“Giant” Creatures Giant Catfish
A creature larger than its natural version is simply named giant in Large beast, unaligned
this work to keep things as simple as possible. To make things a
bit more confusing, some natural creatures have “giant” versions Armor Class 14 (natural armor)
that also exist in nature and are named giant (giant clam and Hit Points 59 (7d10 + 21)
giant stingray for example). Giant creatures should not be seen Speed 0 ft., swim 20 ft.
as the largest version of a creature, especially in a fantasy setting.
Feel free to make larger or smaller versions as you need, for STR DEX CON INT WIS CHA
nothing is stopping you from making a “giant” leech the size of a 16 (+3) 11 (+0) 16 (+3) 2 (-4) 11 (+0) 5 (-3)
small hill other than your imagination and creativity. You can also
take an existing giant creature and change its name as you see fit. Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Giant Ammonoid (or Nautiloid) Languages --
Challenge 1 (200 XP)
Large beast, unaligned
Water Breathing. The giant catfish can breathe only underwater.
Armor Class 16 (natural armor)
Hit Points 45 (6d10 + 12) Slimy Skin. The giant catfish has advantage on any saving throw
Speed 5 ft., swim 10 ft. or skill check to avoid being grappled or restrained.
STR DEX CON INT WIS CHA Actions
16 (+3) 9 (-1) 15 (+2) 2 (-4) 9 (-1) 7 (-2)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Skills Perception +1, Stealth +1 Hit: 3 bludgeoning damage. If the target is a Large or smaller
Senses darkvision 120 ft., passive Perception 11 creature, it must succeed on a DC 14 Dexterity saving throw or
Languages -- be swallowed by the catfish. A swallowed creature is blinded and
Challenge 2 (450 XP) restrained, it has total cover against attacks and other effects
outside the fish and takes 1d3 acid damage at the start of each
Keen Sight. The giant ammonoid has advantage on Wisdom of the catfish’s turns If the catfish takes 8 damage or more on a
(Perception) checks that rely on sight. single turn from a creature inside it, the fish will regurgitate the
swallowed creature, which falls prone in a space within 10 feet
Water Breathing. The giant ammonoid can breathe only of the fish. If the catfish dies, a swallowed creature is no longer
underwater. restrained by it and can escape by using 10 feet of movement,
exiting prone. The fish can have only one Large, two Medium, or
Actions four Small swallowed creatures at a time.
Multiattack. The giant ammonoid makes two attacks with its Silt Cloud. The giant catfish, if it starts its turn at the bottom
tentacles or makes two bite attacks against a grappled creature. of a body of water, thrashes around in the dirt and silt causing
the visibility in a 20-foot-radius sphere around it to be heavily
Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one obscured. If the giant catfish has swallowed a creature, it will
target. Hit: 6 (1d6 + 3) bludgeoning damage and the target is then use the Dash action as a bonus action.
grappled (escape DC 13). The ammonoid cannot attack with
tentacles if it has a creature grappled. A giant catfish is a bottom-feeding catfish the size of a large
shark, which hunts in large rivers and swamps. They will try
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: and eat anything they get into their mouth, even rocks and
10 (3d4 + 3) slashing damage. weapons. Instead of scales, a catfish has bony plates and a
very thick skull. If they manage to swallow a large meal, they
Jet (Recharge 6). The ammonoid releases a jet of gas and water are apt to flee and slowly digest it in peace.
and moves 60 feet in a straight line as a bonus action. The
ammonoid cannot use Dash on any turn that it uses Jet.
Reactions
Retract. The ammonoid adds 4 to its AC against one attack that
would hit it. To do so the ammonoid must see the attacker and
not have a creature grappled.
Giant ammonoids and nautiloids are massive versions of the
much more common ammonoid. These versions can get as
large as a small wagon.
100 CHAPTER 7 | Creatures Underwater
Clams, Bivalves, Mollusks, and Oyster Variants Giant Crown
of Thorns Starfish
The giant clam statistics can be used for any Large mollusk or altered
to suit the needs of your campaign. Almost all bivalve mollusks Large beast, unaligned
(except clams) will be anchored and lose all movement speeds but
have advantage on any saving throw to prevent grapple, prone, Armor Class 15 (natural armor)
restrained, or any effect that forces them to move. Hit Points 67 (9d10 + 18)
Pearls. Giant oysters can have giant pearls, but a naturally formed Speed 30 ft. climb 30 ft.
pearl that is gem-quality (very spherical and pearlescent) is rather
rare (1 in 10,000). Feel free to adjust this rarity as you see fit; gem- STR DEX CON INT WIS CHA
quality giant pearls are worth at least 1,000 gp, if not more. 13 (+1) 16 (+3) 15 (+2) 3 (-4) 13 (+1) 5 (-3)
Mother of Pearl (Nacre). Mother of pearl is less rare than irregular
and gem-quality pearls. Luck and how damaged a giant oyster is Skills Perception +3
determines the worth of a giant oyster shell. Undamaged shells of Senses passive Perception 13
good quality should produce a pound of usable mother of pearl, Languages --
worth roughly 5 gp. Challenge 2 (450 XP)
Giant Clam Regenerate. The giant starfish regains 3 hit points of damage at
the start of its turn unless it is at 0 hit points.
Large beast, unaligned
Spider Climb. The giant starfish can climb difficult surfaces,
Armor Class 18 (natural armor) including upside down on ceilings, without needing to make an
Hit Points 19 (3d10 + 3) ability check.
Speed 5 ft., burrow 5 ft., swim 10 ft.
Thorny Hide. If the giant starfish is attacked with natural
STR DEX CON INT WIS CHA weapons or weapons with a reach less than 10 feet, then
15 (+2) 7 (-2) 13 (+1) 2 (-4) 9 (-1) 7 (-2) the attacker is damaged as per the arm thrash attack below,
unless it makes a successful DC 10 Dexterity saving throw. Any
Skills Stealth +2 creature grappling a giant starfish has disadvantage on this
Senses blindsight 30 ft., passive Perception 9 Dexterity saving throw.
Languages --
Challenge ⅛ (25 XP) Water Breathing. The giant starfish can breathe only
underwater.
Hold Breath. The giant clam can hold its breath for up to a year
as long as it does not move. Actions
Water Breathing. The giant clam can breathe only underwater. Multiattack. The giant starfish attacks twice: once with its bite
and once with its arm thrash.
Camouflage. Giant clams have advantage on Dexterity (Stealth)
checks if they are not moving and partially buried in sand or Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
loose rocks. (1d4 + 3) bludgeoning damage and 3 (1d6) acid damage.
Actions Arm Thrash. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 5 (1d4 + 3) piercing damage. The target gains the
Water Jet. Ranged Weapon Attack: +4 to hit, range 10/30 ft., poisoned condition and takes 2d6 poison damage unless it
one target. Hit: 4 (1d3 + 2 ) bludgeoning damage and the target makes a successful DC 10 Constitution saving throw.
must make a successful DC 12 Strength saving throw or be The giant crown of thorns starfish can have up to 15 legs, all
moved 10 feet away from the clam. covered with thin poisonous spines the length of daggers. This
variety of giant starfish comes in a variety of colors, some even
Giant clams are exactly like the Tiny variety except for their size. changing colors based on their mood or as a warning to predators.
These mollusks eat using water filtration and can be buried up to This marine invertebrate preys on whatever it can find at the
5 feet in loose sand or rocks if not feeding. The biggest difference bottom of shallow water or near beaches. It never fights to the
between clams and oysters is that a clam can move using a foot, death and will attempt to flee if it attacks anything that defends
and an oyster is rooted to a solid object. For a more dangerous itself effectively for more than two turns.
mollusk, see mertrap later in this Bestiary.
CHAPTER 7 | Creatures Underwater 101
Giant Leech Giant Sea Slug
Small beast, unaligned Huge beast, unaligned
Armor Class 12 (natural armor) Armor Class 11 (natural armor)
Hit Points 18 (4d6 + 4) Hit Points 114 (12d12 + 36)
Speed 10 ft., swim 20 ft. Speed 10 ft. swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 3 (-4) 19 (+4) 11 (+0) 17 (+3) 4 (-3) 15 (+2) 11 (+0)
Senses blindsight 60 ft., passive Perception 9 Skills Perception +5
Languages -- Damage Immunities poison
Challenge ¼ (50 XP) Condition Immunities poisoned
Senses blindsight 120 ft., passive Perception 15
Amphibious. A giant leech can breathe air and water. Languages --
Challenge 4 (1,100 XP)
Actions
Toxic Blood. A giant sea slug that is not at maximum hit points
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: is bleeding. Its blood is incredibly toxic and dangerous to
3 (1d3 + 2) piercing damage. The giant leech is now attached to everything around it. A wounded sea slug will continue to bleed
the target but can be removed by a successful DC 12 Strength for 2 minutes after the last turn that it took damage, even if it
(Athletics) check or it falls off when it or the target is dead. If a has been reduced to 0 hit points. See Toxic Blood Table below
creature ends its turn with a giant leech attached to it, it takes for more specifics.
1d6 damage from blood loss.
Water Breathing. The giant sea slug can breathe only underwater.
Giant leeches are found in areas of still or stagnant water
environments, preying on anything they can find (but not Actions
normally on each other). This variety of leech is roughly three
feet long and will only let go of prey that doesn’t bleed or has Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8
stopped bleeding. (1d8 + 4) bludgeoning damage and 4 (1d8) poison damage.
Giant sea slugs come in a wide variety of colors and shapes
and are technically giant, shell-less sea snails. Their primary
defense against predators is their toxic flesh and blood.
Toxic Blood Table
HP Remaining Effect
85 – 113 Creatures starting their turn within 10 ft. of it must
make a successful DC 14 Constitution saving throw
or become poisoned
57 – 84 Creatures starting their turn within 15 ft. of it must
make a successful DC 14 Constitution saving
throw or take 7 (2d6) poison damage and become
poisoned. This area is lightly obscured with black ink
28 – 56 Creatures starting their turn within 20 ft. of it
must make a successful DC 14 Constitution saving
throw or take 10 (3d6) poison damage and become
poisoned. This area is heavily obscured with black ink
0 – 27 Creatures starting their turn within 25 ft. of it
must make a successful DC 14 Constitution saving
throw or take 14 (4d6) poison damage and become
poisoned. This area is so obscured it is considered
darkness
102 CHAPTER 7 | Creatures Underwater
Giant Squid Giant Stingray
Huge beast, unaligned Huge beast, unaligned
Armor Class 10 Armor Class 15 (natural armor)
Hit Points 102 (12d12 + 24) Hit Points 60 (8d12 + 8)
Speed 0 ft., swim 50 ft. Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 15 (+2) 3 (-4) 13 (+1) 7 (-2) 15 (+2) 18 (+4) 13 (+1) 2 (-4) 15 (+2) 10 (+0)
Saving Throws Con +5 Senses passive Perception 12
Senses passive Perception 11 Languages --
Languages -- Challenge 1 (200 XP)
Challenge 4 (1,100 XP)
Water Breathing. The giant stingray can breathe only
Water Breathing. The giant squid can breathe only underwater. underwater.
Actions Actions
Multiattack. The giant squid makes two attacks: one with its Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
tentacles and one with its beak. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC
11 Constitution saving throw, taking 5 (2d4) poison damage on
Tentacles. Melee Weapon Attack: +8 to hit, reach 20 ft., one a failed save, or half as much damage on a successful one. This
target. Hit: 18 (4d6 + 4) bludgeoning damage. Target is grappled poison is very painful, and those targets that fail this saving
(escape DC 18). Until this grapple ends, the target is restrained, throw are poisoned. A poisoned creature also has disadvantage
and the squid can’t use its tentacles to grapple another target. on all Dexterity saving throws until they complete a long rest.
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: Giant stingrays, some with wingspans in excess of 15 feet, are
17 (2d12 + 4) piercing damage. If the target is also grappled by the hardier and more poisonous versions of the smaller stingray.
giant squid, then it takes an additional 13 (2d12) piercing damage.
Jet (Recharge 6). A 30-foot-radius cloud of ink extends all around
the squid. The area is heavily obscured for 1 minute, although a
significant current can disperse the ink. After releasing the ink,
the squid can use the Dash action as a bonus action.
Giant squid are so large they have been known to kill whales.
Rarely, they will attempt to take down a boat.
Ink
Most cephalopods release ink, which can be black, blue-black,
or even brown in color. Ink can be used in alchemy, cooking, and
drawing and painting. In a fantasy setting different colors of ink
can be discovered; limited only by your imagination.
CHAPTER 7 | Creatures Underwater 103
Great Dungeon Crab Hell Sigh
Huge beast, unaligned Tiny fiend, unaligned
Armor Class 18 (natural armor) Armor Class 14
Hit Points 90 (12d12 + 12) Hit Points 21 (6d4 + 6)
Speed 30 ft., swim 10 ft. Speed 0 ft., swim 10 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 13 (+1) 5 (-3) 9 (-1) 7 (-2) 3 (-4) 18 (+4) 12 (+1) 3 (-4) 5 (-3) 19 (+4)
Senses blindsight 30 ft., passive Perception 9 Damage Immunities acid, fire, psychic
Languages -- Damage Vulnerabilities lightning
Challenge 6 (2,300 XP) Senses truesight 20 ft., passive Perception 7
Languages --
Spiked Exoskeleton. The great dungeon crab causes 1d8 piercing Challenge 1 (200 XP)
damage to any creature that grapples it or hits it with a weapon
with a reach less than 10 feet unless they make a successful DC Decoy Death. A hell sigh begins its journey to the surface with 30
12 Dexterity saving throw. If something manages to swallow a identical copies of itself that travel with it while constantly shifting
great dungeon crab then, it will take 2d8 piercing damage at the and bobbing. A creature that eats a decoy must make a successful
beginning of each round that the crab is swallowed. DC 15 Charisma saving throw or be affected by a slow spell for 1
minute. Only a creature with truesight can determine which of the
Water Breathing. The crab can breathe air and water. red globes is the actual hell sigh. The DM will otherwise determine
if the target is the hell sigh or a decoy as they are attacked.
Actions
Hellish Glow. A hell sigh, and all its decoys, glow, providing a
Multiattack. The great dungeon crab makes two claw attacks. variety of red, pink, and reddish dim light in a 5-foot-radius sphere.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Sigh Death. If the actual hell sigh is reduced to 0 hit points, then
Hit: 18 (2d10 + 7) bludgeoning damage, and the target is it violently bursts. Everything within a 15-foot-radius sphere must
grappled (escape DC 18). The crab has two claws, each of which make a DC 14 Dexterity saving throw. Creatures in the area of
can grapple only one target. effect take 7 (2d6) psychic and 7 (2d6) acid damage on a failed
save, or half as much on a successful one. This destroys all decoys.
Crush. If the great dungeon crab starts its turn with a
grappled creature in a claw, then it will not attack with that Water Breathing. The hell sigh can breathe only underwater.
claw but instead crush the grappled creature for 21 (4d6 + 7)
bludgeoning damage. Actions
Great dungeon crabs look like grey spiked king crabs with Dazzling Lights. Ranged Spell Attack: +6 to hit, reach 20 ft., one
a carapace easily 15 feet wide. Their above-average animal target. Hit: 6 (1d3 + 4) psychic damage and the target must
intelligence means that they sometimes decorate themselves make a successful DC 14 Charisma saving throw or be stunned
with horrific trophies of past kills, shells, or armor fragments. until the end of its next turn.
These creatures were originally bred and modified by a long-
dead merrow warlock king but have since spread throughout the Hell sighs are very strange fiends. They arrive in the Material
oceans. The great dungeon crab assumes everything smaller Plane from underwater vents and volcanoes, slowly working their
than it is food and will attempt to eat anything it can crush. way to the surface while making creepy murmuring noises. They
appear as small gelatinous spheres the size of a lime, surrounded
by dozens of fake copies of themselves, called decoys. Some
underwater creatures will prey on the nutritious decoys, but most
have learned to leave them alone. Most scholars think that a type
of devil is spawning, while others think hell sighs are evil spirits
attempting to escape their fate. A single hell sigh can have up to
thirty different copies of itself floating nearby, so the entire group
usually takes up the area of a Medium to Large creature. The hell
sigh will defend itself with a dazzling display of stunning bright
lights, which appear to be emitted from itself and all its decoys.
If a hell sigh makes it to the surface of the ocean it pops, emitting
a loud sighing noise and a small burst of flame, evaporating
immediately. What happens to the fiend at this point in its life
is unknown. Hell sighs, if they understand language at all, have
always refused to communicate and seem to have only one desire
-- reaching the surface of the ocean.
104 CHAPTER 7 | Creatures Underwater
Hippocampus Hippopotamus
Large monstrosity, chaotic good Large beast, unaligned
Armor Class 13 (natural armor) Armor Class 11 (natural armor)
Hit Points 22 (4d10) Hit Points 73 (7d10 + 35)
Speed 20 ft., swim 50 ft. Speed 30 ft., swim 10 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 11 (+0) 5 (-3) 10 (+0) 6 (-2) 19 (+4) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 7 (-2)
Damage Resistances cold Senses passive Perception 10
Senses darkvision 120 ft., passive Perception 10 Languages --
Languages -- Challenge 2 (450 XP)
Challenge ½ (100 XP)
Hold Breath. The hippopotamus can hold its breath for 30
Amphibious. The hippocampus can breathe air and water. minutes.
Charge. If the hippocampus moves at least 20 feet straight Actions
toward a target and then hits it with a ram attack on the same
turn, the target takes an extra 7 (2d6) bludgeoning damage. If Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
the target is a creature, it must succeed on a DC 12 Strength 14 (3d6 + 4) piercing damage.
saving throw or be knocked prone.
These large mammals have barrel-like torsos and massive
Actions teeth and are considered to be the most aggressive herbivores
in nature. They spend most of the day in the mud and water
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. but emerge at night to graze on grass and vegetation. They
Hit: 9 (2d6 + 2) bludgeoning damage. are surprisingly fast on land and have been known to charge
large groups of armed humanoids if they feel their territory
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. is threatened.
Hit: 5 (1d6 + 2) bludgeoning damage.
These noble steeds of the sea are reprinted from Mystic
Odysseys of Theros in their entirety for your convenience and
as a reference for the nix (or nixie) found later in the Bestiary.
Winged Hippocampus
Some hippocampi are winged, especially if they are servants of
gods of water. Their speed is 20 ft., fly 40 ft., swim 40 ft., and the
rest of their statistics are unchanged.
CHAPTER 7 | Creatures Underwater 105
Ichthyosaur Jaw Worm
Colossal beast, unaligned Colossal aberration, unaligned
Armor Class 12 (natural armor) Armor Class 12 (natural armor)
Hit Points 259 (14d30 + 42), damage threshold 6 Hit Points 277 (15d30 + 45), damage threshold 12
Speed 0 ft., swim 50 ft. Speed 20 ft. swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 16 (+3) 2 (-4) 9 (-1) 6 (-2) 22 (+6) 9 (-1) 17 (+3) 2 (-4) 7 (-2) 5 (-3)
Saving Throws Dex +4 Saving Throws Str +12
Skills Perception +3 Skills Athletics +12, Perception +4
Senses passive Perception 13 Damage Immunities bludgeoning, thunder
Languages -- Damage Vulnerabilities piercing
Challenge 9 (5,000 XP) Condition Immunities blinded
Senses blindsight 120 ft., passive Perception 14
Hold Breath. The ichthyosaur can hold its breath for 60 minutes. Languages --
Challenge 13 (10,000 XP)
Siege Monster. The ichthyosaur does double damage to objects
and structures. Life Sense. The jaw worm can’t use its blindsight against
anything that is not alive.
Actions
Magic Weapons. The jaw worm’s attacks are magical.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 26 (3d12 + 7) piercing damage. Siege Monster. The jaw worm does double damage to objects
and structures.
Dash (Recharge 5-6). The ichthyosaur uses Dash as a bonus action.
Water Breathing. The jaw worm can breathe only underwater.
Actions
Multiattack. The jaw worm makes two attacks with its jaws.
Jaws. Melee Weapon Attack: +12 to hit, reach 30 ft., one target.
Hit: 32 (4d12 + 6) slashing damage.
Jaw worms are eyeless 90-feet-long black to red worms with
beetle-like oversized jaws that are easily 40 feet across if
completely opened. They live in the deepest parts of the ocean
and their diet mostly consists of carrion and the occasional
living creature that gets too close. Jaw worms can even eat
and digest undead flesh if they are starving. These massive
scavengers are almost impossible to compress, magically
spreading any thunder or bludgeoning damage throughout
their entire body.
Ichthyosaurs are carnivorous, fish-like marine reptiles, almost
as big as a blue whale.
106 CHAPTER 7 | Creatures Underwater
Kingfisher Beetle Leech
Large beast, unaligned Tiny beast, unaligned
Armor Class 15 (natural armor) Armor Class 9
Hit Points 30 (4d10 + 8) Hit Points 2 (1d4)
Speed 30 ft., swim 10 ft. Speed 5 ft., swim 10 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 2 (-4) 13 (+1) 3 (-4) 6 (-2) 8 (-1) 11 (+0) 1 (-5) 8 (-2) 1 (-5)
Skills Stealth +5 Senses blindsight 15 ft., passive Perception 8
Condition Immunities frightened Languages --
Senses darkvision 30 ft., passive Perception 11 Challenge 0 (0 XP)
Languages --
Challenge 1 (200 XP) Amphibious. A leech can breathe air and water.
Breathing Tube. The kingfisher beetle can breathe normally Actions
unless more than 10 feet below the surface.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit:
Brutal Violence. During its first turn of combat only, the 0 piercing damage. The leech is now attached to the target but
kingfisher beetle moves or swims 20 feet and then makes two can be removed by a successful DC 6 Strength (Athletics) check
attacks. (or it falls off when it is dead or has drained 2 hit points). If a
creature ends its turn with a leech attached to it, it takes 1 damage
Hold Breath. The kingfisher beetle can hold its breath for 10 from blood loss. That creature is immune to blood loss from this
minutes. particular leech for the next 10 minutes’
Actions Leeches are found in areas of still or stagnant water preying on
anything they can find (but not normally on each other). Leeches
Pincers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. come in a variety of shapes and colors and are a constant
Hit: 15 (2d10 + 4) slashing damage. nuisance to any creature living in or very near freshwater.
The kingfisher beetle is large, roughly as long as a horse. It
motionlessly waits to ambush underwater prey. These beetles
have long breathing tubes attached to their abdomens that allow
them to wait in still water almost indefinitely for prey. These
beetles are usually found in deep wild rivers and lakes with plenty
of vegetation to hide among, and their instincts make them hide
in vegetation that matches their coloration (different beetles
are black, brown, grey, or green, depending on where they are
encountered). These ambush predators are renowned for their
lethality, attacking until their prey is subdued or they die.
Lacedon (Ghoul or Ghast Variant)
Speed 30 ft., swim 30 ft.
Lacedons are ghouls and ghasts that have a swim speed of 30 ft.
All other statistics are the same as ghoul or ghast.
CHAPTER 7 | Creatures Underwater 107
108 CHAPTER 7 | Creatures Underwater
Lion’s Mane Jellyfish Malenti
Colossal beast, unaligned Medium humanoid (malenti), any
Armor Class 13 Armor Class 13 (natural armor)
Hit Points 140 (8d30 + 16), damage threshold 3 Hit Points 4 (1d8)
Speed 0 ft., swim 5 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 2 (-4) 5 (-3) 3 (-4) 10 (+0) 12 (+1) 11 (+0) 10 (+0) 10 (+0) 12 (+1)
Saving Throws Con +6 Skills Deception +3, Perception +2
Senses blindsight 60 ft., passive Perception +7 Senses darkvision 60 ft., passive Perception 12
Languages -- Languages Elvish, Sahuagin
Challenge 4 (1,100 XP) Challenge 0 (10 XP)
Water Breathing. The jellyfish can breathe only underwater. Amphibious. Malenti can breathe air and water.
Actions Speak with Sharks. Malenti can telepathically talk to any shark within
10 feet of them. They cannot issue commands or otherwise control
Multiattack. The jellyfish attacks anything within reach with its them, but most sharks will immediately leave a malenti alone after
tentacles. Creatures within 60 feet are attacked once, within 20 being spoken to this way unless the malenti is being violent.
feet twice, and within 5 feet eight times.
Actions
Tentacles. Melee Weapon Attack: +7 to hit, reach 60 ft., one target.
Hit: 0 bludgeoning damage and the target must make a successful Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
special Constitution saving throw depending on how many Hit: 3 (1d3 + 1) slashing damage.
cumulative tentacle hits it has suffered in an hour, as explained
below. Each relevant saving throw must be repeated per hit: a Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
creature hit for the 10th time in an hour is facing slight irritation, Hit: 4 (1d8) piercing damage.
poisoned condition, disadvantage on Strength saving throws and
checks, and is beginning to take poison damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320
ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Lion’s mane jellyfish are completely passive jellyfish that
travel the currents near the surface. Most are not a threat to Malenti are sahuagin mutants that are born looking exactly like
humanoids unless they are stung repeatedly and don’t quickly sea elves. Most are born and raised by the sahuagin to hate all
move away or destroy the creature. These pale jellyfish can elves and adopt the sahuagin way of life. The sahuagin will then
have caps in excess of 6 feet across and their tentacles have take those who are talented and train them as spies and assassins.
been known to get as long as 120 feet. Their color changes as A malenti has retractable claws (they can cause their unnaturally
they age, from a very pale translucent yellow to a deep orange. hard nails to elongate) and their skin is thicker than a sea elf’s.
They are otherwise impossible to tell apart from sea elves.
Tentacles
Tentacles Hits Cumulative Effects
in an Hour
1–3 Slight irritation (no effect)
4 Successful DC 10 Constitution saving throw or
become poisoned for 1 hour
5–9 Successful DC 12 Constitution saving throw or
suffer disadvantage on Constitution saving throws
for 1 hour
10–14 1 point of poison damage
15+ Successful DC 14 Constitution saving throw or
become paralyzed until the end of your next turn
Note: Each time a Tiny creature is hit by a lion’s mane jellyfish,
they must make a successful DC 8 Constitution saving throw or be
paralyzed for 2d4 rounds.
Variant Rule: Easier Tentacle Damage
This creature’s attacks can result in lost time as you roll a d20 over
and over again. To speed things up feel free to change the damage
to 1 point of poison damage each hit. This will make the creature
slightly less dangerous but much easier to use in your campaign.
CHAPTER 7 | Creatures Underwater 109
Man O’ War Mertrap
(Giant Carnivorous Oyster)
Small beast, unaligned
Large monstrosity, neutral
Armor Class 11
Hit Points 18 (4d8) Armor Class 11 (natural armor) (19 closed)
Speed 0 ft., swim 30 ft. Hit Points 32 (5d10 + 5)
Speed 0 ft., swim 5 ft.
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 1 (-5) 7 (-2) 3 (-4) STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 13 (+1) 6 (-2) 13 (+1) 8 (-1)
Senses blindsight 60 ft., passive Perception 8
Languages -- Skills Perception +4
Challenge 1/8 (25 XP) Senses blindsight 60 ft., passive Perception 14
Languages --
Water Breathing. The man o’ war can breathe only underwater. Challenge ½ (100 XP)
Actions Closed. If the mertrap is not hungry, sleeping, or otherwise not
attempting to lure prey, it will be completely closed, and its AC
Multiattack. The man o’ war attacks twice with its tentacles. is then 19. If the mertrap starts its turn closed, then it can take
no action other than to open, in which case it will not be closed
Tentacles. Melee Weapon Attack: +3 to hit, reach 20 ft., one target. during its next round.
Hit: 1 poison damage and the target must make a successful DC 8
Constitution saving throw or be paralyzed until the end of its next Water Breathing. The mertrap can only breathe underwater.
turn. A creature that succeeds on this saving throw is immune to
being paralyzed by this attack until the end of its next turn. Small Actions
and larger creatures have advantage on their saving throw.
Clamp Shut. Melee Weapon Attack: +5 to hit, reach 5 ft., one
The man o’ war, or bluebottle, resembles a jellyfish but is target. Hit: 6 (1d8 + 2) bludgeoning damage. Medium or
technically a siphonophore, a type of communal creature. These smaller targets must make a successful DC 13 Dexterity saving
creatures float using translucent pink or blue bladders that vaguely throw or be swallowed. A swallowed creature is blinded and
resembles a sail jutting out of the water. This carnivore hunts with restrained, it has total cover against attacks and effects outside
its many tentacles, only some of which deliver neurotoxins. of the mertrap, and it takes 1d4 acid damage at the start of
its turn. A swallowed creature can be freed if the mertrap is
Manatee (Sea Cow) reduced to 0 hit points, or if the swallowed creature uses an
action to make a successful DC 13 Strength saving throw.
Large beast, unaligned
Jet (1/Day). The mertrap expels any water it has in a violent jet
Armor Class 10 and swims 20 feet. If used at the bottom of a body of water with
Hit Points 30 (4d10 + 8) loose sand or dirt, this effect creates a 20-foot-radius area of
Speed 0 ft., swim 30 ft. heavy obscurement.
STR DEX CON INT WIS CHA Manatee
14 (+2) 11 (+0) 15 (+2) 4 (-3) 13 (+1) 9 (-1)
Manatees are very curious amphibious herbivores with
Skills Perception +3 flippers and are known as sea cows due to their very docile
Senses passive Perception 13 natures. Manatees tend to make terrible mounts, but many
Languages -- aquatic humanoids use them as beasts of burden, or breed and
Challenge ⅛ (25 XP) care for them as a food source.
Hold Breath. The manatee can hold its breath for 20 minutes. Mertrap
Actions Mertraps are carnivorous oysters that are indistinguishable
from giant oysters (see giant clam variants). These creatures
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. were once thought to be distant cousins to mimics, but most
Hit: 5 (1d6 +2) bludgeoning damage. scholars believe that they are the descendants of guardians
used by an ancient underwater civilization. Mertraps will
slowly digest a meal over the course of a year or two and then
open, usually leaving a bauble or pearl clearly visible to lure
another humanoid close enough to be swallowed. Mertraps
attach themselves to solid objects much like an oyster but they
can quickly break the hold and move if necessary.
110 CHAPTER 7 | Creatures Underwater
Myrmyxicus reduce all attack, ability check, and saving throw rolls by 1d4 for the
next minute. Those who succeed on their saving throw are immune
Huge fiend (demon), chaotic evil to the depressive aura used by this particular myrmyxicus. Creatures
immune to fear are also immune to depressive aura.
Armor Class 20 (natural armor)
Hit Points 310 (23d12 + 161) Innate Spellcasting. The myrmyxicus’ spellcasting ability is
Speed 20 ft., fly 20 ft., swim 60 ft. Charisma (spell save DC 20, +12 to hit with spell attacks). The
myrmyxicus can innately cast the following spells, requiring no
STR DEX CON INT WIS CHA material components.
28 (+9) 15 (+2) 24 (+7) 20 (+5) 16 (+3) 22 (+6)
At will: cavitate (11d6), control water, transmute acid,
Saving Throws Str +15, Dex +8, Int +11, Cha +12 transmute ice
Skills Deception +12, Intimidation +12
Damage Resistances lightning; bludgeoning, piercing, and 1/day each: crush of the deep, maelstrom, wall of force
slashing from nonmagical attacks Magic Resistance. The myrmyxicus has advantage on saving
Damage Immunities cold, fire, poison throws against spells and other magical effects.
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13 Magic Weapons. The myrmyxicus’ attacks are magical.
Languages Abyssal, Aquan, telepathy 120 ft.
Challenge 22 (41,000 XP) Omniphibious. The myrmyxicus can breathe in any gas or
liquid, except for a vacuum.
Depressive Aura. All creatures within 20 feet of the Myrmyxicust
must make a successful DC 20 Charisma saving throw or have Actions
difficulty gaining motivation to accomplish any task. Those affected
Multiattack. The myrmyxicus makes six attacks: four with its
scythes, one with its tentacles, and one with its lamprey tail.
Scythe. Melee Weapon Attack: +15 to hit, reach 10 ft., one
target. Hit: 23 (4d6 + 9) slashing or necrotic (myrmyxicus’
choice) damage.
Tentacles. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target. Hit: 22 (2d6 + 9) bludgeoning damage, and Huge or
smaller creatures are grappled (escape DC 20). Until this
grapple ends, the target is retrained. The myrmyxicus cannot
attack with its tentacles if it has a target grappled.
Lamprey Tail. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target. Hit: 18 (2d8 + 9) piercing damage. Creatures must make
a successful DC 20 Constitution saving throw or take 22 (4d10)
necrotic damage on a failed save, or half as much damage on a
successful one. The myrmyxicus regains lost hit points equal to
the necrotic damage inflicted.
Unholy Vapor (Recharge 5-6). The myrmyxicus exhales dark greasy
vapors in a 40-foot cone. Each creature in that area must make a DC
20 Charisma saving or gain vulnerability to necrotic damage for 1
minute. A creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Myrmyxicuses are powerful demons with green eel-like bodies
close to 30 feet long. They have humanoid upper torsos with four
arms each arrayed radially around its body, a dinosaur-like head
with three goat horns, six tentacles, and a lamprey-like mouth at
the end of their tail. These demons rule regions of the Abyssal
oceans from floating citadels made up of corpses, bones, and
living coral. Each myrmyxicus is a warlord that answers to
no one, not even the demon lords. These demons will enslave
anything they can find and vie for status with each other based
on the number and power of their slaves. These demons rarely
treat each other in any remotely civil way unless attending a
once-in-a-decade arena match where they pit their best slaves
against each other. A myrmyxicus that sends its slaves and
minions into the Prime Material is not looking for conquest but
slaves, especially powerful or interesting ones.
CHAPTER 7 | Creatures Underwater 111
Narwhal Nix or Nixie
Large beast, unaligned Medium fey, any chaotic
Armor Class 12 (natural armor) Armor Class 12
Hit Points 51 (6d10 + 18) Hit Points 77 (14d8 + 14)
Speed 0 ft., swim 50 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 4 (-3) 12 (+1) 8 (-1) 11 (+0) 15 (+2) 13 (+1) 11 (+0) 16 (+3) 16 (+3)
Skills Perception +4 Skills Deception +6, Persuasion +6, Perception +6
Senses blindsight 120 ft., passive Perception 14 Condition Immunities charmed
Languages -- Senses darkvision 60 ft., passive Perception 16
Challenge 1 (200 XP) Languages Aquan, Common, Sylvan
Challenge 4 (1,100 XP)
Echolocation. The narwhal can’t use its blindsight while
deafened. Amphibious. The nix can breathe air and water.
Hold Breath. The narwhal can hold its breath for 60 minutes. Spellcasting. The nix is a 9th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks).
Keen Hearing. The narwhal has advantage on Wisdom It has the following druid spells prepared:
(Perception) checks that rely on hearing.
Cantrips (at will): druidcraft, poison spray (2d12), shape water,
Actions shillelagh
Horn. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. 1st level (4 slots): charm person, entangle, speak with animals,
Hit: 7 (1d10 + 2) piercing damage. The narwhal attacks with thunderwave
disadvantage if the target is within 5 ft. reach.
2nd level (3 slots): barkskin, enhance ability, heat metal, mirror
Narwhals are large marine mammals with a very prominent image, misty step
horn-like canine. They have often been called the unicorns of
the sea and their horns are often offered up as fake unicorn 3rd level (3 slots): call lightning, plant growth, speak with plants,
horns. These carnivores are usually found in cold seas and water walk
oceans and only very rarely attack a humanoid.
4th level (3 slots): confusion, conjure woodland beings, control
water, drown, freedom of movement,
5th level (1 slot): insect plague, scrying
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Wild Shape (3/Day). The nix magically polymorphs into a beast
they have seen before, with a maximum CR of 1, but they are
fond of turning into a hippocampus or warhorse. They can
maintain the form of a hippocampus or warhorse indefinitely,
but if they choose a different shape then they can only remain in
that form for 6 hours. All other aspects of wild shape are as the
druid ability found in the Player’s Handbook. The nix cannot cast
spells while using wild shape.
Nixes or nixies are fey merfolk who favor fresh water, but can
sometimes be found in brackish or saltwater rivers and lakes.
Their natural form is that of blue-green merfolk but they spend
most of their time as a hippocamp or warhorse, equally at home
on land or under the water. These fey creatures are almost
always chaotic in alignment, with an equal number good or
evil. This gives rise to many, often contradictory, stories on
how they interact with aquatic and surface humanoids. The
worst nix or nixie amounts to a murderer who enjoys drowning
unsuspecting humanoids, and the best of them are beneficial
water spirits who seek to help those in need.
112 CHAPTER 7 | Creatures Underwater
Oil Slime Pink Drowner
Large ooze, unaligned Medium plant, unaligned
Armor Class 8 Armor Class 12
Hit Points 51 (6d10 + 18) Hit Points 18 (4d8)
Speed 0 ft. Speed 0 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 7 (-2) 17 (+3) 1 (-5) 6 (-2) 2 (-4) 15 (+2) 15 (+2) 11 (+0) 2 (-4) 11 (+0) 3 (-4)
Damage Resistances acid; bludgeoning, slashing, and piercing Senses tremorsense 40 ft. (blind beyond this radius), passive
from nonmagical attacks Perception 10
Damage Immunities poison, psychic, lightning Condition Immunities deafened, blinded, prone
Damage Vulnerabilities fire Languages --
Condition Immunities blinded, charmed, deafened, exhaustion, Challenge ⅛ (25 XP)
frightened, poisoned, prone Air Vulnerability. Pink drowners gain one level of exhaustion at the
Senses blindsight 60 ft. (blind beyond this radius), passive start of each of their turns if not at least partially submerged in water.
Perception 8 Water Breathing. Pink drowners only breathe underwater.
Languages --
Challenge 1 (200 XP) Actions
Buoyant. If underwater, the oil slime moves 10 feet in the Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
direction of the surface unless blocked. This occurs at the Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled
beginning of its turn. (escape DC 12). A pink drowner can’t use this attack if it has a
creature grappled. A creature that begins its turn grappled takes 4
Dehydrate. If the oil slime is not resting on or in salt water (1d4 + 2) bludgeoning damage from being squeezed by the tentacle.
for more than a minute, then it takes 10 unavoidable hit point
damage at the start of each of its turns. Pull. The pink drowner pulls a creature quickly through the water
towards itself if it begins its turn with a grappled creature. A
Ooze Nature. The oil slime does not sleep or breathe. creature that does not move or struggle for two full turns is no
longer grappled. Drowning is explained earlier in this book.
Actions
Otters
Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 3 (1d12 + 3) bludgeoning damage and 6 (1d12) poison Otters are furry aquatic mammals with clawed back flippers
damage. This attack functions normally above or under water. and are known to occasionally utilize simple tools.
Oil Slime Pink Drowner
Oil slime is a patch of thick, black poisonous goo that is lighter Pink drowners are a type of anchored
than water and moves with the current, slowly digesting any (usually 20 feet below the surface)
flesh that it scavenges. kelp that produces bright pink flowers
on the surface. Each plant will also
Otter have one tentacle roughly 30 feet in
length, allowing it to reach up past
Small beast, unaligned the surface of the water and drag
creatures into the depths. They sense
Armor Class 12 (natural armor) light changes and vibrations through
Hit Points 7 (2d6) the water and will use tentacles to grab
Speed 20 ft., swim 30 ft. curious creatures near the surface
and drag them to the depths where
STR DEX CON INT WIS CHA they drown. The plants do not eat the
8 (-1) 13 (+1) 11 (+0) 4 (-3) 10 (+0) 8 (-1) drowned, but they can only reproduce
and grow in very fertilized soil. This
Senses passive Perception 10 aspect of a pink drowner usually
Languages -- attracts protectors and other flesh-
Challenge 0 (10 XP) eaters that will protect the drowners
if attacked. The protectors in this
Hold Breath. The otter can hold its breath for 8 minutes. symbiotic relationship can be will o’
wisps, ghouls, sharks, or scavengers.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d3 + 1) slashing damage.
CHAPTER 7 | Creatures Underwater 113
Primordial Ooze (Deep Ick) Royal (Flying) Marlin
Large ooze, unaligned Large monstrosity, unaligned
Armor Class 8 Armor Class 15 (natural armor)
Hit Points 90 (12d10 + 24) Hit Points 26 (4d10 + 4)
Speed 10 ft., climb 10 ft. Speed 0 ft., fly 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 7 (-2) 15 (+2) 1 (-5) 6 (-2) 2 (-4) 15 (+2) 15 (+2) 12 (+1) 1 (-5) 11 (+0) 8 (-1)
Senses blindsight 60 ft. (blind beyond this radius), passive Skills Athletics +4
Perception 8 Senses passive Perception 10
Languages --
Damage Resistances cold, force, necrotic, psychic, thunder Challenge ½ (100 XP)
Damage Vulnerabilities radiant
Condition Immunities blinded, charmed, deafened, exhaustion, Hold Breath. The royal marlin can hold its breath for 15 minutes.
frightened, prone Fluid Transition. The royal marlin’s move action can use 40 feet of
Languages -- movement of any combination of fly or swim speed without penalty.
Challenge 4 (1,100 XP)
Water Breathing. The royal marlin can breathe only underwater.
Amorphous. The primordial ooze can move through a space as
narrow as 1 inch wide without squeezing. Actions
Life Absorption. Any living creature that touches or damages a Bill. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
primordial ooze with a natural attack takes 1d8 necrotic damage Hit: 9 (2d6 + 2) piercing damage. Targets that are not in the
and the primordial ooze regains hit points equal to that amount. water and have not had an action in combat take an additional 7
This effect cannot raise the ooze’s hit points above maximum. (2d6) piercing damage.
Ooze Nature. An ooze does not sleep or breathe. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
6 (1d8 + 2) bludgeoning damage.
Actions
The royal marlin is a silver version of a blue marlin with bat-
Necrotic Tentacle. Melee Weapon Attack: +5 to hit, reach 10 like folding fins that wrap around its body while swimming
ft., one target. Hit: 4 (1d8 + 2) bludgeoning damage and 1d8 and extend into wings when the marlin is flying. Underwater,
necrotic damage. The primordial ooze regains hit points equal the royal marlin is difficult to tell apart from other marlins if
to the amount of necrotic damage dealt. viewed from a distance. While in the air, there is no mistaking
this majestic creature, as the scales normally covered by its
Primordial oozes are found at the bottom of the ocean, “wings” are bright, shiny silver. This creature’s favorite tactic
slowly absorbing marine snow, corpses, ocean muck, or the is to swim roughly 5 feet below the surface, leaping out at low-
occasional creature that wanders too close. These oozes look flying targets in order to spear them with its sharp bill.
like shiny lumps of ocean muck and are usually easy to spot
unless encountered in darkness.
114 CHAPTER 7 | Creatures Underwater
Sargassum Collective Sea Elf
Colossal plant, neutral good Medium humanoid (elf ), chaotic good
Armor Class 10 (natural armor) Armor Class 11
Hit Points 370 (20d30 + 60), damage threshold 6 Hit Points 4 (1d8)
Speed 0 ft., swim 10 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 3 (-4) 17 (+3) 7 (-2) 11 (+0) 7 (-2) 10 (+0) 12 (+1) 11 (+0) 10 (+0) 10 (+0) 10 (+0)
Saving Throws Con +10 Skills Perception +2
Skills Investigation +5, Perception +7, Stealth +3 Senses darkvision 60 ft., passive Perception 12
Condition Immunities blinded Languages Aquan, Elvish
Senses passive Perception 17 Challenge 0 (10 XP)
Languages understands Aquan and Common but can’t speak
Challenge 6 (2,300 XP) Amphibious. Sea elves can breathe air and water.
Magic Absorption. If the sargassum collective takes damage from Fey Ancestry. Sea elves have advantage on saving throws
a spell or magical effect, it instead takes no damage but regains against being charmed, and magic cannot put them to sleep.
lost hit points equal to half of the damage dealt. This effect
cannot raise the creature’s hit points above maximum. Friend of the Sea. Sea elves can communicate simple ideas with
any beast that has an innate swimming speed.
Siege Monster. The sargassum collective does double damage
to objects and structures. Actions
Actions Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d8) piercing damage.
Multiattack. The sargassum collective makes one attack against
up to ten separate creatures within range with a tendril. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320
ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Tendrils. Melee Weapon Attack: +12 to hit, reach 30 ft., one
target. Hit: 8 (1d6 + 5) bludgeoning damage.
Sargassum is a type of brown free-floating seaweed filled with
small melon-like air pods that have collected in areas of still
water. A sargassum collective is a massive group of sargassum
that has merged together and gained sentience and curiosity,
slowly gathering and examining lost and discarded items that
float by. What exactly caused this plant to become aware is
unknown but many blame discarded magic items and potions
floating together in water with no currents. The collective is
knotted together and difficult to tell apart from the mundane
sargassum seaweed, except for the occasional eye stalks,
extending both below and above the surface. Their long green
tendrils are often tucked under them or lying still on top of
them when not in use. They seem to live off energy from the
sun and whatever magic they can drain.
The largest sargassum collective has been nick-named
“Old Green Eyes,” and is roughly 1,600 feet in diameter. Old
Green Eyes is so large that a few rudimentary buildings and
a wooden dock have been attached to it. Outcasts and hermits
both live on and trade from on top of that collective.
Scrag (Troll Variant)
Speed 30 ft., swim 30 ft.
Scrags are freshwater or saltwater trolls that can breathe water
and have a swim speed of 30 ft. All other statistics are the same
as a troll.
CHAPTER 7 | Creatures Underwater 115
Sea Scorpion Seal
Large beast, unaligned Medium beast, unaligned
Armor Class 15 (natural armor) Armor Class 11
Hit Points 32 (5d10 + 5) Hit Points 9 (2d8)
Speed 10 ft., swim 40 ft. Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 13 (+1) 1 (-5) 9 (-1) 3 (-4) 10 (+2) 13 (+1) 11 (+0) 3 (-4) 12 (+1) 5 (-3)
Skills Stealth +3 Senses darkvision 60 ft., passive Perception 11
Senses blindsight 30 ft., passive Perception 10 Languages --
Languages -- Challenge 0 (10 XP)
Challenge 2 (450 XP)
Hold Breath. The seal can hold its breath for 15 minutes.
Air Sensitivity. Sea scorpions gain 1 level of exhaustion every
hour not submerged in water. Keen Smell. The seal has advantage on Wisdom (Perception)
checks that rely on smell.
Amphibious. Sea scorpions can breathe air and water.
Actions
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
Multiattack. The sea scorpion makes three attacks: two with its 1 piercing damage.
claws and one with its sting.
Sea Scorpion
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage, and the target is grappled Sea scorpions are aquatic arthropods that can sometimes grow
(escape DC 13). The sea scorpion has two claws, each of which as long as ten feet. They resemble giant scorpions, but their
can grapple only one target. tails are more agile, and their stinger is completely retractable.
These creatures come in a variety of dark black, brown, red,
Sting. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. or blue colors. They have a very potent and deadly poison but
Hit: 6 (1d6 + 3) piercing damage, and the target must make a thankfully have an instinctive fear of humanoids and will avoid
DC 13 Constitution throw, taking 29 (5d12) poison damage on a combat with them when possible.
failed save, or half as much damage on a successful one.
Sea Turtle
Sea Turtle
Sea turtles spend most of their time in the water but return to
Medium beast, unaligned the land for breeding and nesting.
Armor Class 13 (natural armor) Seal
Hit Points 22 (4d8 + 4)
Speed 5 ft., swim 40 ft. Seals often beach themselves on ice floes and rocky shores.
They are acclimated to cold weather and feed primarily on
STR DEX CON INT WIS CHA small fish, squid, and clams. Seal pups have yellowish-white fur,
14 (+2) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 5 (-3) which turns silvery-gray as they enter adulthood.
Senses darkvision 60 ft., passive Perception 10
Languages --
Challenge ⅛ (25 XP)
Amphibious. Sea turtles can breathe air and water.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) slashing damage.
116 CHAPTER 7 | Creatures Underwater
Selkie Shaboath Golem
Medium fey (shapechanger), any Large construct, unaligned
Armor Class 11 Armor Class 17 (natural armor)
Hit Points 13 (3d8) Hit Points 119 (14d10 + 42)
Speed 30 ft., 20 ft. (in seal form), swim 40 ft. Speed 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 25 (+7) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 1 (-5)
Senses darkvision 60 ft., passive Perception 10 Saving Throws Str +10, Con +6
Languages Sylvan Damage Immunities acid, cold, poison, psychic; bludgeoning,
Challenge ⅛ (25 XP)
piercing, and slashing from nonmagical attacks that aren’t
Hold Breathe. The selkie can hold its breath for 15 minutes. adamantine
Damage Vulnerabilities fire (if not underwater)
Keen Smell. The selkie has advantage on Wisdom (Perception) Condition Immunities charmed, exhaustion, frightened,
checks that rely on smell. paralyzed, petrified, poisoned
Skills Stealth +2
Therianthropy (1/Day). The selkie, if at least partially submerged Senses darkvision 60 ft., passive Perception 10
in salt water, spends a minute either putting its seal skin on Languages understands Deep Speech but can’t speak
or removing it. This process can easily be interrupted, and any Challenge 12 (8,400 XP)
interruption causes therianthropy to fail. Once complete, the
selkie is either in its humanoid form or back in its true seal Immutable Form. The golem is immune to any spell or effect
form. Its statistics, other than movement, are the same in each that would alter its form.
form. Any equipment it is wearing or carrying isn’t transformed.
It reverts to its true seal form if it dies. The selkie also regains 5 Magic Resistance. The golem has advantage on saving throws
lost hit points after it completes therianthropy. against spells and other magical effects.
Actions Magic Weapons. The golem’s attacks are magical.
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Watery Concealment. The golem has advantage on any Dexterity
Hit: 3 (1d4 + 1) piercing damage. (Stealth) checks if it is completely submerged in water.
Selkies are fey seals that can magically transform into a Actions
humanoid by shedding their sealskin. They only have one
humanoid form other than a seal, and age roughly at the rate Multiattack. The shaboath attacks four times with its slam attack.
of an elf man or woman. Their humanoid form is often that of a
human, but dwarves, gnomes, and even a selkie hobgoblin have Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
been seen before. They guard their skins when in humanoid Hit: 16 (2d8 + 7) bludgeoning damage.
form because whoever possesses the skin can hold the selkie
hostage, for they cannot return to seal form without it. There Engulf. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
are many tales in which their natural curiosity has landed them Hit: 34 (6d8 +7) bludgeoning damage and Large or smaller
in trouble and even a few tales where they are forced to spend creatures must make a successful DC 18 Dexterity saving throw or
the rest of their lives in humanoid shape after having their be moved to the shaboath’s space and become engulfed by it. The
skin stolen or destroyed. Their listed statistics are for their engulfed creature can’t breathe, is restrained, and takes 10 (3d6)
humanoid forms. Seal is represented previously in this book for acid damage at the start of each of the shaboath’s turns. When the
the DM’s reference but was originally printed in Icewind Dale: shaboath moves, the engulfed creature moves with it. An engulfed
Rime of the Frostmaiden. Selkies are adventurous by nature creature can try to escape by taking an action to make a DC 17
and quite a few of them have skills and abilities more powerful Strength (Athletics) check. On a success, the creature escapes
than those listed here, some of which are listed in Chapter 8. and enters a space of its choice within 5 feet of the shaboath. The
shaboath can only contain one engulfed creature at a time.
Wall of Ice (Recharge 6). As a bonus action, the shaboath
magically generates ice, as per the spell wall of ice (16d6).
Shaboath golems are made of enchanted solid water by the
aboleth and used to guard ancient locations. These golems
come in a variety of water clarity and can be made from fresh
or salt water. When attacking, the golem looks like a water
elemental that forms multiple tentacles to slam into its enemies.
CHAPTER 7 | Creatures Underwater 117
Shrieking Eel Spinosaurus
Medium monstrosity, unaligned Gargantuan beast, unaligned
Armor Class 10 Armor Class 16 (natural armor)
Hit Points 19 (3d8 + 6) Hit Points 125 (10d20 + 20)
Speed 0 ft., swim 30 ft. Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 3 (-4) 13 (+1) 5 (-3) 19 (+4) 14 (+2) 15 (+2) 2 (-4) 12 (+1) 7 (-2)
Senses darkvision 30 ft., passive Perception 11 Saving Throws Dex +5
Languages -- Skills Stealth +5, Survival +4
Challenge ¼ (50 XP) Condition Immunities poisoned
Senses passive Perception 11
Keen Hearing. The shrieking eel has advantage on Wisdom Languages --
(Perception) checks that rely on hearing. Challenge 6 (2,300 XP)
Pack Hunting. The shrieking eel gains advantage on attack rolls if Amphibious. The spinosaurus can breathe air and water
two or more shrieking eels are within 5 feet of a target.
Tracking. The spinosaurus has advantage when using Wisdom
Water Breathing. The shrieking eel can only breathe (Survival) to track a diseased creature, even if the creature is
underwater. underwater.
Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Multiattack. The spinosaurus attacks twice: once with its bite
5 (1d6 + 2) slashing damage. and once with its claws
Haunting Shriek. The shrieking eel emits a haunting shriek Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
that can be heard up to 500 feet away if underwater. Creatures Hit: 17 (2d12 + 4) piercing damage. The target must make a
other than shrieking eels in a 20-foot-radius sphere must make successful DC 13 Constitution saving throw or suffer from a
a successful DC 8 Wisdom saving throw or be frightened until disease an hour after being bitten. This disease causes the
the end of their next turn. A creature that succeeds on its save is poisoned condition and requires a successful DC 13 Constitution
immune to the eel’s haunting shriek for 1 minute. saving throw every eight hours or the diseased creature gains a
level of exhaustion. A creature that makes two successful saving
Shrieking Eel throws in a row after becoming diseased is no longer diseased.
Shrieking eels are roughly five feet long and dark grey with Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
weird circular teeth and bony knobs at the back of their skulls Hit: 13 (2d8 + 4) slashing damage.
which allow them to make their haunting noises. Shrieking
eels tend to congregate near populated areas waiting Water Ambush (Recharge 6). If underwater, the spinosaurus can
for humanoids to stumble into the water or fall off ships. move up to 80 feet through water and on the land to attack a
Although they are omnivorous, they have a particular taste for creature with its bite attack if that creature is not underwater.
humanoid meat. If the bite is successful, the target takes an additional 13 (2d12)
piercing damage. The spinosaurus will be unable to use any
Spinosaurus movement actions on its next turn.
The spinosaurus is a gigantic amphibious reptile with a
distinctive back spine of interconnected bones and tissue,
sometimes referred to as a sail. These creatures are patient
and will stalk a bitten and diseased creature for days until it
succumbs to exhaustion.
118 CHAPTER 7 | Creatures Underwater
Squid Star Trapper
Small beast, unaligned Large monstrosity, unaligned
Armor Class 13 Armor Class 11 (natural armor)
Hit Points 7 (2d6) Hit Points 75 (10d10 + 20)
Speed 0 ft., swim 30 ft. Speed 10 ft., swim 10 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 10 (+0) 2 (-4) 13 (+1) 3 (-4) 19 (+4) 10 (+0) 15 (+2) 2 (-4) 13 (+1) 4 (-3)
Senses darkvision 30 ft., passive Perception 11 Skills Stealth +2
Languages -- Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11
Challenge 0 (10 XP) Languages --
Challenge 3 (700 XP)
Water Breathing. The squid can only breathe underwater.
Fake Appearance. While the star trapper is on the ocean floor
Actions and remains motionless, it is almost indistinguishable from an
ordinary section of the ocean floor. A creature that can see it and
Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one succeeds on a DC 20 Intelligence (Investigation) or Intelligence
target. Hit: 1 bludgeoning damage and the target is grappled (Nature) check can discern its presence.
(escape DC 10). Until this grapple ends, the squid can’t use its
tentacles on another target. Water Breathing. The star trapper can breathe only underwater.
Beak. If the squid starts its turn grappled to a target, then it Actions
causes 2 piercing damage to that grappled target.
Multiattack. The star trapper attacks three times with its arms
Jet (Recharge 6). The squid uses the Dash action as a bonus unless it has a creature engulfed.
action. The squid cannot use this ability if it is grappling a Small
or larger creature. Arms. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 4) bludgeoning damage. A Large or smaller target
Squids are cephalopods that come in a wide variety of shapes, must make a successful DC 14 Dexterity saving throw or is
sizes, and colors. Squids will sometimes hunt in packs to take grappled (escape DC 14).
down larger prey.
Engulf. If the star trapper starts its turn with at least one grappled
creature, then it chooses one to engulf and releases the others. An
engulfed creature is blinded and restrained, it has total cover against
attacks and other effects outside the star trapper, and it takes 21
(6d6) slashing damage at the start of each of the star trapper’s turns.
If the star trapper dies, an engulfed creature is no longer blinded and
restrained and falls prone in a space within 5 feet of the star trapper.
The star trapper is a large six-limbed flat starfish-like
monstrosity that remains completely motionless on the
ocean’s floor, waiting for a creature to get close enough
to attack and engulf. The creature hides its stomach and
many layered teeth at the center of itself until it has a
creature engulfed. A star trapper is not intelligent enough to
differentiate beasts from adventurers and will single-mindedly
attempt to kill one creature at a time. This creature will only
move if it is chasing prey.
CHAPTER 7 | Creatures Underwater 119
Stingray Swarm of Fish
Large beast, unaligned Medium swarm of tiny beasts, unaligned
Armor Class 14 (natural armor) Armor Class 13
Hit Points 16 (3d10) Hit Points 66 (12d8 + 12)
Speed 0 ft., swim 40 ft. Speed 0 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 11 (+0) 2 (-4) 15 (+2) 10 (+0) 9 (-1) 17 (+3) 13 (+1) 1 (-5) 7 (-2) 2 (-4)
Senses passive Perception 12 Damage Resistances bludgeoning, piercing, slashing
Languages -- Condition Immunities charmed, frightened, grappled, paralyzed,
Challenge ¼ (50 XP)
petrified, prone, restrained, stunned
Water Breathing. The stingray can breathe only underwater. Senses passive Perception 8
Languages --
Actions Challenge ½ (100 XP)
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Swarm. The swarm can occupy another creature’s space and
Hit: 5 (1d4 + 3) piercing damage. The target must make vice versa, and the swarm can move through any opening large
a successful DC 10 Constitution saving throw or gain the enough for a Tiny fish. The swarm can’t regain hit points or gain
poisoned condition until they complete a long rest. temporary hit points.
Swarm of Jellyfish Water Breathing. The swarm can breathe only underwater.
Large swarm of tiny beasts, unaligned Actions
Armor Class 13 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit Points 78 (12d10 + 12) Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the
Speed 0 ft., swim 20 ft. swarm has half its hit points or fewer.
STR DEX CON INT WIS CHA Reactions
11 (+0) 19 (+4) 13 (+1) 2 (-4) 12 (+1) 3 (-4)
Scatter. The swarm adds 3 to its AC against one melee attack
Damage Resistances bludgeoning, piercing, and slashing that would hit it. To do so, the swarm must see the attacker and
Condition Immunities charmed, frightened, grappled, paralyzed, not have had its swim speed reduced to 0 ft.
petrified, prone, restrained, stunned Stingray
Senses passive Perception 11
Languages -- Stingrays are ray fish with long tails ending in bone stingers.
Challenge 4 (1,100 XP) These creatures are usually not aggressive, but they are very
agile. They are commonly found as underwater mounts for
Swarm. The swarm can occupy another creature’s space and aquatic species as they are easier and safer to use than sharks.
vice versa, and the swarm can move through any opening large
enough for a Tiny jellyfish. The swarm can’t regain hit points or Swarm of Jellyfish
gain temporary hit points.
A swarm of jellyfish will leave any creature larger than Small
Water Breathing. The swarm can breathe only underwater. alone unless it is attacked or the swarm is disrupted in some
way. If a Medium or larger creature flees the swarm then the
Actions swarm will not pursue and go back to hunting for smaller prey.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Wondrous Variety
Hit: 7 (2d6) acid damage, or 3 (1d6) acid damage if the swarm
has half of its hit points or less. Target must make a successful Jellyfish swarms are a great way to introduce wonder and amazement
DC 12 Constitution saving throw or be paralyzed until the end of into an underwater campaign. Jellyfish found in nature come in a
their next turn and poisoned until they complete a long rest. wide variety of shapes and colors. Some are colorless, blood-red or
glowing, and one variety even resembles a fried egg. Jellyfish in a
Jet (Recharge 6). The entire swarm can use the Dash action as a fantasy setting are only limited by the breadth of your imagination.
bonus action.
Swarm of Fish
Some varieties of fish form large swarms that move and evade
predators together. The swarm is not aggressive at all unless it
is attacking a Tiny creature.
120 CHAPTER 7 | Creatures Underwater
CHAPTER 7 | Creatures Underwater 121
Swarm of Leeches Tuniit Kelpling
Medium swarm of tiny beasts, unaligned Medium plant, neutral evil
Armor Class 11 Armor Class 14 (natural armor)
Hit Points 36 (8d8) Hit Points 33 (6d8 + 6)
Speed 5 ft., swim 10 ft. Speed 5ft., swim 5 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 11 (+0) 1 (-5) 11 (+0) 1 (-5) 12 (+1) 17 (+3) 12 (+1) 9 (-1) 7 (-2) 15 (+2)
Damage Resistances bludgeoning, piercing, slashing Skills Deception +4, Perception +0, Stealth +5
Condition Immunities charmed, frightened, grappled, paralyzed, Senses passive Perception 10
Languages Aquan, Common
petrified, prone, restrained, stunned Challenge 1 (200 XP)
Senses blindsight 15 ft., passive Perception 10
Languages -- Air Vulnerability. A tuniit kelpling fully removed from the water
Challenge ¼ (50 XP) takes 5 unavoidable hit points of damage at the beginning of its
turn until it dies or makes its way back into water. This damage
Amphibious. A leech can breathe air and water. cannot be healed by any means if the kelpling is not at least
partially submerged.
Actions
Diurnal. The tuniit kelpling remains in its true plant form during
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 the night and will not attack at night unless it is starving. The
(1d6 + 1) piercing damage, or 2 (1d3 + 1) piercing damage if the tuniit kelpling has disadvantage on all saving throws and checks
swarm has half of its hit points or less. The target is now covered during the night.
in leeches and will take 3 (1d6) damage from blood loss at the
end of their turn unless they use their action to remove them. Illusionary Appearance (1/Day). The tuniit kelpling can magically
appear to be any type of medium humanoid that it has observed
Leeches before. This illusion does not hold up to close inspection and
a creature that interacts with a tuniit kelpling for longer than a
Leeches are found in areas of still or stagnant water preying round may notice something is strange about its behavior and
on anything they can find (but not normally on each other). insistent demands to come closer into the water, in which case
Leeches come in a variety of shapes and colors and are a the target makes an opposed Wisdom (Insight) check against the
constant nuisance to any creature living in or very near water. tuniit’s kelpling’s Charisma (Deception) check and upon success
will believe that the tuniit kelpling is not what it appears to be.
Tuniit kelplings The tuniit kelpling can maintain this illusion for up to an hour.
are cold water plants that dwell between 5 and 30 feet Actions
from the shore. In their natural plant form, they look like
old, withered bushes with only a portion visible above the Multiattack. The tuniit kelpling makes two stone attacks.
waterline. They usually only hunt during the day and prefer
to slowly trick humanoids into coming within range of their Stone. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one
enthrall ability by appearing as an attractive member of the target. Hit: 5 (1d4 + 3) bludgeoning damage.
target’s race. If they manage to envelop a target, they will
digest it over several days, leaving nothing behind but metallic Enthrall. If the tuniit kelpling is using an illusionary appearance,
or magical objects which then tend to litter the area around then it targets a humanoid within 5 feet of it and attempts to
the tuniit kelpling. Tuniit kelplings are notoriously impatient enthrall the creature and distract it before it envelops it. The
conversationalists, which can often give them away if an target must make a successful DC 12 Wisdom saving throw or be
intended target is wary and suspicious of a naked humanoid dominated as per the dominate person spell.
standing in the water gesturing to them suggestively. Once
detected, they are easily slain from a safe distance but will do Envelop. The tuniit kelpling targets a dominated humanoid
their best to ward off an attacker by throwing small stones to within 5 feet of it and envelops it in its dark brown tendrils. The
defend themselves. If pressed they can slowly move but will target will not be aware of this deadly attack unless it starts its
not leave the water. turn without being dominated or if it takes damage from any
source other than the tuniit kelpling. An enveloped humanoid
has half cover, is grappled (escape DC 13), and takes 1d6 acid
damage at the beginning of its turn.
122 CHAPTER 7 | Creatures Underwater
Wavecutter Dolphin Wavecutter dolphins are sapphire blue, free-spirited intelligent
dolphins that will go out of their way to talk to humanoids that
Large monstrosity, any they encounter. They are known as practical jokers, erratic
friends, and mercenaries. Some have been known to allow
Armor Class 16 (natural armor) powerful humanoids to ride them as mounts so long as they are
Hit Points 45 (6d10 + 12) entertained (or otherwise compensated for the bother). These
Speed 0 ft., swim 60 ft. dolphins show a wide variety of personalities, with some being
saints and some being absolute terrors. The most notorious
STR DEX CON INT WIS CHA wavecutter is Azurefin (see Chapter 8), who by all accounts
15 (+2) 21 (+5) 15 (+2) 9 (-1) 11 (+0) 15 (+2) murders anyone or anything if he thinks he can get away with it.
Saving Throws Dex +8, Cha +5 Wereshark
Skills Deception +5, Insight +3, Perception +3, Performance +5
Senses passive Perception 10 Medium humanoid (human, shapechanger), chaotic evil
Languages Aquan, Common
Challenge 2 (450 XP) Armor Class 10 in humanoid form, 12 in shark or hybrid form
Hit Points 75 (10d8 + 30)
Charge. If the wavecutter dolphin moves at least 30 feet straight Speed 30 ft., swim 40 ft. in shark form
toward a target and then hits it with a slam attack on the same
turn, the target takes an extra 7 (2d6) bludgeoning damage. STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 10 (+0)
Hold Breath. The wavecutter dolphin can hold its breath for 40
minutes. Saving Throws Str +6
Skills Perception +4
Innate Spellcasting. The wavecutter dolphin’s innate spellcasting Damage Resistances bludgeoning, piercing, and slashing from
ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It
can cast the following spells, requiring no components: nonmagical attacks not made from silvered weapons
Senses passive Perception 14
At will: vicious mockery Languages Aquan, Common (can’t speak in shark form)
2/day each: charm person, silence, Tasha’s hideous laughter Challenge 4 (1,100 XP)
1/day each: speak with animals, tongues
Blood Frenzy. The wereshark has advantage on melee attack
Water Leap. The wavecutter dolphin can use up to 10 feet of rolls against any creature that doesn’t have all its hit points.
its swim speed as flying speed so long as it ends its movement
underwater. Keen Smell. The wereshark has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Shapechanger. The wereshark can use its action to polymorph
Multiattack. The wavecutter dolphin makes two attacks: one into a shark-humanoid hybrid or a shark, or back into its true
with its bite, and one with its slam. form, which is humanoid. Its statistics, other than its AC, are the
same in each form. Any equipment it is wearing or carrying isn’t
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: transformed. It reverts to its true form if it dies.
7 (1d4 + 5) piercing damage.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage. Multiattack. The wereshark makes two attacks: two with its
trident (humanoid form) or one with its bite and one with its
Water Spit. Ranged Weapon Attack: +8 to hit, range 40/80 ft., one trident (hybrid form)
target. Hit: 1 bludgeoning damage and the target must make a
successful DC 13 Wisdom saving throw or be blinded until the Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
end of their next turn. This action cannot be used underwater. 12 (2d8 + 3) piercing damage.
Reactions Trident. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Lucky (1/Day). The wavecutter dolphin adds 2 to a saving throw
result as long as it is not grappled, restrained, or surprised. Weresharks tend to be unpleasant and aggressive in any form;
therefore, most are loners. The average wereshark takes the
form of a shark, but some resemble hammerheads or goblin
sharks. No normal wereshark can transform into a giant
shark; those that can are ancient weresharks, which have
separate creature statistics.
CHAPTER 7 | Creatures Underwater 123
Wereshark, Ancient Ancient weresharks vaguely resemble exceptionally tall
humans, with webbed clawed hands and a shark’s head. They
Large humanoid (shapechanger), lawful evil can only assume two forms, that of the hybrid or that of a giant
shark. Their skin is usually blue or grey with brown or black
Armor Class 17 (natural armor and ancient tattoos) spots covering their bodies in random patterns. The few who
Hit Points 142 (15d10 + 60) bother to talk, brag about being the first weresharks and that
Speed 30 ft., swim 30 ft., swim 50 ft. in giant shark form they are all that remains of a golden age of bronze weapons
and mud-brick towns. They tend to think of weresharks as
STR DEX CON INT WIS CHA weaker distant cousins that can be of limited use: ancients
22 (+6) 12 (+1) 19 (+4) 10 (+0) 13 (+1) 15 (+2) either lead them in battle or rule them with tyranny. They can
wield weapons but rarely bother, due to the devastating nature
Saving Throws Str +12, Dex +3, Con +10, Int +2, Wis +3, Cha +4 of their claws. Ancient weresharks hate sahuagins for reasons
Skills Arcana +4, History +4, Intimidation +6, Perception +5, they never share with anyone. No living ancient wereshark
acknowledges any of the “new gods,” including sekolah.
Survival +5
Damage Resistances cold; bludgeoning, piercing, and slashing Ancient weresharks are also covered in tattoos that they
have gathered over the eons, with the designs ranging from the
from nonmagical attacks simplistic to the highly complex. They can also “will a tattoo away”
Senses darkvision 120 ft., passive Perception 15 once they become bored with it. Each ancient wereshark is also
Languages Aquan, Common, Primordial a master tattoo artist and will sometimes set up shop for a few
Challenge 9 (5,000 XP) days offering their services for ridiculous prices. These tattoos
can come in any imaginable color, shape, or complexity and are
Ancient Tattoos. Ancient weresharks, in either form, are covered in considered magical and will disappear if a creature with such a
tattoos that collectively give them the power to add their Charisma tattoo enters an anti-magic zone or has it nullified by other means.
bonus to their AC and saving throws (included in statistics). Any
attempt to dispel the tattoos must treat them as a 9th-level spell. Each ancient wereshark does not reproduce or age but can
Ancient weresharks apply these bonuses while in giant shark form. be killed through violence.
Blood Frenzy. The ancient wereshark has advantage on melee
attack rolls against any creature that doesn’t have all its hit points.
Command Shark. The ancient wereshark can communicate
telepathically and dominate (as dominate monster) any shark that
it can see. The shark gets a Charisma saving throw to resist if it is
asked to do anything contrary to its nature. An ancient wereshark
can only have up to three sharks dominated at a time.
Keen Smell. The ancient wereshark has advantage on Wisdom
(Perception) checks that rely on smell.
Magical Weapons. The ancient wereshark’s attacks are magical.
Shapechanger. The ancient wereshark can use its action to
polymorph into a shark-humanoid hybrid or into a giant shark, or
back into its true form, which is humanoid. Its statistics, other than
its AC, are the same in each form. Any equipment it is wearing or
carrying isn’t transformed. It reverts to its true form if it dies.
Actions
Multiattack. The ancient wereshark makes three attacks: Two
with its bite, and one with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 22 (3d10 + 6) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 16 (3d6 + 6) slashing damage.
Reactions
Ignore Magic (Recharge 6). The ancient wereshark can choose
to ignore the effects of any spell or magic that affects it. The
ancient wereshark must use this reaction before making a
saving throw against the spell or magic.
124 CHAPTER 7 | Creatures Underwater
Zephyrish Zombie, Bloated (Floater)
Small monstrosity, neutral Medium undead, neutral evil
Armor Class 17 (natural armor) Armor Class 8 (natural armor)
Hit Points 21 (6d6) Hit Points 39 (6d8 + 12)
Speed 0 ft., swim 70 ft. Speed 5 ft., swim 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 10 (+0) 8 (-1) 8 (-1) 8 (-1) 12 (+1) 6 (-2) 15 (+2) 5 (-3) 10 (+0) 5 (-3)
Saving Throws Dex +7 Skills Stealth +0
Condition Immunities paralyzed, restrained Damage Immunities poisoned
Damage Vulnerabilities cold Condition Immunities poisoned
Senses passive Perception 9 Senses darkvision 60 ft., passive Perception 10
Languages Aquan Languages understands the languages it knew in life but can’t
Challenge ½ (100 XP)
speak
Free Movement. The zephyrish’s movement is unaffected Challenge ½ (100 XP)
by difficult terrain, or spells and other magical effects that
reduce its speed. The zephyrish can spend 5 feet of movement Buoyant. The bloated zombie moves 10 feet towards the
to automatically escape a creature that has it grappled. The surface at the beginning of its turn if it is underwater.
zephyrish loses this ability if it is not underwater.
Detonation. If the bloated zombie starts its turn with less
Water Breathing. The zephyrish can breathe only underwater. than half of its hit points then it must make a successful DC
20 Constitution saving throw or be destroyed (reduced to 0
Actions hit points) and detonate, causing 2d4 thunder damage to
everything within a 10-foot-radius sphere.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
7 (1d4 + 5) slashing damage. Floating Ambush. If the bloated zombie is not moving and
within 20 feet of floating corpses or debris, it has advantage on
Thunderous Dash. The zephyrish swims 150 ft. in a straight Dexterity (Stealth) checks.
line, even if this movement makes it exit the water and fly.
Any creature other than the zephyrish, within a 20-foot-radius Actions
sphere of the space the zephyrish started from, takes 1d12
thunder damage due to the noise and blast this causes. The Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target,
zephyrish cannot use this action if it took cold damage last turn. Hit: 4 (1d6 + 1) bludgeoning damage.
Zephyrish, or zephyr fish, are bright silver magical fish that are The bloated zombie rises from the ocean as it fills with
only a danger to Tiny creatures that they prey on or those that explosive gasses. When they make it to the surface, they
try and catch them. These magical creatures know they are the usually just float, drifting with the current, attacking and
fastest things in the water and will flee if possible. They can killing birds or other creatures. Most aquatic civilizations
sometimes be communicated with if a creature approaches and experienced sailors know how to defeat these easily: they
them very slowly, in which case a zephyrish will speak very attack them with ranged weapons until they detonate.
quickly and get bored just as fast. This creature is only found in
warm water near the surface and all of them are mesmerized by Comic Relief and Floaters
the moon; some have been known to stare at a bright full moon
for hours. The few zephyrish that are successfully caught alive Even the most serious campaigns can benefit from moments
are driven to the surface, where they literally blast out of the of comic relief. You are encouraged to use the floater for this
water to be caught as they fall back to the surface. purpose. Imagine the characters are on their first sea voyage and
they wake up to muffled explosions and the laughter of sailors on
the deck. Compare this to a wounded character floating in the sea
surrounded by floaters.
CHAPTER 7 | Creatures Underwater 125
CHAPTER 8:
NPCS AND PERSONALITIES
126 CHAPTER 8 | NPCs and Personalities
Aquatic NPCs Reference Table
Name CR Reference Page Name CR Reference Page
210
Archdruid 12 VGtM 128 Maw of Sekolah 7 GoS 244
Azurefin 6 UC 129 Merfolk Historian
Bib Bum Bip 12 UC 232 Merfolk Prince or Princess 3 UC 136
Bullywug Croaker 2 GoS 232 Merfolk Raykeeper
Bullywug Royal 3 GoS 130 Merfolk Salvager 6 UC 137
Bullywug Witch Doctor 4 UC 131 Mr. Dory
Cecaelia Songweaver 9 UC 230 Musa Keita the First ¼ UC 138
Crokek’toeck 10 205 Oceanus
Crushing Wave Priest 2 BG:DiA 205 Olhydra 1 GoS 244
Crushing Wave Reaver ½ PoA 205 Pale Lady Warlock
Dark Tide Knight 3 PoA 132 Pearl Diver 10 GoS 246
Deep Scion Sorcerer 5 PoA 346 Sahuagin Baron
Druid 2 UC 207 Sahuagin Blademaster 12 UC 138
Fathomer 2 MM 143 Sahuagin Champion
Firenewt Warlock 1 PoA 142 Sahuagin Coral Smasher ½ GoS 246
Firenewt Warrior ½ VGtM 209 Sahuagin Deep Diver
Gar Shatterkeel 9 VGtM 209 Sahuagin Hatchling Swarm 18 PoA 218
Ghald 7 PoA 157 Sahuagin High Priestess
Grung Elite Warrior 2 PoA 157 Sahuagin Priestess 5 UC 139
Grung Wildling 1 VGtM 133 Sahuagin Wave Shaper
Isabell (Child of Prophecy) ¼ VGtM 134 Sea Elf Cavalry ½ UC 140
Isabell (Empress of the Sea) 17 UC 135 Sea Elf Scout
Jobe 1 UC 238 Sea Elf Kelp Whisperer 5 MM 264
Kalka-Kylla 4 UC 239 Selkie Berserkr
Koalinth Sergeant 2 TFTY 215 Selkie Seidhr 6 GoS 249
Kraken Priest 5 GoS 200 Selkie Vikingr
Kuo-Toa Archpriest 6 VGtM 198 Shoalar Quanderil 3 GoS 249
Kuo-Toa Monitor 3 MM 200 Sojourner
Kuo-Toa Whip 1 MM 240 Tecuziztecatl 1 GoS 249
Kysh 1 MM 241 Tortle Druid
Lizardfolk Commoner ¼ GoS 241 Transmuter 4 GoS 250
Lizardfolk Render 3 GoS 242 Triton Shorestalker
Lizardfolk Scaleshield 1 GoS 205 Triton Master of Waves 3 GoS 250
Lizardfolk Shaman 2 GoS 205 Water Genasi Mercenary
Lizard King or Queen 4 MM 242 White Maw 5 GoS 251
Lizardfolk Subchief 3 MM 243 Wokou
Locathah Hunter 2 GoS 135 Wokou’s Adamant 2 MM 264
Malenti Infiltrator ½ GoS Yesteryear
UC 5 GoS 251
½ UC 140
½ UC 141
4 UC 142
5 UC 143
5 UC 143
1 UC 144
4 PoA 208
6 UC 145
4 TFTY 245
¼ MToF 242
5 VGtM 218
2 MOT 244
8 MOT 245
2 UC 145
10 TFTY 248
2 UC 146
⅛ UC 146
17 UC 148
CHAPTER 8 | NPCs and Personalities 127
Azurefin Azurefin is a notorious murderer that happens to be a
wavecutter dolphin. He will sometimes hire out as a
Large monstrosity (wavecutter dolphin), chaotic evil mercenary or thug, but his prices are never simple. He
yearns for new experiences and inspired acts of violence, not
Armor Class 17 (natural armor) treasure or a safe life. When he is bored and looking to kill he
Hit Points 75 (10d10 + 20) will often use the spell, disguise self, to appear as a natural
Speed 30 ft. (ring of landwalking), swim 60 ft. dolphin or change enough of his appearance to disguise
himself amongst other wavecutters. None of the dozens of
STR DEX CON INT WIS CHA stories attempting to explain his obsession with violence are
15 (+2) 22 (+6) 15 (+2) 12 (+1) 13 (+1) 16 (+3) actually true. Azurefin is just a murderer who enjoys it. He
seeks no reason or justification, and none seems to exist.
Saving Throws Dex +12, Wis +5, Cha +7
Skills Acrobatics +14, Deception +11, Insight +5, Perception +9, Azurefin was born with an extra row of teeth that gives him
a very unique bite signature. If he has time, he will clearly
Performance +11, Survival +9 bite and mark a victim, which has become his signature of
Senses passive Perception 19 sorts. He also uses the spell, mage hand, to find creative
Languages Aquan, Common, Elvish, Sahuagin ways to pierce his skin and fins with the jewelry of humanoid
Challenge 6 (2,300 XP) victims. A simple platinum ring (ring of landwalking) is his
most prized secret. It is so valuable to Azurefin that he has
Charge. If Azurefin moves at least 30 feet straight toward a his tongue pierced with it so that he doesn’t lose the ability to
target and then hits it with a slam attack on the same turn, the walk and flee to dry land when he is being pursued.
target takes an extra 7 (2d6) bludgeoning damage.
Ghost Bear of Potato Market
Hold Breath. Azurefin can hold its breath for 40 minutes.
Azurefin terrorized Newport City for roughly three years, lairing
Innate Spellcasting. Azurefin’s innate spellcasting ability is in a large aquarium and sneaking out at night to kill and cause
Charisma (spell save DC 15, +7 to hit with spell attacks). It can mayhem in various disquises. He was never caught but his
cast the following spells, requiring no components: actions created local legends of Ghost Bear.
“Newport’s City Watch is offering 50 gold for information that
At will: mage hand, prestidigitation, true strike, vicious mockery (2d4) leads to the kill or capture of the Potato Market Ghost Bear. Grey
2/day each: charm person, disguise self, silence, Tasha’s hideous Tower mages believe that the recent murders and mayhem are
being caused by a mutated bear or bear-like monster. Witness
laughter statements are difficult but Ghost Bear is either a shaved blue
1/day each: hold person, poison sphere, speak with animals, tongues dog, a pink tuna with legs, or a four-legged demon that weeps
water and/or urine. Commoners and nobles alike are asked to
Ring of landwalking. Azurefin has a ring of landwalking pierced report sightings. Adventurers can ask for more details at the Watch
into his tongue that allows him to magically move across the Building on Rutabaga Road.”
land with a speed of 30 feet or suffer damage or exhaustion for
being out of water for any length of time.
Sneak Attack. Once per turn, Azurefin deals an extra 10 (3d6)
damage when he hits a target and has advantage on the attack roll,
or when the target is within 5 feet of an ally that isn’t incapacitated
and Azurefin doesn’t have disadvantage on the attack roll.
Water Leap. Azurefin can use up to 10 feet of its swim speed as
flying speed so long as it ends its movement underwater.
Actions
Multiattack. Azurefin makes two attacks: one with its bite, and
one with its slam.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 8 (1d4 + 6) piercing damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage.
Water Spit. Ranged Weapon Attack: +10 to hit, range 40/80 ft.,
one target. Hit: 1 bludgeoning damage and the target must make
a successful DC 15 Wisdom saving throw or be blinded until the
end of their next turn. This action cannot be used underwater.
Reactions
Very Lucky (1/Day). Azurefin adds 4 to a saving throw result as
long as he is not grappled, restrained, or surprised.
128 CHAPTER 8 | NPCs and Personalities
Bib Bum Bip Bib Bum Bip has done it all, or so his mud mephit publicist
(minion) claims repeatedly -- to anyone who will listen. He
Large elemental (marid), chaotic neutral claims to have been a pirate, slave, a slaver, hero, villain,
gigolo, tower guard, rogue, and now a merchant, which he says
Armor Class 17 (natural armor) he will probably stick with. The only consistent thing about
Hit Points 229 (17d10 + 136) Bib Bum Bip is that he lies constantly and without reservation.
Speed 30 ft., fly 60 ft., swim 90 ft. Currently, he runs a large trading conglomerate that links
a variety of underwater merchants and a few surface cities
STR DEX CON INT WIS CHA through various contacts (usually thieves’ guilds). Almost
22 (+6) 12 (+1) 26 (+8) 18 (+4) 17 (+3) 18 (+4) everyone or everything that works for him is an amphibious
or aquatic creature, but he does have a few surface merchants
Saving Throws Dex +5, Wis +7, Cha +8 come to visit his coastal villa and trading mecca, “Pearl and
Skills Insight +7, Investigation +8, Perception +7, Persuasion +8, Sundry,” which has about a quarter of its buildings above
sea level. As an elemental, he is equally comfortable above or
Stealth +5 below the surface of the water and has made himself valuable
Damage Resistances acid, cold, lightning to those who would trade goods, services, and the occasional
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 crime, between the surface and under the waves.
Languages Aquan, Common, Elvish, Draconic, Sylvan,
Under Moon is a magical trident that Bib Bum Bip found
Undercommon in an underwater ruin, completely by accident. He will often
Challenge 12 (8,400 XP) make up a quick, unbelievable, and often different, lie if asked
about the silver pearl-encrusted trident. He has wielded this
Amphibious. Bib Bum Bip can breathe air and water. weapon for centuries and it is his most prized possession.
Elemental Demise. If Bib Bum Bip dies, his body disintegrates ysIaowooPfdumclomeatupearnlitadsrahynaedg,’ilneettp.tdrgwlioNepynaaolfoeasnuo.weurt,a,gnmmhpwlyteyyhtyaah,nnsitIeaenw!cmgcaJ.aeufnInastf’vtttoohycrggoiaiseeuttltelrwiemictnatuein…srtttBehodue.mnIweleras?ys
into a burst of water and foam, leaving behind only the Bib Bum Bip -- cfolarigmoitntgentothbeewaorredtifroerd
equipment he was wearing or carrying. admiral, having
pirate … or liar
Innate Spellcasting. Bib Bum Bip’s innate spellcasting ability
is Charisma (spell save DC 16, +8 to hit with spell attacks). He
can innately cast the following spells, requiring no material
components.
At will: create or destroy water, detect evil and good, detect magic,
fog cloud, purify food and drink
3/day each: tongues, water breathing, water walk
1/day each: conjure elemental (water elemental only), control
water, gaseous form, invisibility, plane shift
Actions
Multiattack. Bib Bum Bip makes two trident attacks, then uses
his scoundrel’s salt action if able.
“Under Moon,” Trident +2. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 14 (2d8 + 8) piercing damage and 7
(2d6) poison damage.
Water Jet. Bib Bum Bip magically shoots water in a 60-foot
line that is 5 feet wide. Each creature in that line must make a
DC 16 Dexterity saving throw. On a failure, a target takes 21
(6d6) bludgeoning damage and, if Huge or smaller, is pushed
up to 20 feet away from Bib Bum Bip and knocked prone. On
a success, a target takes half the damage and is not pushed or
knocked prone.
Scoundrel’s Salt (Recharge 6). Bib Bum Bip throws a pinch of
para elemental salt at a creature no more than 10 feet away. The
target must make a successful DC 16 Dexterity saving throw or
take 10 (3d4) necrotic damage. A damaged target must then
make a successful DC 16 Constitution saving throw or gain 1
level of exhaustion. Creatures currently breathing water have
disadvantage on their Constitution saving throw.
CHAPTER 8 | NPCs and Personalities 129
Bullywug Witch Doctor Cantrips (at will): choke, guidance, sacred flame (2d8), thaumaturgy
1st level (4 slots): command, false life, inflict wounds, sanctuary
Medium humanoid (bullywug), neutral evil 2nd level (3 slots): hold person, ray of enfeeblement, spiritual
Armor Class 14 (hide armor, shield) weapon
Hit Points 58 (9d8 + 18) 3rd level (3 slots): dispel magic, spirit guardians, vampiric touch
Speed 20 ft., swim 40 ft. 4th level (3 slots): control water, freedom of movement, phantom
STR DEX CON INT WIS CHA hook
12 (+1) 12 (+1) 14 (+2) 8 (-1) 17 (+3) 12 (+1) 5th level (1 slot): insect plague
Saving Throws Wis +6 Standing Leap. The bullywug witch doctor’s long jump is up
Skills Arcana +3, Medicine +3, Nature +1, Perception +6, Stealth to 20 feet and its high jump is up to 10 feet, with or without a
running start.
+4
Damage Immunities poison Swamp Camouflage. The bullywug witch doctor has advantage
Condition Immunities poisoned on Dexterity (Stealth) checks made to hide in swampy terrain.
Senses passive Perception 16
Languages Bullywug, Common Actions
Challenge 4 (1,100 XP)
Multiattack. The bullywug witch doctor attacks with its necrotic
Amphibious. The bullywug witch doctor can breathe air and bite (if able) or makes two attacks with its quarterstaff.
water.
Necrotic Bite (Recharge 5-6). Melee Spell Attack: +6 to hit, reach 5
Bolster Undead. Any zombies within 60 feet of the witch doctor ft., one target. Hit: 10 (4d4) necrotic damage. The target’s hit point
gain advantage on their attack rolls and 5 (1d10) temporary hit maximum is reduced by an amount equal to the necrotic damage
points so long as the witch doctor is not incapacitated. taken, and the witch doctor regains hit points equal to the amount.
Speak with Frogs and Toads. The bullywug witch doctor can Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
communicate simple concepts to frogs and toads when it target. Hit: 4 (1d6 + 1) bludgeoning damage.
speaks in Bullywug.
Reactions
Spellcasting. The bullywug witch doctor is a 9th-level
spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, Zombie Minion. If a bullywug dies within 60 feet of a bullywug
+6 to hit with spell attacks). It has the following spells prepared: witch doctor then the witch doctor can use its reaction to
magically turn the corpse into a zombie. The zombie is under
the command of the witch doctor, who can control no more
than four at a time.
130 CHAPTER 8 | NPCs and Personalities
Bullywug Witch Doctor Sea Drider
The bullywug witch doctor is a rare bullywug that arguably Noalith “Sea Drider” is an accomplished cecaelia songweaver
strikes more fear into its fellows than other creatures. These that uses her magic to sing for large crowds both below and
witch doctors are often emaciated and skeletal in appearance, above the surface. Noalith sidelines as a buyer and seller of
covered in a variety of bone pendants and the tanned skins information and if approached discreetly her vast knowledge of
of humanoids. They are often encountered with bullywug both the surface and underwater world can be quite valuable.
zombies who failed the witch doctor in life. Noalith’s travels and adventures have given her access to the
Wild Shape druid feature as if she were a 4th level druid. This
This creature was inspired by Dragonix’s Monster allows her to travel between venues incognito and suddenly
Manual Extended. arrive in full elaborate costumes. Only a few members of various
thieves’ guilds or troubadour troops know how she travels. She
Cecaelia Songweaver goes to great pains to travel mysteriously - arriving and departing
without notice. These same organizations are the only ones that
Cecaelia songweavers are usually famous amongst aquatic can reliably get her messages or possible commissions for art or
humanoids and sometimes even on the surface. Their singing spycraft. Noalith lives alone when not traveling and her home is
ability is often unparalleled, and they are often encountered her closest guarded secret.
with a variety of would-be suitors and fans following after
them. Songweavers are powerful friends to those who seek to Spellcasting. The cecaelia songweaver is an 11th-level
protect the ocean environment or terrible foes against those spellcaster. Its spellcasting ability is Charisma (spell save
who act against it. One particularly well known songweaver’s DC 16, +8 to hit with spell attacks). The songweaver has the
stage name is, “Sea Drider.” following spells prepared.
Cecaelia Songweaver Cantrips (at will): choke, dancing lights, true strike, vicious
mockery (3d4)
Large monstrosity (cecaelia), any lawful
1st level (4 slots): charm person, cure wounds, heroism, thunderwave
Armor Class 17 (leather armor and shield) 2nd level (3 slots): enhance ability, poison sphere, silence
Hit Points 105 (14d10 + 28) 3rd level (3 slots): dispel magic, plant growth, stinking cloud
Speed 30 ft., climb 20 ft., swim 30 ft. 4th level (3 slots): compulsion, confusion, greater invisibility
5th level (2 slots): hold monster, mislead
STR DEX CON INT WIS CHA 6th level (1 slot): Otto’s irresistible dance
13 (+1) 19 (+4) 14 (+2) 12 (+1) 14 (+2) 20 (+5)
Actions
Saving Throws Cha +8, Dex +7
Skills Acrobatics +7, Arcana +4, Insight +5, Medicine +4, Nature Multiattack. The cecaelia makes three attacks: one with its
tentacles and two with its shortsword.
+4, Perception +5, Performance +11, Stealth +5
Damage Resistances thunder Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Senses darkvision 60 ft., passive Perception 15 target. Hit: 7 (1d4 + 5) bludgeoning damage and the target
Languages Aquan and any two others is grappled (escape DC 15). The cecaelia cannot attack with
Challenge 9 (5,000 XP) tentacles if it has a creature grappled.
Amphibious. The cecaelia can breathe air and water. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 5) piercing damage.
Jack of All Trades. The cecaelia songweaver adds a +2 to any ability
check result that they do not already have proficiency in. Ink Bolt. Ranged Weapon Attack: +7 to hit, range 20/80 ft., Hit: 1
bludgeoning damage and the target must make a successful DC
Plant Friend. The cecaelia can speak with any aquatic plant. 15 Intelligence saving throw or be blinded until the end of their
next turn. Ink bolt only works underwater.
Songweaving. The cecaelia songweaver, if awake and not
silenced, is constantly singing or humming. Any creatures, Inspiration (5/Day). The cecaelia songweaver, if awake and not
including plants, with a Charisma higher than 5 that are silenced, can choose an ally within 60 feet of it to become inspired
within 60 feet of it, must make a successful DC 16 Charisma as a bonus action. They can do this while songweaving but cannot
saving throw before they can take any action that will harm target themselves. Inspired allies gain a +1d10 result on a die
the cecaelia. If they fail, they spend their action listening to roll that they choose, as long as they use it in the next minute. A
the songweaver singing. Creatures that are deafened or have creature can only benefit from inspiration once every 10 minutes.
witnessed the cecaelia do anything to harm them or their allies
are immune to songweaving for 24 hours.
CHAPTER 8 | NPCs and Personalities 131
Deep Scion Sorcerer Deep Scion Sorcerer
Medium humanoid (deep scion, shapechanger), neutral evil Deep scion sorcerers are created by evil undersea powers
starting with the same methods that make deep scions.
Armor Class 14 (mage armor) Rarely, an evil power will grant a victim more autonomy and
Hit Points 97 (15d8 + 30) willpower, especially if they are already an arcane spellcaster.
Speed 30 ft. (20 ft., swim 40 ft. in hybrid form) The resultant hybrid is then a deep scion sorcerer tasked with
more complex tasks and trusted to stay on the surface for
STR DEX CON INT WIS CHA much longer. A deep scion sorcerer often directs or manages
18 (+4) 13 (+1) 15 (+2) 14 (+2) 13 (+1) 17 (+3) the actions of the undersea power’s surface minions.
Saving Throws Int +5, Wis +4, Cha +6 Isabell (Child of Prophecy)
Damage Resistances psychic
Skills Arcana +5, Deception +9, Investigation +5, Insight +4, No one knows when or where Isabell was born, and she seems
confused if ever asked these questions. If the characters
Persuasion +6, Stealth +9 encounter her in this form before one of the civilizations makes
Senses darkvision 120 ft., passive Perception 11 the mistake of killing her, then she will likely be very chatty and
Languages Aquan, Common, Thieves’ Cant bluntly ask to be adopted as she is bored, and all the people of the
Challenge 5 (1,800 XP) sea are cold and strange with her. As a young adult she looks like
a young sea elf with deep blue hair, and glowing blue eyes.
Amphibious (Hybrid Form Only). The deep scion sorcerer can
breathe air and water. If you introduce Isabell into your campaign and one of the
characters adopts her, then she can be just a curiosity or she
Protean Arcana (Recharge 6). The deep scion sorcerer taps into can be wrapped up in a future mistake after one of the aquatic
the power of its ancient creator and either adds 3d8 psychic races decides to kill her and remove her as a threat. Either
damage or forces disadvantage on all saving throws to a spell way, Isabell cannot become the Empress of the Sea until
that it casts. she is killed. Some may suspect this, but no one knows. A
spellcaster with access to divine agents or that casts commune
Shapechanger. The deep scion sorcerer can use its action to might possibly find this out.
polymorph into a humanoid-piscine hybrid form, or back into
its true form. Its statistics, other than its speed, are the same
in each form. Any equipment it is wearing or carrying isn’t
transformed. The deep scion reverts to its true form if it dies.
Spellcasting. The deep scion sorcerer is a 6th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 14, +6 to hit with
spell attacks). It has the following spells prepared:
Cantrips (at will): blade ward, fire bolt (2d10), friends, mending,
message, prestidigitation, ray of frost (2d8)
1st level (4 slots): charm person, mage armor, magic missile, ray
of sickness
2nd level (3 slots): invisibility, poison sphere, shatter
3rd level (3 slots): dispel magic, fear
Actions
Multiattack. In humanoid form, the deep scion sorcerer makes
two melee attacks. In hybrid form, the deep scion makes three
attacks: one with its bite and two with its claws.
Battleaxe (Humanoid Form Only). Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
6 (1d4 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage.
Psychic Screech (Recharge 6). The deep scion emits a terrible
scream, audible within 300 feet. Creatures within 30 feet of the
deep scion must succeed on a DC 14 Wisdom saving throw or
be stunned until the end of the deep scion’s next turn. In water,
the psychic screech also telepathically transmits the deep scion’s
memories of the last 24 hours to its master, regardless of distance,
as long as it and its master are in the same body of water.
132 CHAPTER 8 | NPCs and Personalities
Isabell (Child of Prophecy) Divination Blindness. Any creature that casts a divination spell
that targets Isabell or includes her in its area of effect must
Medium humanoid (malenti), neutral good make a successful DC 12 Wisdom saving throw or be blinded
permanently. Those that succeed on their saving throw must
Armor Class 14 (natural armor) continue to make this saving throw each round their divination
Hit Points 6 (1d8 + 2) spell or effect is active. Each additional casting of a divination
Speed 30 ft., swim 30 ft. spell by the same creature increases their saving throw DC by 2.
STR DEX CON INT WIS CHA Lesser Immortality. Isabel is immune to disease and the ravages
14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) of age, but she will die if reduced to 0 hit points. This triggers her
prophecy and is referred to as “the mistake.”
Skills Animal Handling +4, Insight +4, Perception +4
Condition Immunities charmed, paralyzed, stunned Speak with Plants and Animals (3/Day). Isabell can magically
Senses darkvision 60 ft., passive Perception 14 speak to any plant or animal that is within 60 feet. The target is
Languages Aquan, Common, Elvish, Sahuagin under no compulsion to tell the truth or even respond.
Challenge ¼ (50 XP)
Actions
Amphibious. Isabell can breathe air and water.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Child of Prophecy. All aquatic humanoids know about Isabell, Hit: 5 (1d6 + 2) slashing damage.
her prophecy, and refer to her as the Empress of the Sea. The
prophecy states that whichever civilization attacks her first Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
will be annihilated and lead to her ruling everything under the Hit: 6 (1d8 + 2) piercing damage.
waves. To this end, aquatic humanoids will usually flee when
they see her or otherwise go out of their way to behave and offer Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320
her things to leave them alone. ft., one target. Hit: 6 (1d8 + 2) piercing damage.
CHAPTER 8 | NPCs and Personalities 133
Existential Threat to Power Legendary Resistance (3/Day). If Isabell fails a saving throw, she
can choose to succeed instead.
Isabell can be anything you need her to be in your campaign. In
my campaigns, she functions as a “sword of Damocles,” whose Lesser Immortality. Isabell is immune to disease and the
existence makes everyone in power nervous. Her prophecy ravages of age, but she will die if reduced to 0 hit points.
is brought to the surface world by adventurers and a human
kingdom hires merfolk assassins that kill her. This leads to the Magic Resistance. Isabell has advantage on saving throws
mistake, in which she dies, becomes the Empress of the Sea, and against spells and other magical effects.
destroys both the human kingdom and the merfolk assassin’s
enclave. This ordeal turns her alignment to lawful evil and she Actions
becomes a very bitter and lonely immortal, conquering the oceans
out of spite more than prophecy. Multiattack. Isabel uses her enthrall (if possible) and then
https://en.wikipedia.org/wiki/Damocles makes four melee attacks.
Isabell (Empress of the Sea) “Inevitable,” Fiendish Mace +3. Melee Weapon Attack: +13 to hit,
reach 5 ft., one target. Hit: 15 (2d8 + 7) bludgeoning damage
Medium humanoid (malenti), lawful evil and 9 (2d8) necrotic damage.
Armor Class 19 (half plate +2) Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit Points 170 (20d8 + 80) Hit: 10 (1d12 + 4) slashing damage and the target must make a
Speed 30 ft., swim 60 ft. successful DC 17 Charisma saving throw or have disadvantage on
Charisma saving throws until the end of their next turn.
STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 18 (+4) 14 (+2) 14 (+2) 16 (+3) Enthrall (Recharge 5-6). Isabell looks at a humanoid within 5 feet of
her and the target must make a successful DC 17 Charisma saving
Saving Throws Str +10, Dex +8, Con +10, Cha +9 throw or be filled with an obsessive need to serve her. The target
Skills Animal Handling +8, Athletics +10, Insight +8, Intimidate can make another saving throw each following day to remove this
effect. This effect is like a dominate monster spell, but the effect
+9, Perception +8, Religion +14 becomes permanent if the target fails their third saving throw. This
Damage Resistances cold, fire, necrotic, psychic effect is removed if Isabell directly damages the target. A target
Condition Immunities charmed, frightened, paralyzed, that makes their saving throw is immune to Isabell’s enthrall ability
for the next year. Isabell can only have three creatures enthralled at
restrained, stunned a time. Those who are permanently enthralled do not count against
Senses darkvision 120 ft., passive Perception 18 this number and can only make another save if they have not seen
Languages Aquan, Common, Elvish, Sahuagin her in a year. Those who are permanently enthralled by her will
Challenge 17 (18,000 XP) not have this effect removed if she dies but they will bend all their
resources towards raising her from the dead.
Amphibious. Isabell can breathe air and water.
Reactions
Bend Water. Isabell is under the effects of a powerful type of freedom
of movement so long as she is underwater. She can choose to ignore Retaliate. Isabell makes one attack with Inevitable if hit with a
buoyancy, water pressure, and any other penalty or disadvantage melee attack.
from being in, fighting, or moving through water.
Burden of Prophecy. Isabell has stopped fighting her prophecy
and is currently working to bend all the humanoid civilizations
to her will. Any aquatic humanoid within 60 feet of her has
disadvantage on attack rolls made against her unless immune to
the frightened condition. Aquatic humanoids that spend more
than an hour in Isabell’s presence become immune to this effect.
Divination Blindness. Any creature that casts a divination spell
that targets Isabell or includes her in its area of effect must make a
successful DC 17 Wisdom saving throw or be blinded permanently
and take 13 (2d12) psychic damage. Those that continue to use
divination must continue to make this saving throw each round the
spell or effect is active. Each additional casting of a divination spell
by the same creature increases their saving throw DC by 2.
134 CHAPTER 8 | NPCs and Personalities
Jobe “Hermit of Bright Abyss” Malenti Infiltrator
Medium humanoid (unique), lawful neutral Medium humanoid (malenti), neutral evil
Armor Class 17 (unarmored defense) Armor Class 13 (natural armor)
Hit Points 44 (8d8 + 8) Hit Points 33 (6d8 + 6)
Speed 40 ft., swim 40 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 14 (+2) 10 (+1) 18 (+4) 11 (+0) 10 (+0) 15 (+2) 12 (+0) 11 (+0) 13 (+1) 13 (+1)
Saving Throws Str +4, Dex +6 Skills Deception +3, Perception +3, Persuasion +3, Stealth +4
Skills Athletics +4, History +7 Senses darkvision 60 ft., passive Perception 13
Damage Resistances necrotic, radiant Languages Elvish, Sahuagin
Condition Immunities charmed, frightened Challenge ½ (100 XP)
Senses darkvision 60 ft., passive Perception 14
Languages Aquan, Celestial, Common, Elvish, Sylvan Amphibious. The malenti infiltrator breathes air and water.
Challenge 1 (200 XP)
Sneak Attack. Once per turn, the malenti infiltrator deals an
Amphibious. Jobe can breathe air and water. extra 7 (2d6) damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the target is within
Evasion. If Jobe is subjected to an effect that allows him to 5 feet of an ally of the malenti that isn’t incapacitated and the
make a Dexterity saving throw to take only half damage, Jobe malenti doesn’t have disadvantage on the attack roll.
instead takes no damage if he succeeds on his saving throw or
half damage if he fails. Speak with Sharks. Malenti can telepathically talk to any
shark within 10 feet of them. They cannot issue commands
Unarmored Defense. Jobe adds his Wisdom modifier to his or otherwise control them, but most sharks will immediately
Armor Class so long as he is not wearing armor or a shield leave a malenti alone after being spoken to this way unless the
(included in Armor Class). malenti is being violent.
Magical Weapons. Jobe’s martial arts attacks are magical. Actions
Water Soul. Jobe must make a successful DC 15 Constitution Multiattack. The malenti infiltrator attacks twice with its claws.
saving throw each hour he spends not fully submerged in water
or gain a level of exhaustion. Jobe is immune to the effects of Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
pressure or frigid water and he can choose to ignore nonmagical Hit: 4 (1d3 + 2) slashing damage.
currents or difficult terrain while underwater.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320
Actions ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Multiattack. Jobe makes two attacks with martial arts.
Martial Arts. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 4) bludgeoning damage.
Flurry of Blows (Recharge 6). Jobe attacks four times with
martial arts.
Fey Step (3/Day). Jobe, as a bonus action, magically teleports up to
60 feet to an unoccupied space he can see. Any creature within 5
feet of his new location must make a DC 11 Wisdom saving throw
or gain the frightened condition until the end of their next turn.
Reactions
Deflect Missiles. Jobe uses his reaction to catch or deflect a
missile when he is hit by a ranged weapon attack. The ranged
weapon attack’s damage is reduced by 14 (1d10 + 9). If this
reduces the damage to 0, then he can choose to catch the
missile and redirect it at an enemy within 20 feet. This attack is
a martial arts attack with a range of 20 feet.
CHAPTER 8 | NPCs and Personalities 135
Merfolk Historian Jobe “Hermit of Bright Abyss”
Medium humanoid (merfolk), any lawful Jobe is a unique creature with a celestial parent and a fey
parent that he has never met. He both resembles an aasimar
Armor Class 16 (eel skin) and also a satyr, with knees hinged like a human, and is
Hit Points 49 (9d8 + 9) relatively certain that he is unique. He is unwelcome in both
Speed 10 ft., swim 40 ft. the Feywild and all of the Upper Planes. Jobe knows that
his parents’ coupling was not voluntary and was the result
STR DEX CON INT WIS CHA of some millennia-old contest between demigods. After
11 (+0) 12 (+1) 13 (+1) 16 (+3) 15 (+2) 16 (+3) discovering the bitter truth, he spends his days exploring
the deep ocean and gathering artifacts, having given up
Skills Arcana +6, History +9, Insight +8, Medicine +6, on civilization completely and distracting himself with the
Performance +9 study of history. If spoken to, he will say as few words as
possible and be just unpleasant enough to convince people to
Saving Throws Int +6, Cha +6 leave him alone.
Senses passive Perception 12
Languages Aquan, Common, Quipo and any two languages Malenti infiltrators
Challenge 3 (700 XP)
Malenti infiltrators are malenti that are hand-picked by
Amphibious. Merfolk can breathe air and water. sahuagin and trained to infiltrate sea elf communities as spies
and occasional assassins.
Innate Spellcasting. The historian’s innate spellcasting ability is
Charisma (Spell DC 14, +6 to hit with spell attacks). It can innately Merfolk Historian
cast the following spells, requiring no material components:
Merfolk historians are storytellers, verbal history keepers,
At will: detect magic, light, vicious mockery (2d4) scribes, and voices of reason in many merfolk communities.
3/day each: animal friendship, charm person, cure wounds, Most of them have mastered a type of resonant sea-shell that
can produce slow melodic music in their hands.
heroism, phantasmal force
2/day each: compulsion, fear, see invisibility, tongues
1/day each: dominate person, eel skin, mislead, silence
Memory. The historian has advantage on all Intelligence
(History) checks.
Orator (Recharge 5-6). One target, of the merfolk historian’s
choice, of an innate spell has disadvantage on their saving
throw if they can hear and understand the historian.
Resilient Presence. The historian and all merfolk within 30
feet of it have advantage on any saving throw to resist any
enchantment spells or magical effects that cause the charmed,
frightened, or exhaustion conditions. This feature does not work
if the historian is silenced or incapacitated.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage.
Historians and Quipu
Merfolk do not create and use books normally, though some of
them can read the few books that have been captured or found (and
stored out of water). They still value their history and understand
the necessity of storing knowledge for future generations, using
quipu to do so. Quipu is a way to store knowledge or do math by a
complicated system of knotting lengths of string. Most merfolk can
understand basic concepts displayed in the knots (sometimes knots
are carved into bone and other materials). Merfolk historians are
the true keepers of knowledge who have a deep understanding of
math, codes, and the more complicated uses for Quipu. Because of
this, historians are rare, hard to train, but easily the most educated
and learned of the merfolk society. The Quipu strings used by the
historians are widely thought to be the product of a specialized
seaweed, but its source, manufacture, and treatments are closely
held state secrets. Each string lasts roughly four hundred years in
seawater but breaks down quickly when exposed to air.
136 CHAPTER 8 | NPCs and Personalities
Merfolk leadership is determined in some tribes at birth. Those and haughty expressions, and are completely comfortable with
destined for leadership are fed a special diet for the first twelve command and how to use merfolk in underwater battles. A
years of their life, trained, and pushed to excel at all things. prince or princess tends to be very vain and are the least likely
When they reach adulthood, they have mirror-like scales, proud merfolk to bother with any form of clothing.
Merfolk Prince or Princess Noble Aura. The prince or princess adds their Charisma bonus
to their Armor Class so long as they are not wearing armor or
Medium humanoid (merfolk), any neutral clothing (already included in Armor Class).
Armor Class 18 (noble aura) Radiant Smite. The prince or princess adds 1d8 radiant damage
Hit Points 84 (13d8 + 26) to all melee weapon attacks (included in the attack).
Speed 10 ft., swim 40 ft.
Spellcasting. The prince or princess is a 10th-level spellcaster.
STR DEX CON INT WIS CHA Their spellcasting is Charisma (spell save DC 16, +8 to hit with
13 (+1) 18 (+4) 14 (+2) 13 (+1) 13 (+1) 19 (+4) spell attacks). They can cast the following spells:
Skills Deception +8, Insight +5, Intimidate +8, Perception +5 1st level (4 slots): compelled duel, divine favor, heroism,
Saving Throws Dex +8, Wis +5, Cha +8 protection from evil and good
Damage Immunities poison
Condition Immunities frightened, poisoned 2nd level (3 slots): branding smite, lesser restoration, magic weapon
Senses passive Perception 15 3rd level (2 slots): dispel magic, protection from energy
Languages Any three languages
Challenge 6 (2,300 XP) Actions
Amphibious. Merfolk can breathe air and water. Multiattack. The merfolk prince or princess makes three melee
attacks.
Inspire Merfolk. Merfolk within 30 feet of a prince or princess add
1 to all attack rolls, ability checks, and saving throws. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage and 4 (1d8) radiant damage.
Legendary Resistance (1/Day). If the prince or princess fails a
saving throw, they can choose to succeed instead. Lay on Hands (1/Day). The prince or princess touches an ally or
themselves and restores up to 50 hit points.
CHAPTER 8 | NPCs and Personalities 137
Merfolk Raykeeper Musa Keita the First
Medium humanoid (merfolk), any neutral Medium human, lawful neutral
Armor Class 12 (shield) Armor Class 18 (cloak of protection and sovereignty)
Hit Points 26 (4d8 + 8) Hit Points 135 (18d8 + 54)
Speed 10 ft., swim 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 15 (+2) 10 (+0) 13 (+1) 11 (+0) 18 (+4) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 18 (+4)
Skills Animal Handling +3, Perception +3, Survival +3 Saving Throws Str +5, Dex +4, Con +8, Int +7, Wis +8, Cha +9
Senses passive Perception 13 Skills Athletics +8, Deception +12, History +6, Insight +11,
Languages Aquan, Common
Challenge ¼ (50 XP) Intimidation +8, Persuasion +8
Condition Immunities paralyzed, restrained
Amphibious. Merfolk can breathe air and water. Senses passive Perception 13
Languages any four languages
Stingray Saddle. Merfolk raykeepers and their stingray mounts Challenge 12 (8,400 XP)
are fitted with specialty netting that counts as an exotic saddle.
A mounted raykeeper that hits a target with a spear does an Brutality. Musa rerolls all melee weapon damage once per
additional 3 (1d6) piercing damage. successful hit, choosing the higher damage result.
Actions Freedom of Movement. Being underwater imposes no penalties
on Musa’s movements or attacks.
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. Magic Items. Musa has prepared for his extended trip underwater
and carries with him the following magic items: +1 longsword, ring
Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft. Hit: 5 of free action, ring of water breathing, and cloak of protection. These
(1d6 + 2) piercing damage. item effects are reflected in the statistics.
Reactions Noble Presence. Allies of Musa that can see him and are within
10 feet can choose to use the noble’s saving throw bonuses
Mounted Interference. The raykeeper can force a melee attack instead of their own. Each ally can benefit from this assistance
that targets them to target their mount instead. once per day.
Raykeepers and Armor
Merfolk raykeepers will sometimes wear armor but only if they are
riding giant stingrays and expecting violent conflict. Their armor is
a combination of thick skins, shells, and bones that gives the same
protection as half plate. Raykeepers refer to this type of armor as a
“deathtrap” and hate to wear it outside of royal parades or warfare.
On the other hand, they understand its protection as they are often
the first to encounter and engage an enemy force.
Merfolk Raykeeper
Merfolk raykeepers train and ride stingrays. A few of
them, especially if they are part of a royal guard, will ride
giant stingrays.
138 CHAPTER 8 | NPCs and Personalities
Privilege (3/Day). As a bonus action, Musa gains resistance to Pale Lady Warlock
one type of damage or advantage on any saving throw to avoid
being subjected to one condition (other than unconscious or Medium humanoid, any evil
incapacitated) for the next 10 minutes.
Armor Class 13 (studded leather)
Sovereignty. Musa adds his Charisma bonus to his Armor Class Hit Points 65 (10d8 + 20)
and attack rolls (this is reflected in the statistics). Speed 30 ft.
Water Breathing. Musa can breathe underwater while wearing STR DEX CON INT WIS CHA
his ring of water breathing. 11 (+0) 12 (+1) 15 (+2) 14 (+2) 15 (+2) 20 (+5)
Actions Skills Arcana +6, Athletics +4, Deception +9, History +6,
Investigation +6, Performance +9, Persuasion +9
Multiattack. Musa attacks three times with his +1 longsword.
Saving Throws Int +6, Wis +6, Cha +9
+1 Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one Damage Resistances cold, psychic
target. Hit: 14 (1d10 + 9) slashing damage. Senses darkvision 120 ft., passive Perception 12
Languages telepathy 30 ft., any three languages
Reactions Challenge 5 (1,800 XP)
Parry. Musa adds 4 to his AC against one melee attack that Hold Breath. The warlock can hold their breath for 20 minutes
would hit him. To do so, he must see the attacker and be as long as they do not upset the Pale Lady.
wielding a melee weapon.
Spellcasting. The Pale Lady warlock is a 10th-level warlock. Their
Protect Me (3/Day). If Musa fails a saving throw or takes spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell
damage that would reduce his hit points to 0, then an ally within attacks). They regain expended spell slots when they finish a short
10 feet is affected instead. or long rest. They know the following warlock spells:
Musa Keita the First Cantrips (at will): blade ward, chill touch (120 ft., 2d8 cold),
eldritch blast (2 beams, 120 ft., 1d10 + 5 force damage),
Musa Keita the First is a “king of kings” from another Prime prestidigitation
Material plane that visits this one in search of the Marble Path.
The Marble Path is a mythic journey, taken underwater, that 1st-5th level (2 5th-level slots): clairvoyance, Evard’s black
eventually leads to immortality. Musa is seeking immortality tentacles, dominate person, hellish rebuke, hold monster, magic
because he is dying of a wasting disease (cancer). This wasting circle, mirror image, phantasmal force, spider climb, Tasha’s
disease cannot be cured and always comes back to ravage hideous laughter
Musa’s body after his many wizards and priests magically
cured or removed it. His disease is beginning to sorely tax the Thought Shield. The warlock is resistant to psychic damage and
empire’s coffers, so he sets out in search of a permanent cure no creature can read their thoughts except for the Pale Lady and
with his two surviving children in tow. At the end of his journey, her spies.
he changes his mind and accepts his mortality, but this decision
is a painful one for his children and those around him who Actions
suddenly fight over their chance at immortality.
Multiattack. A Pale Lady warlock makes three attacks with their
Musa Keita the First’s royal retinue, the Marble Path, and jealous whip.
his two children are briefly explained and are central to the
adventure at the end of Chapter 2. Musa’s wasting disease Jealous Whip +2. Melee Weapon Attack: +7 to hit, reach 15
cannot be permanently cured, even with a wish spell. Musa and ft., one target. Hit: 3 (1d8 + 3) cold damage. If the target is a
his advisors know this because they have tried everything to gender that the wielder is attracted to, then the target must
cure him. At best each spell or cure removes the disease for a make a successful DC 14 Wisdom saving throw or be frightened
few months but it always returns. Musa begins his journey in and view the warlock as utterly disgusting until the end of their
an attempt to remove his mortality but it is the journey that also next turn. A target that makes this saving throw can no longer
teaches him peace and acceptance. be frightened by the jealous whip.
Pale Lady Warlock Reactions
Pale Lady warlocks who are given the freedom that this one Entropic Ward (Recharge 6). The warlock forces an attacker that
earned are rare. Usually, her warlocks upset her within the first they can see to have disadvantage on one attack roll. If the attacker
year and they drown or are abandoned in a time of need. As a misses the warlock then the warlock gains advantage on their first
mark of this one’s freedom, it was given a magical cold whip attack against the attacker during their next turn.
+2 that smells of salt water. These warlocks tend to wander the
earth following their own whims or hang around pirate havens
spreading tales of the Pale Lady and how she is the last hope of the
drowning damned. Pirates and sailors tend to be very superstitious
of Pale Lady warlocks and hate having them aboard, but most do
not have the power or will to anger them or their Pale Lady.
CHAPTER 8 | NPCs and Personalities 139
Pearl Diver Sea Elf Cavalry
Medium humanoid (any race), any Medium humanoid (elf ), chaotic good
Armor Class 14 (unarmored defense) Armor Class 14 (shield)
Hit Points 34 (4d12 + 8) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 15 (+2) 10 (+0) 11 (+0) 10 (+0) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Skills Athletics +5, Perception +2 Skills Animal Handling +4, Athletics +4
Saving Throws Con +4 Saving Throws Dex +5
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 11
Languages Aquan, Elvish Languages Aquan, Elvish
Challenge ½ (100 XP) Challenge ½ (100 XP)
Diver. The pearl diver adds double its Constitution modifier Amphibious. Sea elves can breathe air and water.
when determining how long it can hold its breath. A pearl
diver can hold its breath for 5 minutes and can survive while Mounted Charge. If mounted, the elf has advantage on melee
suffocating for an additional 4 rounds. weapon damage rolls if their mount traveled at least 20 feet in a
straight line towards the target on the same turn. If the target is
Tough. The pearl diver’s Hit Dice are d12s. Medium or smaller and not mounted, then the sea elf does an
additional 1d6 piercing damage per hit.
Unarmored Defense. The pearl diver adds its Constitution
modifier to Armor Class, as long as it is not wearing armor Fey Ancestry. Sea elves have advantage on saving throws
(included in Armor Class). against being charmed, and magic cannot put them to sleep.
Underwater Brutality. If underwater and unarmored, the pearl Friend of the Sea. Sea elves can communicate simple ideas with
diver adds +2 piercing damage against a creature that is also any beast that has an innate swimming speed.
underwater (included in Actions).
Mounted. This elf is mounted on a giant sea horse.
Actions
Actions
Multiattack. The pearl diver makes two melee attacks.
Multiattack. The elf makes two melee weapon attacks.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) piercing damage. Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.
Pearl divers are the best swimmers in their community and are
often given a place of high prestige. Among the lizard-folk, pearl Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft, one target.
divers are sometimes given social prestige equal to a shaman, Hit: 4 (1d4 + 2) piercing damage.
for they are the underwater fighting experts.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320
Hold Breath and Pearl Divers ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Any pearl diver that can already hold its breath based on creature Sea Elf Cavalry
features can add their diver feature to their Hold Breath. A lizardfolk
pearl diver with 13 Constitution would then be able to hold its breath Some sea elves show an aptitude for handling and riding
for 17 minutes instead of 15 minutes. aquatic mounts or fighting in general. Most of them are
encountered riding a hippocampus, large fish, or giant sea
horse, but never any variety of sharks. Rarely a sea elf safely
trains and uses something more exotic as a mount (giant
squid or huge fish), which grants the elf more prestige. Sea
elf cavalry also function as the guards found inside their
civilization and are the most likely variety of sea elf to be
encountered by adventurers.
Sea Elf Scout
Sea elf scouts spend most of their time watching known
sahuagin encampments from a safe distance. They report
any large movements of sahuagin forces or anything strange
they see using animal messengers. Groups of sea elf
140 CHAPTER 8 | NPCs and Personalities
cavalry will sometimes have a few scouts attached to them
if the sea elves are sending a force into unknown or enemy
territories. If a sea elf scout notices surfacers they will also
report on their movements and take great pains to remain
unnoticed. Adventurers under the ocean are rare and often
very dangerous.
Sea Elf Scout
Medium humanoid (elf ), chaotic good
Armor Class 12
Hit Points 31 (7d8)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
Skills Perception +4, Stealth +8, Survival +4
Saving Throws Dex +5, Wis +4
Senses darkvision 60 ft., passive Perception 14
Languages Aquan, Elvish
Challenge ½ (100 XP)
Amphibious. Sea elves can breathe air and water.
Camouflage Netting. This elf uses camouflage netting and has
advantage on Dexterity (Stealth) checks if they did not move
during their last turn.
Fey Ancestry. Sea elves have advantage on saving throws
against being charmed, and magic cannot put them to sleep.
Friend of the Sea. Sea elves can communicate simple ideas with
any beast that has an innate swimming speed.
Innate Spellcasting. The elf’s spellcasting ability is Wisdom
(spell save DC 12, +4 to hit with spell attacks). They can innately
cast the following spells without components:
1/day each: alarm, animal messenger, ensnaring strike
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320
ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Conch Horn. The elf uses a conch horn that releases a sound
that can be heard up to a mile away, or three miles away if it is
used underwater.
CHAPTER 8 | NPCs and Personalities 141
Sea Elf Whisperer Cantrips (at will): acid splash (2d6), druidcraft, poison spray
(2d12), shape water, thorn whip (2d6)
Medium humanoid (elf ), chaotic good
1st level (4 slots): cure wounds, entangle, mirror image,
Armor Class 16 (barkskin) thunderwave
Hit Points 53 (9d8 + 9)
Speed 30 ft., swim 30 ft. 2nd level (3 slots): barkskin, hold person, lesser restoration
3rd level (3 slots): dispel magic, protection from energy
STR DEX CON INT WIS CHA 4th level (3 slots): confusion, dominate beast
11 (+0) 13 (+1) 13 (+1) 13 (+1) 16 (+3) 12 (+1) 5th level (1 slot): toxic bloom
Skills Animal Handling +9, Insight +6, Perception +6, Survival True Friend of the Sea. This sea elf can speak to any beast that
+6 has an innate swimming speed.
Saving Throws Int + 4, Wis +6 Wild Shape (2/Day). The sea elf magically polymorphs into
Senses darkvision 60 ft., passive Perception 16 a beast with a challenge rating of 1 or less and can remain in
Languages Aquan, Elvish, Sahuagin, Primordial this form for up to 4 hours. The sea elf can choose whether its
Challenge 4 (1,100 XP) equipment falls to the ground, melds with its new form, or is
worn by the new form. The sea elf reverts to its true form if it
Amphibious. Sea elves can breathe air and water. dies or falls unconscious.
Fey Ancestry. Sea elves have advantage on saving throws Actions
against being charmed, and magic cannot put them to sleep.
Multiattack. The elf makes two melee weapon attacks.
Spellcasting. The sea elf whisperer is a 9th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft, one target.
spell attacks). The elf has the following spells prepared: Hit: 3 (1d4 + 1) piercing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320
ft., one target. Hit: 5 (1d8 + 1) piercing damage.
142 CHAPTER 8 | NPCs and Personalities
Selkie Berserkr • Condition Immunity. The selkie berserkr chooses to be
immune to either the paralyzed, petrified, poisoned,
Medium fey (selkie, shapechanger), any chaotic restrained, or stunned condition for 10 minutes.
Armor Class 15 (unarmored defense) • Poisoned Axe. The selkie berserkr coats its greataxe in a
Hit Points 102 (12d8 + 48) poisonous grease that adds +1d6 poison damage to each
Speed 35 ft., (25 ft., swim 45 ft. in seal form), (45 ft., swim 35 ft. successful attack for 10 minutes.
in polar bear form) • Temporary Hit Points. The selkie berserkr gains 20 temporary
hit points for 10 minutes.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 10 (+0) 8 (-1) 13 (+1) • Truesight. The selkie berserkr gains truesight 10 ft. for 10 minutes.
• Weapon Resistance. The selkie berserkr gains resistance to either
Saving Throws Str +9, Con +7
Skills Athletics +9, Intimidation +5, Nature +4, Perception +3, bludgeoning, piercing, or slashing damage for 10 minutes.
Survival +7 Hold Breath. The selkie berserkr can hold its breath for 15 minutes.
Damage Resistances cold, psychic
Senses darkvision 60 ft., passive Perception 13 Keen Smell. The selkie berserkr has advantage on Wisdom
Languages Common, Sylvan (Perception) checks that rely on smell.
Challenge 5 (1,800 XP)
Unarmored Defense. The selkie berserkr adds its Constitution
Berserkr Therianthropy (2/Day). The berserkr has two skins: one for modifier to its Armor Class, as long as it is not wearing armor
its seal form and one for its polar bear form. It can spend an action (included in Armor Class).
to either put its seal or bear skin on or remove it. Once complete the
berserkr is either in its polar bear, humanoid form, or back in its true Actions
seal form. Its statistics, other than movement, are the same in each
form. Any equipment it is wearing or carrying isn’t transformed. It Multiattack. The selkie berserkr uses growl and then makes
reverts to its true seal form if it dies. The berserkr also regains 20 lost three melee attacks.
hit points after it completes therianthropy.
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Combat Trance. If the berserkr is not surprised then it is target. Hit: 11 (1d12 + 5) slashing damage.
immune to the charmed and frightened conditions.
Spear. Ranged Weapon Attack: +9 to hit, range 20 ft./60 ft., one
Feral Instinct. The berserkr has advantage on initiative rolls. target. Hit: 8 (1d6 +5) piercing damage.
Hallucinogens (1/Long Rest). The berserkr, while in humanoid Growl. The selkie berserkr emits a loud growl and any creature
form only, spends 10 minutes in a wilderness setting gathering within 10 feet of it must make a successful DC 13 Charisma
natural hallucinogens. The gathered materials can be used saving throw or have disadvantage on all attack rolls against the
immediately or stored for up to 4 hours. Depending on what the selkie berserkr until the end of their next turn.
berserkr intends to do, the hallucinogens are consumed and the
berserker gains one of the following: Reactions
Parry. The selkie berserkr adds 4 to its AC against one melee
attack that would hit it. To do so, the selkie berserkr must see
the attacker and be wielding a melee weapon.
Selkie Seidhr movement, are the same in each form. Any equipment it is wearing
or carrying isn’t transformed. It reverts to its true form if it dies. The
Medium fey (selkie, shapechanger), any chaotic seidhr also regains 10 lost Hit Points after it completes therianthropy.
Armor Class 12 (15 with mage armor) Metamagic (Recharge 6). The selkie seidhr can cast a spell
Hit Points 65 (10d8 + 20) using either Distant Spell or Extended Spell metamagic without
Speed 30 ft., (20 ft., swim 40 ft. in seal form) using sorcery points, but otherwise exactly as explained in the
sorcerer section of the Player’s Handbook.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 11 (+0) 12 (+1) 17 (+3) Spellcasting. The selkie seidhr is a 10th-level sorcerer. Its
spellcasting ability is Charisma (spell save DC 14, +6 to hit with
Saving Throws Con +5, Chr +6 spell attacks). The seidhr has the following spells prepared:
Skills Athletics +3, Arcana +3, Deception +6, Persuasion +6
Damage Resistances lightning, thunder Cantrips (at will): friends, mending, message, ray of frost (2d8),
Senses darkvision 60 ft., passive Perception 11 shocking grasp (2d8), true strike
Languages Common, Primordial, Sylvan
Challenge 5 (1,800 XP) 1st-level (4 slots): mage armor, ray of sickness, thunderwave
2nd-level (3 slots): mirror image, shatter, web
Hold Breath. The selkie seidhr can hold its breath for 15 minutes. 3rd-level (3 slots): lightning bolt, slow
4th-level (3 slots): greater invisibility, ice storm
Keen Smell. The selkie seidhr has advantage on Wisdom 5th-level (2 slots): hold monster
(Perception) checks that rely on smell.
Actions
Fast Therianthropy (2/Day). The selkie seidhr, if at least partially
submerged in salt water, spends its action either putting its seal Multiattack. The seidhr either casts a cantrip and makes a
skin on or removing it. Once complete, the seidhr is either in its melee attack or makes two melee attacks.
humanoid form or back in its true seal form. Its statistics, other than
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage and 3 (1d6) lightning damage. 143
CHAPTER 8 | NPCs and Personalities
Selkie Vikingr Keen Smell. The selkie vikingr has advantage on Wisdom
(Perception) checks that rely on smell.
Medium fey (selkie, shapechanger), any
Fast Therianthropy (2/Day). The selkie vikingr, if at least partially
Armor Class 17 (chain mail) submerged in salt water, spends its action either putting its seal
Hit Points 45 (7d8 + 14) skin on or removing it. Once complete, the vikingr is either in its
Speed 30 ft., (20 ft., swim 40 ft. in seal form) humanoid form or back in its true seal form. Its statistics, other
than movement, are the same in each form. Any equipment it
STR DEX CON INT WIS CHA is wearing or carrying isn’t transformed. It reverts to its true
16 (+3) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 11 (+0) form if it dies. The vikingr also regains 10 lost hit points after it
completes therianthropy.
Skills Intimidation +2, Perception +3
Senses darkvision 60 ft., passive Perception 13 Actions
Languages Common, Sylvan
Challenge 1 (200 XP) Multiattack. The selkie vikingr makes two melee or two ranged
attacks.
Brave. The selkie vikingr has advantage on any saving throw to
prevent the frightened condition. Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage.
Feral Instinct. The selkie vikingr has advantage on initiative rolls.
Spear. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one
Hold Breath. The selkie vikingr can hold its breath for 15 minutes. target. Hit: 6 (1d6 + 3) piercing damage.
Selkie Berserkr Selkie Vikingr
Berserkrs are rare selkies blessed with the ability to also Vikingr are the more social and martially adventurous selkies,
assume a polar bear form. These selkies are the most likely forming large groups of vikingr that follow the strongest.
to seek adventure and violence amongst humanoid militaries, These groups either hire out as mercenaries, pirates, or
guards, or adventurers on the surface. otherwise look for violent opportunities. Vikingr in seal form
tend to be slightly larger and more feral than a normal seal.
Selkie Seidhr
Prejudice Against the “Purple-Eyed”
Some selkies become seidhr, a type of storm sorcerer
enthralled by the natural power of storms. These unusually Selkie seidhr often face persecution amongst other selkie because
gifted selkies tend to spend most of their time in humanoid they spend so much time away from other selkie. Their powers are
form. Some wander the earth, some protect nature and some strange and associated with a perceived corruption due to their time
do whatever pleases them. Seidr in seal form can make their away from their own race. This has the obvious effect of causing
eyes glow a deep purple if they choose, and sometimes do this most seidhr to spend even more time away from other selkie.
around selkie to announce themselves.
144 CHAPTER 8 | NPCs and Personalities
Sojourner Water Genasi Mercenary
Huge monstrosity (narwhal), lawful good Medium humanoid (water genasi), any
Armor Class 12 (natural armor) Armor Class 14
Hit Points 95 (10d12 + 30) Hit Points 58 (9d8 + 18)
Speed 0 ft., swim 40 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 16 (+3) 10 (+0) 17 (+3) 14 (+2) 11 (+0) 18 (+4) 15 (+2) 10 (+0) 12 (+1) 11 (+0)
Saving Throws Str +8, Con +6, Wis +6 Saving Throws Dex +7, Wis +4
Skills Athletics +8, Insight +6, Intimidation +5, Perception +6 Skills Acrobatics +7, Athletics +3, Intimidate +3, Survival +4
Senses blindsight 120 ft., passive Perception 16 Damage Resistances acid
Languages Aquan, Common, Sylvan, Primordial, Draconic Senses passive Perception 11
Challenge 6 (2,300 XP) Languages Aquan, Common, Primordial
Challenge 2 (450 XP)
Echolocation. Sojourner can’t use her blindsight while
deafened. Amphibious. The water genasi mercenary can breathe air or water.
Hold Breath. Sojourner can hold her breath for 3 hours. Dueling. A water genasi mercenary has a +2 bonus to damage
rolls with melee weapons as long as it uses only one weapon, and
Horn Mastery. Sojourner has perfected combat with her horns the other hand is free (this is reflected in shortsword damage).
and suffers no penalty for attacking an adjacent creature.
Indomitable (1/Day). The water genasi chooses to reroll one
Keen Hearing. Sojourner has advantage on Wisdom saving throw but must use the new result.
(Perception) checks that rely on hearing.
Innate Spellcasting. The water genasi mercenary’s innate
Regeneration. Sojourner regains 10 Hit Points at the start of her spellcasting ability is Constitution (spell save DC 13, +5 to hit
turn. If Sojourner starts her turn with 0 Hit Points or if she took with spell attacks). It can innately cast the following spells,
necrotic damage during her last turn, then this trait does not requiring no material components:
function at the start of her next turn.
At will: acid splash, shape water
Sojourner’s Charge. If Sojourner moves at least 20 feet straight 1/day each: create or destroy water
towards a target and then hits with her horns, then the target takes
an additional 18 (4d8) piercing damage once during her turn. Actions
Actions Multiattack. The water genasi mercenary makes two melee
attacks.
Multiattack. Sojourner attacks three times with her horns.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Horns. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. target. Hit: 9 (1d6 + 6) piercing damage. The water genasi
Hit: 18 (2d12 + 5) piercing damage and 3 (1d6) radiant damage. mercenary scores a critical hit on a roll of 19 or 20.
Sojourner is an ancient, exceptionally large narwhal with two Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range
golden horns that she claims always existed, but she doesn’t 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
remember much past three hundred years before the present.
After she realized that she could no longer give birth and that Water genasi mercenaries are often found near aquatic or
she seemed immune to old age, she left her extended family amphibious humanoid civilizations, acting as elite guards,
and has traveled the world’s seas, battling evil where she can scouts, or agents. These mercenaries sometimes create small
find it or saving lives when she can manage. She is a welcome exploration, mercenary, or salvage companies made up of
sight to good aquatic humanoids, but an ill omen to evil ones. adventurous aquatic humanoids of mixed backgrounds.
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Wokou Wokou’s Adamant
Medium humanoid (human), chaotic evil Small aberration, chaotic evil
Armor Class 15 (mage armor) Armor Class 16 (mage armor)
Hit Points 39 (6d8 + 12) Hit Points 13 (3d6)
Speed 30 ft., swim 40 ft. (ring of swimming) Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 16 (+3) 8 (-1) 17 (+3) 11 (+0) 8 (-1) 10 (+0) 16 (+3)
Saving Throws Wis +3, Cha +6 Saving Throws Wis +2, Cha +5
Skills Acrobatics +5, Arcana +3, Deception +6, History +3, Skills Insight +2, Perception +2, Stealth +9
Damage Immunities necrotic
Persuasion +6, Stealth +6 Damage Vulnerabilities fire
Damage Resistances bludgeoning (underwater only) Senses darkvision 60 ft., passive Perception 12
Damage Immunities cold Languages telepathy 60 ft.
Senses darkvision 60 ft. (underwater only), passive Perception 10 Challenge ⅛ (50 XP)
Languages Aquan, Common, Draconic
Challenge 2 (450 XP) Amphibious. Adamant can breathe air or water.
Familiar Cantrips. Wokou’s familiar, Adamant, can cast cantrips Familiar Cantrips. Adamant can cast cantrips on itself only,
on itself, during its turn, using any “at will” spell that Wokou during its turn, using any “at will” spell that Wokou knows.
knows.
Pale Minion. Adamant is a denizen of the Pale Lady’s demi-
Pact of the Chain. Wokou can hold their breath for 20 minutes plane and functions as a gift and a spy. If Wokou does anything
and has darkvision 60 ft. while underwater. counter to the Pale Lady’s wishes, Adamant can either choose
to punish Wokou (see Spy) or evaporate and reform near The
Ring of Deep Swimming. Wokou wears a platinum band ring that is a Pale Lady three days later.
ring of swimming that also grants bludgeoning resistance so long as
the wearer is completely submerged in water. Actions
Spellcasting. Wokou is a 6th-level warlock. Their spellcasting Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one
ability is Charisma (spell save DC 14, +6 to hit with spell target. Hit: 1 necrotic damage and the target is grappled
attacks). They regain expended spell slots when they finish a (escape DC 12). Until this grapple ends, the target takes 1
short or long rest. They know the following warlock spells: necrotic damage at the beginning of its turn and Adamant can’t
use its tentacles on another target.
Cantrips (at will): blade ward, blur, chill touch (2d8), mage armor,
toll the dead (2d8/2d12) Ink Cloud (Recharge 6). A magical 10-foot-radius cloud of ink
extends all around Adamant if it is underwater. The area is
1st-3rd level (2 3rd-level slots): charm person, expeditious retreat, heavily obscured and causes 1 necrotic damage to any creature
find familiar, mirror image, phantasmal force, water breathing, that starts its turn in the cloud. This ink cloud lasts for 1
vampiric touch minute, although a significant current can disperse the ink.
After releasing its ink, Adamant can use the Dash action as a
Actions bonus action.
Silvered Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one Spy. Adamant reads the thoughts and emotions of Wokou
target. Hit: 4 (1d4 + 2) piercing damage. This dagger is silvered. as long as they are within 10 feet of each other. Adamant can
choose to then cause 1 point of psychic damage to Wokou
Wokou used to be a “middling pirate,” in their own words, depending on what it reads.
before they were tossed from a ship during a “division of
labor” dispute. After an hour of treading water, Wokou called Adamant is a unique octopus-like aberration originally from
upon the vligender to save them but got no response. At the the Far Realm, used by The Pale Lady to spy on whoever her
point of complete exhaustion, Wokou sank under the waves current “favored toy” happens to be. At the moment, Adamant
and heard the Pale Lady’s voice for the first time. “I’ll save is spying on Wokou and serving as their familiar.
you, but you will be mine forever. Serve me or may water fill
your last breath.” Wokou accepted and is now a warlock of the
Pale Lady. She mostly lets them do what they want but from
time to time will call on them to perform a task. Wokou has a
strange familiar, Adamant, but knows the truth of the situation
and refers to Adamant as “the spy” or “Her spy.”
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Yesteryear (Ghost Whale) Material it appears as a ghostly complete blue whale skeleton.
Yesteryear’s wanderings seem to keep the undead horde
There is only one Yesteryear in all the multiverse, and populations at the bottom of the oceans in check but it has
it travels between all the waters of the Material Planes. been known to end the existence of a few more powerful
Yesteryear usually sticks to large bodies of water but will undead that sought to challenge it (or that just got in the way).
sometimes fly out of the water in pursuit of fleeing undead. That being said, Yesteryear will usually leave a lich alone and
Yesteryear appears as a massive pale-yellow whale when seek to flee if one attacks it.
it is in the Border Ethereal, but when it is in the Prime
148 CHAPTER 8 | NPCs and Personalities
Yesteryear (Ghost Whale) Siege Monster. Yesteryear does double damage to objects and
structures.
Colossal undead, neutral
Undead Scent. Yesteryear can smell undead up to a mile away,
Armor Class 15 whether they have a physical body or not.
Hit Points 465 (30d30), damage threshold 9
Speed 0 ft., fly 50 ft. (hover), swim 50 ft. Actions
STR DEX CON INT WIS CHA Multiattack. Yesteryear uses drain death and then makes two
10 (+0) 20 (+5) 10 (+0) 8 (-1) 10 (+0) 24 (+7) slam or two radiant touch attacks.
Saving Throws Dex +12, Wis +7, Cha +14 Drain Death. Ranged Spell Attack: +14 to hit, range 90 ft.,
Skills Perception +7 one undead target. Hit: 22 (5d8) radiant damage. Yesteryear
Damage Vulnerabilities force regains Hit Points equal to half the damage dealt. This attack
Damage Resistances acid, fire, lightning, thunder; bludgeoning, causes no damage to creatures that are not undead. A target
resistant or immune to force and/or radiant damage must make
piercing, and slashing from nonmagical attacks a successful DC 22 Charisma saving throw or lose its resistance
Damage Immunities cold, necrotic, poison (or immunity) to both force and radiant damage for one hour.
Condition Immunities charmed, exhaustion, frightened, This effect cannot be dispelled but a greater restoration or
equivalent magic will remove it.
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses truesight 120 ft., passive Perception 17 Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Languages telepathy 120 ft. Hit: 40 (6d10 + 7) force damage.
Challenge 17 (18,000 XP)
Radiant Touch. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Ethereal Navigation. Yesteryear can find a portal to any plane of one target. Hit: 22 (5d8) radiant damage. Any undead creature
existence if on the Ethereal Plane. Traveling to the portal takes reduced to 0 Hit Points from this attack is completely and
3d10 days and the portal will remain open as long as Yesteryear permanently destroyed.
is passing through it. Yesteryear cannot open any portal closed
by a creature of CR 21 or greater. Etherealness (1/Day). Yesteryear enters the Ethereal Plane from
the Material Plane or vice versa. Any willing creatures within 10
Ethereal Sight. Yesteryear can see 120 feet into the Ethereal feet of Yesteryear can also move between planes. Yesteryear is
Plane when it is on the Material Plane, and vice versa. visible on the Material Plane while it is in the Border Ethereal,
and vice versa, yet it can’t affect or be affected by anything on
Incorporeal Movement. Yesteryear can move through other the other plane.
creatures and objects as if they were difficult terrain. It takes 11
(2d10) psychic damage if it ends its turn inside an object. True Death Promise. Undead creatures with an Intelligence
score of 5 or lower, who can see Yesteryear, use their action
Keen Hearing. Yesteryear has advantage on Wisdom to move towards it unless they succeed on a DC 20 Charisma
(Perception) checks that rely on hearing. saving throw. Undead creatures with an Intelligence score
higher than 5 instinctively know that Yesteryear can annihilate
Legendary Resistance (3/Day). If Yesteryear fails a saving throw, them and will usually flee.
it can choose to succeed instead.
Necrotic Absorption. Whenever Yesteryear is subjected to
necrotic damage, it takes no damage and instead regains Hit
Points equal to the necrotic damage dealt.
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