, or you become unattuned to it, you and rendering it permanently destroyed, unable
you also lose control over zombies created in this to be fixed even by magic.

way. WHALEBONE HELM VERY RARE

Wondrous item

PENDANT OF LIFE SENSE UNCOMMON

Wondrous item This helmet is made from the skull of a walrus, and is

12 These pendants consist of a small bone disc attached covered in symbolic patterns of ritual significance.
to a plain leather thong or metal chain, worn While wearing the helm, you can use an action
around the neck. On one side of the disc is a careful to unleash a sonic cry in a 30-foot cone that is
engraving in the likeness of a specific individual. audible 600 feet away. Each creature in the cone
The likeness must be fairly exact in order for the must make a DC 15 Constitution saving throw. On
magic to work, and while it is conceivably possible a failed save, a creature takes 5d6 thunder damage
to create one from a description or a picture of the and is deafened for 1 minute. On a successful save,
person, most scrimshanders lack the skill to create a creature takes half as much damage and isn't
these items without having the subject on hand as deafened. Creatures and objects made of glass or
a reference. crystal have disadvantage on the saving throw and
As long as you wear the pendant of life sense, it take 10d6 thunder damage instead of 5d6.
is reassuringly warm to the touch, and you feel a
faint pulse emanating from it, which is in perfect Additionally, as an action, you can unleash a
high-pitched cry, similar to those that whales and

434

similar creatures use to communicate. This cry can Far East
be heard up to 1 mile away with a DC 5 Wisdom
(Perception) check. The maritime traditions of the Far East are blended
with magic and mysticism, including a magic
Finally, you can speak with aquatic mammals system that prizes a fivefold interpretation of the
(such as dolphins, seals, and whales) as though elements as wind, water, fire, metal, and wood.
using speak with animals. This harmonious blending of magic is reflected in
both the spells and magic items of fantasy Asia.
Each time a whalebone helm’s sonic cry or high-
pitched cry is used, there is a 10% chance that Spells
it shatters into a thousand pieces, dealing 8d10
points of piercing damage to you and rendering it BO OF THE RIVER
permanently destroyed, unable to be fixed even by 2nd-level conjuration
magic. Casting Time: 1 bonus action
Range: self
Creating Your Own Components: V, S, M (a few drops of water)
Scrimshaw Magic Items Duration: Concentration, up to 10 minutes

With your GM’s permission, you can create You conjure long quarterstaff of churning water
scrimshaw versions of existing magic items. in your free hand. The quarterstaff lasts for the
By default, all such items have a 10% chance of duration of the spell. It disappears if you let go, but
shattering each time they are used, dealing 1d10 you can conjure the staff again as a bonus action.
points of piercing damage to their wearer or user
if the item is common, 2d10 if uncommon, 4d10 You can use your action to make a melee spell
if rare, 8d10 if very rare, and 12d10 if legendary. attack with the quarterstaff. On a hit, the target
The items typically command half the price that takes 3d6 bludgeoning damage. Creatures that are
a non-scrimshaw version of the item would, but immune or resistant to fire damage are vulnerable
these factors can potentially be adjusted. GMs and to this damage, even if they are normally resistant
players are encouraged to collaborate to determine to bludgeoning damage (but not if they are immune).
appropriate triggers for when such items might be At Higher Levels
destroyed, and adjust the likelihood that the item When you cast this spell using a spell slot of 4th
shatters, the damage inflicted if it does, and the level or higher, the damage increases by 1d6 for
price of the item as necessary. every two slot levels above 2nd.

CLOUD BARGE
8th-level conjuration
Casting Time: 1 action
Range: touch
Components: V, S, M (a small ball of cotton)
Duration: Concentration, up to 10 minutes

You create an elaborate vessel sculpted of ivory and 12
alabaster, floating upon a cloud, which lifts you and
up to five willing targets into the air and whisks
you away at incredible speed. The cloud barge
moves at a speed of 10 miles per minute and moves

435

its passengers smoothly and without disturbance (though falling trees may damage such buildings).

through any kind of weather; its passengers are Buildings consecrated by a hallow spell dedicated

unaffected by natural or magical precipitation to your deity are never damaged by your divine

or wind. Any creatures other than the ones you wind, nor are trees or other vegetation within their

designate cannot ride the cloud barge, falling grounds. Otherwise, exposed crops and gardens are

through it as if it were made of insubstantial mist. 75% likely to be ruined.

While riding in the cloud barge, you and the other If sand, dust, or snow is present in the area of

passengers are in gaseous form, but you can cast your divine wind, it is carried aloft on the wind

spells that affect yourselves and each other and can and blocks vision as if the entire area were lightly

otherwise interact with each other normally. The obscured, and it piles up in drifts 1d3-1 feet deep

cloud barge and its passengers are lightly obscured every 10 minutes, potentially burying creatures

from creatures outside of it, or heavily obscured if sheltering in sturdy buildings. The divine wind

they are in an area of mist or cloud. When the spell extinguishes Large or smaller fires immediately,

ends, whether from the expiration of its duration or while Huge or larger fires blow out after 10 minutes.

being dispelled, the cloud barge and its passengers Creatures unable to find shelter take 1d10 points

float gently to the ground (as feather fall) for 1 of bludgeoning damage every 10 minutes they are

minute. exposed to the pelting rain and howling wind. In

DIVINE WIND addition, they must succeed on a DC 15 Constitution
8th-level transmutation saving throw every 10 minutes or gain one level of
Casting Time: 10 minutes exhaustion.

Range: 5 miles PAPER VESSEL
Components: V, S, M (a drum and flag, painted with 6th-level conjuration
Casting Time: 10 minutes
the symbol for the wind) Range: touch
Components: V, S, M (a sheet of origami paper)
Duration: Concentration, up to 8 hours

Saving Throw none, see text; Spell Resistance no

You create a mighty storm of driving rain and gale- Duration: Concentration, up to 8 hours

12 force winds blowing in any direction you choose. You create a seaworthy vessel out of a single sheet
This gale of your divine wind creates waves 10- of paper, folding the component into the shape of
30 feet high, automatically capsizing and sinking an oared boat or a small junk. The paper vessel is
Large or smaller watercraft; Huge or larger ships similar in all respects to a folding boat. In addition,
must succeed on a sailing check (see page 70) you may propel the paper vessel forward under its
with a DC equal to the spell's save DC or be own power with a speed of 40 feet, with no need for
capsized as well. Large or smaller land vehicles and a crew. Every 10 minutes or fraction thereof spent
siege weapons are likewise destroyed, while Huge with the paper vessel moving under its own power
or larger vehicles and siege weapons have a 50% expends 1 hour of the spell's remaining duration.
chance of destruction. When moving under its own power, the paper vessel
Large or smaller wooden buildings (and tents and gains a bonus to sailing checks (see page 70)
pavilions of any size) are automatically destroyed, equal to one-third your level.
while Huge or larger wooden buildings and tree At Higher Levels

trunks have a 25% chance of suffering massive When you cast this spell using a spell slot of

damage. Stone buildings are safe from destruction 8th level or higher, the spell does not require

436

concentration.

STEAMING BREATH
4th-level conjuration
Casting Time: 1 action
Range: self (30 foot cone)
Components: V, S
Duration: 1 round

You exhale a roiling cloud of scalding steam that if moving at half speed or 2 points if moving at full
persists until the beginning of your next turn, speed.
causing the area to be heavily obscured. Any
creature within the cloud at the time of casting In addition to causing the ship to move, any
must make a Dexterity saving throw. A creature creature touching a ki capstan can expend its own
takes 8d6 fire damage on a failed save, or half ki to help the ship evade harm, granting the ship a
as much damage on a successful one. Creatures +2 bonus to AC or a +2 bonus to a saving throw as
entering the cloud afterwards take half damage, a reaction. A creature can also use the ki capstan
or one-quarter damage on a successful save. For to help the ship maneuver by expending one point
purposes of this spell, creatures that are normally of ki to grant a +4 bonus on any sailing check (see
resistant to fire are not resistant to the damage, page 70) to the character steering the ship. A ki
and creatures that are immune to fire damage are capstan can store up to 80 points of ki at a time. If
resistant instead. the ki capstan is removed from the ship, all stored
At Higher Levels ki is lost.
When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d6 for
each slot level above 4th.

Magic Items

KI CAPSTAN RARE

Wondrous item Requires attunement to a sailing ship

This octagonal capstan must be mounted on and SUGEGASA OF RISING WATERS RARE 12
attuned to a ship to function. Once installed, it
allows the sailors aboard to channel their inner Wondrous item Requires attunement
strength to power the vessel. Up to 8 creatures can
push the capstan at once, and for each hour they The woven reeds of this intricate conical reed hat
turn it they can imbue 1 point from their personal (called a douli, do'un, or caping of rising waters in
ki points into the ki capstan. If the ki capstan holds some cultures) smell faintly of saltwater and the
at least 10 ki points, any creature with ki points can
touch it and command the ship to move at up to one-
half its normal oared or sailed speed, whichever is
less. If the capstan contains at least 20 ki points, it
can cause the ship to move at full speed. Each hour
of ki movement drains 1 point from the ki capstan

437

brim’s edges are painted with a continuous pattern DC 15 Constitution saving throw or take 4d6 points
of a rolling great wave. While wearing the sugegasa of bludgeoning damage and be knocked prone. A
of rising waters, you can tread across the surface of successful saving throw halves the damage and
water as if it were solid ground. prevents a creature from being knocked prone.
Creatures under the effect of freedom of movement
By removing the sugegasa and speaking a (or similar magic) and elemental creatures made of
command word as an action, you can transform it air (at the GM’s discretion) are unaffected by this
into a wide, circular raft capable of holding up to attack.
four Medium creatures. The raft has a movement
speed of 30 feet on the water and you can repeat the The typhoon fan regains 1d3 expended charges
command word as an action to transform it back daily at dawn.
into a sugegasa.
Gifts of Dragons,
TYPHOON FAN RARE Gifts of Nirvana

Weapon (fan; see text) Requires attunement

Each of the half-dozen banana palm leaves that are Whether it is the imperial dragons or the powers
woven together to create this fan are as strong and of Nirvana, mortals are often the recipient of
sturdy as steel. This fan is a weapon that deals 1d4 protection and guidance by greater powers. Those
slashing damage, has negligible weight, and counts of mythic power have the ability to grant lasting
as a monk weapon for purposes of a monk’s martial gifts on those mortals who earn their favor. Should
arts. You gain a +1 bonus to attack and damage a mortal provide great and memorable service to
rolls made with this magic weapon. A typhoon fan a dragon or an agent of Nirvana, then they are
has three charges. When wielding the fan, you can rewarded either with either an item of power listed
create a massive torrent of wind as a bonus action below, or perhaps even a shred of the being's power,
immediately after using your action to attack. This which manifests as one of the feats in this section.

creates a 5-foot diameter line of wind that starts BLESSING OF THE JIAOLUNG

in the attacked creature’s square and moves away Prerequisite Non-evil alignment, you must have performed
from you. Any creature caught within this line a service for a mythic sea dragon.

(including the target of your attack) must make a A grateful sea dragon has rewarded you with a

shred of its power, granting the following benefits:

kkIncrease your Strength of Constitution score

by 1, to a maximum of 20.

kkYou have advantage on Strength (Athletics)

checks to swim.

kkIn calm waters, you always succeed at Strength

(Athletics) checks to swim if the DC is 10 or

lower.

12 kk For purposes of determining how long you
can hold your breath underwater, treat your
Constitution score as 30.

438

SACRED SCROLL OF LANGUAGE ARTIFACT South Pacific

Wondrous item requires attunement The scattered, far-flung archipelagos spread across
thousands of miles of warm seas provide a great
The sacred scroll of language is as large as a backpack diversity of cultures and traditions, though with
and made of ancient papyrus. Rolled and capped a common sense of spiritual brotherhood among
with lustrous white jade, it is bound by fine leather. peoples even when separated by the vast ocean gulfs.
A mythic wyrm sea dragon (or older) may bestow In such regions, metalworking and leatherworking
the sacred scroll of language upon one that has may be limited by the available resources of their
proven themselves to be especially full of wisdom island homes, making weapons crafted of wood,
and courtesy. There can only one sacred scroll rope, obsidian, or bone popular. Of course, while
of language in existence at a time, and every sea some islands and cultures are isolated, many others
dragon is aware of its location and owner. Should a are active oceanic traders and can acquire metal
sea dragon deem that its current owner has shown weapons and armor in trade.
excessive arrogance, it may come to reclaim its
prize. Sharkskin. As tough as leather, sharkskin armor
is treated to allow the sawtooth scales covering it
Blessings of the Scroll. While attuned to the to remain jagged and sharp, while also studding the
scroll, you may consult it as an action to gain the armor with embedded teeth along the arms and legs.
benefits of tongues and a +8 bonus to Charisma If the wearer is proficient with light armor, they can
(Persuasion) checks for 8 hours. You cannot use deal 1d4 damage as a reaction to any creature that
this ability again until you finish a long rest. Also, grapples or swallows them, and can deal the same
once per week, you can meditate over the scroll for damage as a bonus action on their turn if grappled
1 minute to gain insight into a future social meeting or swallowed. In addition, the wearer gains a +2
as if you had cast divination. bonus on Dexterity checks to escape a grapple or to
free themselves from bindings that might be cut or
Random Properties. The scroll has the following damaged by the armor’s jagged edges.
random properties:
kk2 minor beneficial properties Shell Plate. This armor is crafted from the
kk1 major beneficial property discarded shells of monstrous crustaceans,
kk1 minor detrimental property mollusks, and turtles, formed into breastplates and
protective plates for shins, shoulders, and forearms.
Destroying the Scroll. This scroll can only be
destroyed by tricking the dragon that gifted it to Woven. This armor is woven from magically
devour it. The scroll is not destroyed if the dragon toughened seaweed, hemp fibers, or similar knotted
willingly chooses to devour it. and woven mats. It is common in areas where
leather and metalworking are rare or unknown.
12
Shields. Island cultures craft shields that are
functionally identical to light and heavy wooden
shields but are crafted from the thick shells of
monstrous sea creatures, or sometimes from carved
and treated bones of whales or other creatures of
the deep rather than wood.

439

Table 12-02: South Pacific Weapons

Weapon Cost Damage Weight Properties
1d6 bludgeoning
Simple Melee Weapon 1d8 piercing

Boomerang 1 gp 2 lbs. Light, thrown (range 50/200)

Martial Ranged Weapon

Woomera 1 gp 1 lb. Ammunition, loading (range 60/300), special

Table 12-03: South Pacific Armor

Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Woven 15 gp 11 + Dex modifier — — 8 lbs.
85 gp 12 + Dex modifier — — 10 lbs.
Sharkskin
Medium Armor 75 gp 14 + Dex modifier (max 2) — – 20 lbs.
Shell plate

12
440

Boomerang. This curved, flat wooden weapon BLOODY BOOMERANG RARE
can be wielded like a club or thrown. Crafters often
carve or paint designs and images on a boomerang Weapon (boomerang) Requires attunement
to individualize it. A boomerang's aerodynamic
design provides a greater range than most thrown You gain a +1 bonus to attack and damage rolls
weapons. Contrary to popular belief, these weapons made with this weapon and its sharpened edges
do not return when thrown without the aid of magic. deal slashing rather than bludgeoning damage.
Returning boomerangs are used for entertainment When you make a ranged attack with this weapon,
or to hunt birds by driving them into waiting nets. whether or not the attack hits, the weapon flies
back to your hand immediately after the attack.
Woomera. This multipurpose tool is a broad
piece of wood between 2 and 3 feet long, hollowed Once per turn, when you hit a creature with
like a dugout canoe, with a grip at one end and a the bloody boomerang, the target's wound bleeds,
hook at the other. The butt of a javelin is fitted into and it takes 1d4 necrotic damage at the start of its
the hooked end and launched toward an enemy turn. The bleeding creature can then make a DC 15
with greater force than when simply thrown, Constitution saving throw, with a success ending
providing greater range and velocity, doubling the the bleeding. Otherwise, it continues to take the
javelin's range and increasing the damage die. A damage at the start of its turn. The saving throw
woomera can be used as a club in melee combat. may be repeated each round until it succeeds,
Most woomera are multipurpose tools, often fitted ending any further bleeding effect. Alternately, the
with a small stone blade for use in cutting wood or creature, or a creature within 5 feet of it, can use an
meat, or skinning hides, but of no use in combat. action to make a DC 15 Wisdom (Medicine) check,
The shallow bowl of the woomera can be used to ending the bleeding effect on a success.
fetch water or to carry foodstuffs or lit tinder for
fires. Once per day, you can hurl the bloody boomerang
and strike all targets in a 30-foot line. You make a
Taonga single attack roll and apply the result to the Armor
Class of each target. All creatures struck by the
Treasures and heirlooms are of great importance in bloody boomerang on this attack take damage as
the lands of the South Pacific, as a way of carrying normal and suffer the bleeding wound effect.
down tribal history and collective memory, of
honoring ancestors long departed while providing CLEVER BOOMERANG RARE
the promise of hope and meaning for generations to
come. Many are religious in nature, honoring local Weapon (boomerang) Requires attunement
nature spirits or deities of sun and wind, ocean and
sand. They also represent traditional folkways and You gain a +1 bonus to attack and damage rolls made 12
tools often unknown in the wider world beyond with this weapon. When you make a ranged attack
that may seem unique and strange to foreigners with this weapon, whether or not the attack hits,
but are no less effective for their exotic nature. the weapon flies back to your hand immediately
These taonga are treasures that typically remain after the attack. Once per turn, when you hit a
within families, and while some are buried with the creature with the clever boomerang—as a melee or
honored dead they may also be retrieved at need by thrown weapon, you may trip the opponent. If the
descendants who have need of them. attack hits, roll damage as normal, then treat the
attack as Shoving a Creature, using your attack roll
in place of the Strength (Athletics) check. If you
win the contest, the creature is knocked prone.

441

Once per day, when using the clever boomerang resolved, the ricochet boomerang returns to your

to make a ranged attack, you can attempt to steal hand as normal.

an object out of a target's hand. Use your attack CORAL CORSET VERY RARE
roll in place of a Dexterity (Sleight of Hand) check,
opposed by the opponent's Dexterity check. If you Armor (medium) Requires attunement

win the contest, the item is taken from the target's When you wear this armor, crafted of living,

hand and returns to you with the boomerang. magically sustained coral, your armor class is 14 +

RICOCHET BOOMERANG RARE Dex modifier (max 2). You are considered proficient
with this armor even if you lack proficiency in
Weapon (boomerang) Requires attunement medium armor. The armor weighs 12 pounds. You

You gain a +1 bonus to attack and damage rolls made can hold your breath for twice as long as normal

with this weapon. When you make a ranged attack while wearing a coral corset (2 + your Constitution

with this weapon, whether or not the attack hits, modifier in minutes, minimum 2 minutes).

the weapon flies back to your hand immediately Once per day, you can command the coral corset

after the attack. If you hit an opponent with the to grow and envelop its entire body in a living,

ricochet boomerang as a ranged attack, you can mobile reef as an action. In this form, a coral

make a bonus attack with a –2 penalty against corset is heavy armor and its weight doubles. Your

another target within 10 feet of that creature. As AC increases to 18 and you gain disadvantage on

an action, the wielder can use the attack action, Stealth checks (this disadvantage does not apply

taking a -2 penalty on his attack roll. If the attack underwater). You are considered proficient with the

hits, the wielder can select a second target within armor in this form even if you lack proficiency in

10 feet of the original target and make a second heavy armor. The reef armor lasts for a total of ten

attack roll using the same attack bonus (including minutes before withering and crumbling, returning

the -2 penalty) against that target. Alternately, you the coral corset to its normal form. You can also use

can bounce the ricochet boomerang off an object— an action to return the coral corset to its normal

such as a large rock, statue, or wall—within 10 form at any time.

feet of a target. You take a –2 penalty to the attack With the coral corset in either form, you never

roll, but any cover bonus to the target's AC must be taking damage or contract coral scratch from

determined as if the attack came from the direction brushing against or falling prone on a coral reef.

of that object rather than in a direct line between You also gain advantage on Dexterity (Stealth) and

you and the target. Dexterity (Acrobatics) checks when moving in and

Once per day, you can use the ricochet boomerang around coral reefs.

to attack multiple opponents, bouncing the weapon Once per day as a reaction, you can release a

off one target to strike another, and then another, stinging venom into a creature that grapples you.

up to four targets within the maximum range of the The creature must succeed at a DC 13 Constitution

weapon. Resolve each attack separately, applying saving throw or become paralyzed for 1d4 rounds.

12 appropriate range penalties for the total distance HEI MATAU AMULET VERY RARE
the weapon travels to attack a target. After each
Wondrous item Requires attunement

attack is resolved, the weapon must move on to a

new target, but it can bounce back from one target This whalebone amulet is carved in the form of a

to a previous target if desired. Once all attacks are stylized fishhook twisted back on itself. You gain a

442

+1 bonus to saving throws while wearing the hei hand, but appears as Large tiki mask
matau. In addition, you gain advantage on Strength or idol rather than a large hand.
(Athletics) checks made to swim and Wisdom While the protector is interposed
(Survival) checks made while at sea. You can also between you and a creature, you gain
water walk for up to 7 rounds per day; these rounds advantage on one attack against that
need not be continuous. creature each round.

As an action, you can drop the hei matau amulet OUTBACK WOOMERA RARE
into salt water, transforming it into a manaia, a
magical giant seahorse with the head of a seabird Weapon (woomera) Requires attunement
(use the statistics for a riding horse, with Int 10
and replacing the hooves with: Bite. Melee Weapon This dug-out javelin-thrower is a
Attack: +5 to hit, reach 5 ft., one target. Hit: 8 [2d4 deadly aid in hunting. You can be wield
+ 3] slashing damage). The manaia shares a single it in melee as a club and gain a +1 to
language in common with you, and grants you attack and damage rolls, and you gain
water breathing while riding it. The manaia serves
you faithfully for up to 7 hours per week, divided the same bonus to javelins launched
up in 1-hour increments; these hours need not be from it. When you load and launch a
continuous. The manaia returns to amulet form javelin from the outback woomera,
if killed, the duration expires, or you take an you may choose to increase its
action to command it to do so. power or accuracy. The former
increases the damage of
HEI TIKI AMULET VERY RARE the javelin to 1d10. The
latter means you do not
Wondrous item Requires attunement have disadvantage on the
attack roll when the target is
This pounamu (greenstone) amulet outside of normal range.
is a stylized rendition of the first The outback woomera is
man, Tiki, typically crafted with a always magically stocked
large head and eyes, with hands with provisions. Once a
on thighs. While worn, you gain day you can retrieve 2d4
advantage on saving throws handfuls of seeds, berries,
against enchantment and illusion and similar foodstuffs;
spells. You also gain advantage on each handful acts as a
Wisdom (Perception) checks made goodberry. You can also
to avoid being surprised. decant up to a gallon of
clean, fresh water from the
You can invoke two other powers outback woomera once per day.
from the hei tiki amulet, and can spend
an action to use each once per day. The first Wondrous item POSSUM-SKIN CLOAK RARE 12
summons an invisible spirit that acts as if you had
cast faithful hound, though it warns of intruders Requires attunement
with the sound of disembodied drums rather than
barking. With the second, you summon a solid When you wear this cloak, you suffer no effects
protector that acts as if you had cast interposing from extreme cold or heat, remaining comfortable
despite the temperature. You also gain advantage

443

on any skill checks or saving throws made to Cleric Spells
navigate or avoid the effects of natural hazards.
While wearing the cloak, you gain a climb speed of kk1st Level: cool strength
15 feet. kk2nd Level: marid’s blessing, marid’s curse
kk4th Level: stone hull
Quilted together from dozens of opossum skins kk8th Level: divine wind
sewn with kangaroo sinew and inscribed with kk9th Level: water of life
tribal insignia, religious symbology, and stained
with ochre and mud dyes, the cloak displays tribal Druid Spells
heritage and lineage, and allows you to tap into
ancestral wisdom and tribal memory, gaining kk1st Level: cool strength, wind compass
advantage on Intelligence (History) checks as well kk2nd Level: bo of the river, marid’s blessing,
as on Charisma (Persuasion) checks with aboriginal
peoples who recognize the cloak’s significance. marid’s curse
kk8th Level: cloud barge, divine wind
Once per day, if you are in a tree or on a rock
outcropping, wall, or other object and at least 10 Paladin Spells
feet above the ground, you can use an action to
command the cloak to wrap around you, forming kk1st Level: cool strength
a warm shelter. A DC 20 Wisdom (Perception)
check must be made to notice the shelter, even by Ranger Spells
creatures that have blindsight, blindsense, or scent.
The shelter remains anchored in place for 8 hours kk1st Level: cool strength, wind compass
or until you take an action to command the cloak kk4th Level: ice ship, stone hull
to return to its normal form. You can enter or leave
the shelter as a move. Sorcerer Spells

Once per week, you can command the cloak to kk1st Level: cool strength
create a larger, hanging shelter. In addition to the kk2nd Level: marid’s blessing, marid’s curse
properties of the personal shelter, this one acts as kk4th Level: ice ship, phantom rigging, steaming
a tiny hut. The shelter will remain in place for 8
hours, or until you command it to return to cloak breath, stone hull
form. kk6th Level: paper vessel, ship of fools
kk8th Level: cloud barge
Spell Lists
Warlock Spells
Bard Spells
kk1st Level: cool strength
kk2nd Level: marid’s blessing, marid’s curse
kk4th Level: phantom rigging. steaming breath
kk6th Level: ship of fools

Wizard Spells

kk1st Level: cool strength, wind compass kk1st Level: cool strength
kk2nd Level: marid’s blessing, marid’s curse
12 kk4th Level: phantom rigging kk4th Level: ice ship, phantom rigging, steaming
kk6th Level: ship of fools
breath, stone hull
kk6th Level: paper vessel, ship of fools
kk8th Level: cloud barge

444

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446

Erica Balsley, Kevin Baase, Beetle, Slicer from the Tome 2002, Necromancer Games, Inc.; on original material by Roger
Lance Hawvermale, Travis of Horrors, Revised © 2002, Author: Scott Greene, based Musson.
Hawvermale, Ian S. Johnston, Necromancer Games, Inc.; on original material by E. Gary Dracolisk from the Tome of
Patrick Lawinger, Nathan Paul, Author: Scott Greene, based on Gygax. Horrors, © 2002, Necromancer
Clark Peterson, Greg Ragland, original material by Gary Gygax. Dark Creeper from the Tome Games, Inc.; Author Scott
Robert Schwalb and Bill Webb. of Horrors, Revised © 2002, Greene, based on original
Aerial Servant from the Tome Blindheim from the Tome of Necromancer Games, Inc.; material by Gary Gygax.
of Horrors Complete © 2011; Horrors, Revised © 2002, Author: Scott Greene, based on Dragon Horse from the Tome
Necromancer Games, Inc.; Necromancer Games, Inc.; original material by Rik Shepard. of Horrors, Revised © 2002,
published and distributed by Author: Scott Greene, based Dark Stalker from the Tome of Necromancer Games, Inc.;
Frog God Games; Author: Clark on original material by Roger Horrors, Revised © 2002, Author: Scott Greene, based on
Greene and Clark Peterson, Musson. Necromancer Games, Inc.; original material by Gary Gygax.
based on original material by Author: Scott Greene, based on Dragon, Faerie from the Tome
Gary Gygax. Brownie from the Tome of Horrors, original material by Simon Muth. of Horrors, Revised © 2002,
Angel, Monadic Deva from the Revised. © 2002, Necromancer Death Dog from the Tome of Necromancer Games, Inc.;
Tome of Horrors Complete © Games, Inc.; Author: Scott Horrors Complete © 2011; Author Scott Greene, based on
2011, Necromancer Games, Greene, based on original Necromancer Games, Inc.; original material by Brian Jaeger
Inc., published and distributed material by E. Gary Gygax. published and distributed by and Gary Gygax.
by Frog God Games; Author: Frog God Games; Author: Scott Dust Digger from the Tome of
Scott Greene, based on original Bunyip from the Tome of Horrors, Greene, based on original Horrors, Revised © 2002,
material by Gary Gygax. Revised © 2002, Necromancer material by Underworld Oracle. Necromancer Games, Inc.;
Angel, Movanic Deva from the Games, Inc.; Author: Scott Death Worm from the Tome of Author: Scott Greene, based on
Tome of Horrors Complete © Greene, based on original Horrors, Revised © 2002, original material by Gary Gygax.
2011, Necromancer Games, material by Dermot Jackson. Necromancer Games, Inc.; Executioner's Hood from the
Inc., published and distributed Author: Scott Greene and Erica Tome of Horrors Complete ©
by Frog God Games; Author: Carbuncle from the Tome of Balsley. 2011; Necromancer Games,
Scott Greene, based on original Horrors, Revised © 2002, Decapus from the Tome of Horrors, Inc.; published and distributed
material by Gary Gygax. Necromancer Games, Inc.; Revised © 2002, Necromancer by Frog God Games; Author:
Angel, Movanic Deva from the Authors Scott Greene, based on Games, Inc.; Author: Scott Scott Greene, based on original
Tome of Horrors, Revised © original material by Albie Fiore. Greene, based on original material by Gary Gygax.
2002, Necromancer Games, Inc.; material by Jean Wells. Flail Snail from the Tome of
Author: Scott Greene, based on Caryatid Column from the Tome Demodand, Shaggy from the Tome Horrors, Revised © 2002,
original material by Gary Gygax. of Horrors, Revised © 2002, of Horrors, Revised © 2002, Necromancer Games, Inc.;
Animal Lord from the Tome of Necromancer Games, Inc.; Necromancer Games, Inc.; Author Scott Greene, based
Horrors, Revised © 2002, Author Scott Greene, based on Author Scott Greene, based on on original material by Simon
Necromancer Games, Inc.; original material by Jean Wells. original material by Gary Gygax. Tilbrook.
Author Scott Greene, based on Demodand, Slimy from the Tome Flumph from the Tome of Horrors
original material by Gary Gygax. Cave Fisher from the Tome of of Horrors, Revised © 2002, Complete © 2011; Necromancer
Ascomid from the Tome of Horrors, Horrors, © 2002, Necromancer Necromancer Games, Inc.; Games, Inc.; published and
Revised © 2002, Necromancer Games, Inc.; Author Scott Author Scott Greene, based on distributed by Frog God Games;
Games, Inc.; Author Scott Greene, based on original original material by Gary Gygax. Author: Scott Greene, based
Greene, based on original material by Lawrence Schick. Demodand, Tarry from the Tome on original material by Ian
material by Gary Gygax. of Horrors, Revised © 2002, McDowell and Douglas Naismith.
Atomie from the Tome of Horrors, Crypt Thing from the Tome of Necromancer Games, Inc.; Foo Creature from the Tome
Revised © 2002, Necromancer Horrors, Revised © 2002, Author Scott Greene, based on of Horrors, Revised © 2002,
Games, Inc.; Author Scott Necromancer Games, Inc.; original material by Gary Gygax. Necromancer Games, Inc.;
Greene, based on original Author: Scott Greene, based Demon Lord, Kostchtchie from Author Scott Greene, based on
material by Gary Gygax. on original material by Roger the Tome of Horrors Complete original material by Gary Gygax.
Aurumvorax from the Tome of Musson. © 2011; Necromancer Games, Forlarren from the Tome of
Horrors, Revised © 2002, Inc.; published and distributed Horrors, Revised © 2002,
Necromancer Games, Inc.; Crystal Ooze from the Tome of by Frog God Games; Author: Necromancer Games, Inc.;
Author: Scott Greene, based on Horrors, © 2002, Necromancer Scott Greene, based on original Author: Scott Greene, based
original material by Gary Gygax. Games, Inc.; Author Scott material by Gary Gygax. on original material by Ian
Axe Beak from the Tome of Greene, based on original Demon, Nabasu from the Tome Livingstone.
Horrors, Revised © 2002, material by Gary Gygax. of Horrors, Revised © 2002, Froghemoth from the Tome of
Necromancer Games, Inc.; Necromancer Games, Inc.; Horrors. © 2002, Necromancer
Author Scott Greene, based on Daemon, Ceustodaemon (Guardian Author: Scott Greene, based on Games, Inc.; Author: Scott
original material by Gary Gygax. Daemon) from the Tome of original material by Gary Gygax. Greene, based on original
Baphomet from the Tome of Horrors, Revised. © 2002, Demon, Shadow from the Tome material by E. Gary Gygax.
Horrors Complete © 2011, Necromancer Games, Inc.; of Horrors Complete © 2011, Genie, Marid from the Tome of
Necromancer Games, Inc., Author: Scott Greene, based Necromancer Games, Inc., Horrors Complete © 2011,
published and distributed by on original material by E. Gary published and distributed by Necromancer Games, Inc.,
Frog God Games; Author: Scott Gygax. Frog God Games; Author: Scott published and distributed by
Greene, based on original Greene, based on original Frog God Games; Author: Scott
material by Gary Gygax. Daemon, Derghodaemon from material by Neville White. Greene, based on original
Basidirond from the Tome of the Tome of Horrors Complete Dire Corby from the Tome of material by Gary Gygax.
Horrors, © 2002, Necromancer © 2011, Necromancer Games, Horrors, Revised © 2002, Giant Slug from the Tome of
Games, Inc.; Author Scott Inc., published and distributed Necromancer Games, Inc.; Horrors, © 2002, Necromancer
Greene, based on original by Frog God Games; Author: Author Scott Greene, based Games, Inc.; Author Scott
material by Gary Gygax. Scott Greene, based on original on original material by Jeff Greene, based on original
Bat, Mobat from the Tome of material by Gary Gygax. Wyndham. material by Gary Gygax.
Horrors, Revised © 2002, Disenchanter from the Tome Giant, Wood from the Tome of
Necromancer Games, Inc.; Daemon, Guardian from the Tome of Horrors, Revised © 2002, Horrors, Revised © 2002,
Authors: Scott Greene and Clark of Horrors Complete © 2011, Necromancer Games, Inc.; Necromancer Games, Inc.;
Peterson, based on original Necromancer Games, Inc., Author Scott Greene, based Author: Scott Greene, based on
material by Gary Gygax. published and distributed by
Frog God Games; Author: Scott
Greene, based on original
material by Ian McDowall.

Daemon, Hydrodaemon from the
Tome of Horrors, Revised. ©
2002, Necromancer Games, Inc.;
Author: Scott Greene, based
on original material by E. Gary
Gygax.

Daemon, Piscodaemon from the
Tome of Horrors, Revised. ©

447

original material by Wizards of Games, Inc.; Author: Scott Greene, based on original on original material by Roger
the Coast. Greene, based on original material by Gary Gygax. Moore and Gary Gygax.
Gloomwing from the Tome of material by Lawrence Schick. Phycomid from the Tome of Tenebrous Worm from the Tome
Horrors, Revised © 2002, Korred from the Tome of Horrors, Horrors, Revised © 2002, of Horrors, Revised © 2002,
Necromancer Games, Inc.; Revised © 2002, Necromancer Necromancer Games, Inc.; Necromancer Games, Inc.;
Author: Scott Greene, based on Games, Inc.; Author: Scott Author: Scott Greene, based on Author: Scott Greene, based on
original material by Gary Gygax. Greene, based on original original material by Gary Gygax. original material by Gary Gygax.
Grippli from the Tome of Horrors material by Gary Gygax. Poltergeist from the Tome of Tentamort from the Tome of
Complete © 2011, Necromancer Leprechaun from the Tome of Horrors Complete © 2011, Horrors, Revised © 2002,
Games, Inc., published and Horrors, Revised © 2002, Necromancer Games, Inc., Necromancer Games, Inc.;
distributed by Frog God Games; Necromancer Games, Inc.; published and distributed by Author: Scott Greene, based
Author: Scott Greene, based on Author: Scott Greene, based on Frog God Games; Author: Scott on original material by Mike
original material by Gary Gygax. original material by Gary Gygax. Greene, based on original Roberts.
Nereid from the Tome of Horrors Lurker Above from the Tome of material by Lewis Pulsipher. Thessalhydra from the Tome of
Complete © 2011, Necromancer Horrors Complete © 2011; Quickling from the Tome of Horrors Complete © 2011;
Games, Inc., published and Necromancer Games, Inc.; Horrors, Revised © 2002, Necromancer Games, Inc.;
distributed by Frog God Games; published and distributed by Necromancer Games, Inc.; published and distributed by
Author: Scott Greene, based on Frog God Games; Author: Scott Author: Scott Greene, based on Frog God Games; Author: Scott
original material by Gary Gygax. Greene, based on original original material by Gary Gygax. Greene, based on original
Gryph from the Tome of Horrors, material by Gary Gygax. Quickwood from the Tome of material by Gary Gygax and
Revised © 2002, Necromancer Magma ooze from the Tome of Horrors, Revised © 2002, Wizards of the Coast
Games, Inc.; Author: Scott Horrors, Revised © 2002, Necromancer Games, Inc.; Tick, Giant & Dragon from the
Greene, based on original Necromancer Games, Inc.; Author: Scott Greene, based on Tome of Horrors, Revised ©
material by Peter Brown. Author: Scott Greene. original material by Gary Gygax. 2002, Necromancer Games, Inc.;
Hangman Tree from the Tome Mihstu from the Tome of Horrors, Rot Grub from the Tome of Horrors, Author: Scott Greene, based on
of Horrors, Revised © 2002, Revised. © 2002, Necromancer Revised © 2002, Necromancer original material by Gary Gygax.
Necromancer Games, Inc.; Games, Inc.; Author: Scott Games, Inc.; Author Scott Trapper from the Tome of Horrors
Author: Scott Greene, based on Greene, based on original Greene and Clark Peterson, Complete © 2011; Necromancer
original material by Gary Gygax. material by E. Gary Gygax. based on original material by Games, Inc.; published and
Hippocampus from the Tome Mite from the Tome of Horrors Gary Gygax. distributed by Frog God Games;
of Horrors, Revised © 2002, Complete © 2011, Necromancer Russet Mold from the Tome of Author: Scott Greene, based on
Necromancer Games, Inc.; Games, Inc., published and Horrors, © 2002, Necromancer original material by Gary Gygax.
Author: Scott Greene and distributed by Frog God Games; Games, Inc.; Author Scott Troll, Ice from the Tome of Horrors,
Erica Balsley, based on original Author: Scott Greene, based Greene, based on original Revised © 2002, Necromancer
material by Gary Gygax. on original material by Ian material by Gary Gygax. Games, Inc.; Author: Scott
Huecuva from the Tome of Horrors, Livingstone and Mark Barnes. Sandman from the Tome of Greene, based on original
Revised © 2002, Necromancer Mongrelman from the Tome of Horrors, Revised. © 2002, material by Russell Cole.
Games, Inc.; Author Scott Horrors, Revised © 2002, Necromancer Games, Inc.; Troll, Rock from the Tome of
Greene, based on original Necromancer Games, Inc.; Author: Scott Greene, based Horrors, Revised © 2002,
material by Underworld Oracle. Author: Scott Greene, based on on original material by Roger Necromancer Games, Inc.;
Ice Golem from the Tome of original material by Gary Gygax. Musson. Author: Scott Greene.
Horrors. © 2002, Necromancer Moon Dog from the Tome of Scarecrow from the Tome of Vegepygmy from the Tome of
Games, Inc.; Author: Scott Horrors Complete © 2011; Horrors, Revised. © 2002, Horrors, © 2002, Necromancer
Greene. Iron Cobra from the Necromancer Games, Inc.; Necromancer Games, Inc.; Games, Inc.; Author Scott
Tome of Horrors. © 2002, published and distributed by Author: Scott Greene, based Greene, based on original
Necromancer Games, Inc.; Frog God Games; Author: Scott on original material by Roger material by Gary Gygax.
Author: Scott Greene, based Greene, based on original Musson. Wolf-In-Sheep’s-Clothing from
on original material by Philip material by Gary Gygax. Shadow Demon from the Tome of the Tome of Horrors, Revised ©
Masters. Muckdweller from the Tome of Horrors, © 2002, Necromancer 2002, Necromancer Games, Inc.;
Iron Cobra from the Tome of Horrors Complete © 2011; Games, Inc.; Author Scott Author Scott Greene, based on
Horrors, © 2002, Necromancer Necromancer Games, Inc.; Greene, based on original original material by Gary Gygax.
Games, Inc.; Author Scott published and distributed by material by Neville White. Wood Golem from the Tome of
Greene, based on original Frog God Games; Author: Scott Skulk from the Tome of Horrors, Horrors, © 2002, Necromancer
material by Philip Masters. Greene, based on original Revised © 2002, Necromancer Games, Inc.; Authors Scott
Jackalwere from the Tome of material by Gary Gygax. Games, Inc.; Author: Scott Greene and Patrick Lawinger.
Horrors, Revised © 2002, Necrophidius from the Tome of Greene, based on original Yellow Musk Creeper from the
Necromancer Games, Inc.; Horrors, Revised. © 2002, material by Simon Muth. Tome of Horrors, © 2002,
Author Scott Greene, based on Necromancer Games, Inc.; Slime Mold from the Tome of Necromancer Games, Inc.;
original material by Gary Gygax. Author: Scott Greene, based Horrors, Revised © 2002, Author Scott Greene, based on
Jubilex from the Tome of Horrors, on original material by Simon Necromancer Games, Inc.; original material by Albie Fiore.
Revised © 2002, Necromancer Tillbrook. Author: Scott Greene, based on Yellow Musk Zombie from the
Games, Inc.; Author: Scott Nereid from the Tome of Horrors, original material by Gary Gygax. Tome of Horrors, © 2002,
Greene, based on original Revised © 2002, Necromancer Slithering Tracker from the Tome Necromancer Games, Inc.;
material by Gary Gygax. Games, Inc.; Author: Scott of Horrors, Revised © 2002, Author Scott Greene, based on
Kamadan from the Tome of Greene, based on original Necromancer Games, Inc.; original material by Albie Fiore.
Horrors, Revised © 2002, material by Gary Gygax. Author: Scott Greene, based on Yeti from the Tome of Horrors, ©
Necromancer Games, Inc.; Pazuzu from the Tome of Horrors original material by Gary Gygax. 2002, Necromancer Games, Inc.;
Author Scott Greene, based on Complete © 2011, Necromancer Soul Eater from the Tome of Author Scott Greene, based on
original material by Nick Louth. Games, Inc.; published and Horrors, Revised © 2002, original material by Gary Gygax.
Kech from the Tome of Horrors, distributed by Frog God Games; Necromancer Games, Inc.; Zombie, Juju from the Tome of
Revised © 2002, Necromancer Author: Scott Greene, based on Author: Scott Greene, based on Horrors, Revised © 2002,
Games, Inc.; Author Scott original material by Gary Gygax original material by David Cook. 2011, Necromancer Games,
Greene, based on original and Wizards of the Coast Spriggan from the Tome of Horrors, Inc.; published and distributed
material by Gary Gygax. Pech from the Tome of Horrors, Revised © 2002, Necromancer by Frog God Games; Author:
Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Scott Greene, based on original
Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley, based material by Gary Gygax.

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