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Sunken Isles is an island themed seafaring adventure that you don’t want to miss.

This PDF version of the book offers over 300 pages of new D&D5e sub-systems (resource system, sailing system, magical tattoos, and more), player options, unique monsters, all tied together in an epic Dungeons and Dragons 5e adventure campaign encompassing levels 1 through 20.

This latest book from Eldermancy brings Runesmith’s epic imagination to the forefront with guaranteed fun for your table in an adventure designed to level up characters each week over 20 weeks.

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Published by gg27, 2023-02-04 07:28:44

Sunken Isles PDF dnd 5e

Sunken Isles is an island themed seafaring adventure that you don’t want to miss.

This PDF version of the book offers over 300 pages of new D&D5e sub-systems (resource system, sailing system, magical tattoos, and more), player options, unique monsters, all tied together in an epic Dungeons and Dragons 5e adventure campaign encompassing levels 1 through 20.

This latest book from Eldermancy brings Runesmith’s epic imagination to the forefront with guaranteed fun for your table in an adventure designed to level up characters each week over 20 weeks.

Chapter 9: People, Characters, and Species 297 MAKANA ASTERIA, THE WATCHING WOMAN Large Celestial, Neutral Armor Class 22 (natural armor) Hit Points 323 (34d10 + 136) Speed 30 ft., fly 80 ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 18 (+4) 24 (+7) 30 (+10) 20 (+5) Saving Throws Dex +11, Con +11, Int +14, Cha +12 Skills Arcana +14, History +21, Perception +24, Religion +14 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities force, psychic Condition Immunities blinded, charmed, frightened, petrified Senses truesight 300 ft., passive Perception 24 Languages Common, Draconic, Primordial, telepathy 120 ft. Challenge 24 (62,000 XP) Proficiency Bonus +7 Dominant Domain: Fate. Makana can’t be the target of a spell of 5th level or lower, or spell-like ability, that she refuses. In addition, she can give one creature her boon as an action, allowing them to alter the future. Roll a d8. For the next week, whenever the creature fails an attack roll or an ability check, it can reroll the outcome up to that many times. Immortalizing Gaze. When a creature that can see Makana’s eyes starts its turn within 30 feet of Makana, she can force it to make a DC 20 Constitution saving throw if she isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly transformed into an immortal form. This immortal form can be a stone, a pool of water, or a similar type of elemental essence. Otherwise, a creature that fails the save begins to transform and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, losing their mortal body on a failure or ending the effect on a success. The transformation lasts until the creature is freed by a greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Makana until the start of its next turn, when it can avert its eyes again. If the creature looks at Makana in the meantime, it must immediately make the save. Inscrutable. Makana is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain Makana’s intentions or sincerity have disadvantage. Magic Weapons. Makana’s weapon attacks are magical. Spellcasting. Makana is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 25). She requires no material components to cast her spells, Makana has the following spells prepared: Cantrips (at will): mage hand, mending, prestidigitation 1st level (4 slots): comprehend languages, detect magic, shield 2nd level (3 slots): hold person, locate object, suggestion 3rd level (3 slots): dispel magic, haste, remove curse 4th level (3 slots): confusion, polymorph 5th level (1 slot): legend lore, scrying Actions Multiattack. Makana makes three attacks. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. Legendary Actions Makana can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Makana regains spent legendary actions at the start of her turn. Evoke Arcana. Makana casts a spell. Mirrored Fate (Costs 2 Actions). Makana casts the most recent spell that targeted her or included her in its area. This spell doesn’t require material components, it doesn’t expend a spell slot, and it uses Wisdom as the spellcasting ability (spell save DC 25, +17 to hit with spell attacks).


298 Chapter 9: People, Characters, and Species OLD SHELL Huge Humanoid (Decapodian), Lawful Good Armor Class 20 (natural armor) Hit Points 224 (16d12 + 128) Speed 30 ft., swim 60 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 27 (+8) 24 (+7) 16 (+3) 11 (+0) Saving Throws Dex +5, Int +12, Cha +5 Skills Arcana +12, History +12, Insight +8, Perception +8, Religion +12 Damage Vulnerabilities acid Damage Resistances cold, thunder; piercing and slashing from nonmagical attacks Damage Immunities bludgeoning, fire Condition Immunities exhaustion Senses darkvision 60 ft., truesight 10 ft., passive Perception 18 Languages Common, Old Ikolf, Primordial Challenge 16 (15,000 XP) Proficiency Bonus +5 Amphibiousness. Old Shell can breathe air and water. Dominant Domain: Time. Old Shell is immune to any effect that would age him, and he can use an action to touch a creature and prolong its life by 1d6 years. For the duration, the creature is immune to disease and has advantage on death saving throws. Legendary Resistance (3/Day). If Old Shell fails a saving throw, he can choose to succeed instead. Actions Multiattack. Old Shell makes three Claw attacks. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) piercing damage. Reactions Backward Dash. If Old Shell takes damage from a melee attack while underwater, he can use his reaction to move up to 30 feet away from the attacker. This movement doesn’t provoke opportunity attacks. Legendary Actions Old Shell can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Old Shell regains spent legendary actions at the start of his turn. Rapid Claws. Old Shell makes one Claw attack. Doom Future (Costs 3 Actions). Old Shell targets one creature he can see within 60 feet of him. The target must succeed on a DC 18 Constitution saving throw or age 1d10 years and have disadvantage on its next 1d4 rolls.


Chapter 9: People, Characters, and Species 299 QUING Gargantuan Undead, Lawful Good Armor Class 17 (natural armor) Hit Points 186 (12d20 + 60) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 25 (+7) 17 (+3) 20 (+5) 20 (+5) 24 (+7) 18 (+4) Saving Throws Dex +9, Con +11, Wis +13, Cha +11 Skills History +11, Perception +13 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses truesight 120 ft., passive Perception 23 Languages all, telepathy 120 ft. Challenge 19 (22,000 XP) Proficiency Bonus +6 Dominant Domain: Decay. Quing is immune to diseaseand cold, necrotic, and poison damage, and can’t lose these immunities under any circumstances. As an action, Quing can extend these immunities to up to six creatures he can see for 1d8 days. Incorporeal Movement. Quing can move through other creatures and objects as if they were difficult terrain. Quing takes 6 (1d12) force damage if he ends his turn inside an object. Actions Multiattack. Quing makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) necrotic damage. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Decaying Breath (Recharge 5–6). Quing exhales an ethereal fog in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 31 (7d8) necrotic damage plus 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions Quing can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Quing regains spent legendary actions at the start of his turn. Passing Embrace. Quing moves up to his speed. Any creature he passes through must succeed on a DC 21 Constitution saving throw or take 10 (3d6) necrotic damage. No creature can take this damage more than once per turn. Etherealness (Costs 2 Actions). Quing enters the Ethereal Plane from the Material Plane, or vice versa. He is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can’t affect or be affected by anything on the other plane.


300 Chapter 9: People, Characters, and Species TYRANNAVIS DEUS Gargantuan Beast, Chaotic Neutral Armor Class 20 (natural armor) Hit Points 315 (18d20 + 126) Speed 100 ft., fly 120 ft., swim 40 ft. STR DEX CON INT WIS CHA 26 (+8) 14 (+2) 24 (+7) 6 (−2) 18 (+4) 10 (+0) Saving Throws Dex +8, Con +13, Cha +6 Skills Insight +10, Perception +10 Condition Immunities blinded, poisoned Senses truesight 120 ft., passive Perception 20 Languages Common, Druidic, Primordial Challenge 20 (25,000 XP) Proficiency Bonus +6 Dominant Domain: Distance. Tyrannavis Deus is immune to any effect that would teleport, banish, or move her in any way she refuses. In addition, at the end of each of her turns, Tyrannavis Deus can teleport up to 60 feet to an unoccupied space she can see or Tyrannavis Deus can target a creature within 60 feet of her that she can see and teleport it to an unoccupied space within 60 feet of its original position that she can see. Legendary Resistance (3/Day). If Tyrannavis Deus fails a saving throw, she can choose to succeed instead. Magic Weapons. Tyrannavis Deus’s attacks are magical. Actions Multiattack. Tyrannavis Deus uses her Frightful Presence. She then makes one Beak attack and two Talon attacks. Beak. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Talon. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Frightful Presence. Each creature of Tyrannavis Deus’s choice that is within 120 feet of Tyrannavis Deus and aware of her must succeed on a DC 16 Wisdom saving throw or be frightened 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. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Tyrannavis Deus’s Frightful Presence for the next 24 hours. Spellcasting. Tyrannavis Deus casts one of the following spells, requiring no spell components and using Strength as the spellcasting ability: At will: locate creature 1/day: conjure animals Legendary Actions Tyrannavis Deus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tyrannavis Deus regains spent legendary actions at the start of her turn. Deafening Shriek. Tyrannavis Deus lets out an earsplitting cry, and each creature within 30 feet of her must make a DC 22 Constitution saving throw. On a failed save, it takes 9 (2d8) thunder damage and is deafened until the end of its next turn. On a success, it takes half as much damage and no additional effects. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. Wing Attack (Costs 2 Actions). Tyrannavis Deus beats her wings. Each creature within 30 feet of her must succeed on a DC 22 Dexterity saving throw or take 9 (2d6 + 2) bludgeoning damage and be knocked prone. She can then fly up to half her flying speed.


Chapter 9: People, Characters, and Species 301 The Keahi The Keahi was one of the first ecliptic formed during the creation of the Isles, perhaps the first. Originally, all ecliptic were used to build up the Isles and nurture its birth. When the other ecliptic returned to the Black Atoll to be repurposed and given new life, the Keahi instead swam down into a freshwater vent, where it hid while at least four generations of Manaki lived and died. It had tasted of life and, perhaps even bearing a spark of the Creator, didn’t want to relinquish it, even to be reborn again. The Keahi was witness to the raft of escapees from the Primal Archipelago entering the Entropy Abyss and was there when the mirescales emerged. It observed from the Eye as they built SpringBog into a home. Watching over their triumphs and struggles awakened something almost parental in the ecliptic, something the Star Breather would never have imagined in his creation. The Keahi has grown to gargantuan proportions, larger than the largest whale and can be considered of the articulata class. Piscine in form, it has scales that grow backward—opening toward the front instead of the rear. Perhaps as a consequence of this, it’s equally comfortable swimming forward or backward and even has an additional set of eyestalks near its midsection that can swivel in any direction. Over years of studying the mirescales, the kia’i, and the decapodians, the Keahi has learned to communicate telepathically, though it seldom chooses to. GM Note: The Keahi can be recruited as an ally for the final battle but only if party completed at least two of the following quests: • Saving the Mirescales (Week 9) • Saving the Decapodians/Chitoni (Week 12) • Saving the Kia’i (Week 17) • Saving the Reef (Week 18) THE KEAHI Huge Aberration (Ecliptic), Lawful Neutral Armor Class 16 (natural armor) Hit Points 161 (14d12 + 70) Speed 5 ft., swim 60 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 20 (+5) 12 (+1) 18 (+4) 14 (+2) Saving Throws Str +8, Con +9, Int +5 Skills Arcana +5, History +5, Perception +8 Condition Immunities all (with Dominant Domain: Potential) Senses darkvision 120 ft., passive Perception 18 Languages Primordial, telepathy 120 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 Dominant Domain: Potential. Being able to alter the outcome of most situations, the Keahi is immune to all conditions. It loses this ability while it is at 0 hit points. In addition, the Keahi can use an action to attune a creature it can see to its ideal reality, granting them a 1d6 bonus to attack rolls, ability checks, and saving throws until the creature finishes a short or long rest. Vessel of Life. The Keahi’s spirit is shared with all other creatures in a subtle way, and the strength of this energy constantly spreads life. Once an hour, a random object within 60 feet of the Keahi awakens (as the awaken spell). Actions Multiattack. The Keahi makes three attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.


302 Chapter 9: People, Characters, and Species Species abysses piscator Abysses piscators are large hunters whose bodies naturally attract weaker fish. They draw in most small fish and other creatures with hypnotic patterns, and clamp their jaws around each unsuspecting meal before they realize the situation. ABYSSES PISCATOR Large Beast, Unaligned Armor Class 18 (natural armor) Hit Points 171 (18d10 + 72) Speed 5 ft., swim 40 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 3 (−4) 13 (+1) 8 (−1) Saving Throws Dex +6, Con +8 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 11 Languages — Challenge 12 (8,400 XP) Proficiency Bonus +4 Bioluminescent. The abysses piscator sheds dim light in a 60-foot radius. Psychic Beacon. Any creature that comes within 120 feet of the abysses piscator that can see it must succeed on a DC 14 Wisdom saving throw or be charmed for 1 minute. While charmed this way, a creature must spend its turn approaching the abysses piscator. A creature can repeat the saving throw at the start of each of their turns, ending the effect on itself on a success. Actions Multiattack. The abysses piscator makes two Bite attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage plus 7 (2d6) bludgeoning damage. ALBERTONYKUS Tiny Beast, Unaligned Armor Class 11 Hit Points 2 (1d4) Speed 40 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 10 (+0) 2 (−4) 14 (+2) 8 (−1) Skills Perception +4 Senses passive Perception 14 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Carving Claws (Recharges after a Short or Long Rest). The albertonykus can spend 1 minute to destroy up to 1 square foot of nonmagical wood. Standing Leap. The albertonykus’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.


Chapter 9: People, Characters, and Species 303 AQUILOPS Tiny Beast, Unaligned Armor Class 13 (natural armor) Hit Points 2 (1d4) Speed 25 ft., swim 25 ft. STR DEX CON INT WIS CHA 5 (−3) 14 (+2) 11 (+0) 2 (−4) 10 (+0) 7 (−2) Senses passive Perception 10 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Lightweight. If an aquilops falls 30 feet or less, it doesn’t take any falling damage. In addition, an aquilops doesn’t sink in water unless it’s carrying more than 3 pounds. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. DODO BIRD Small Beast, Unaligned Armor Class 7 Hit Points 3 (1d6) Speed 20 ft. STR DEX CON INT WIS CHA 7 (−2) 5 (−3) 11 (+0) 7 (−2) 10 (+0) 7 (−2) Damage Vulnerabilities piercing, slashing Senses passive Perception 10 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Actions Beak. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Doghouse Bush On average, this shrub grows 4 feet tall and 5 feet wide. Its buds contain one seed each, about the size of an egg. When ripe, these buds explode and launch the seeds at a high speed into the ground, about 10 to 30 feet out depending on the bush’s root system. Each seed remains attached to the bush by a strong vine. These seeds then grow into Small to Medium dogs that lie dormant in the soil, nestled into the shrub’s roots. When the shrub reaches maturity (2 to 3 months) one seed becomes sentient and guards the bush. Roothound. Each dog rests under the earth, with a small crest of leaves housing a new seed above ground. These leaves rest on the dog’s head. The guardian, covered in leaves and flowers, stays above ground and hides in the doghouse bush. When the guardian is killed or its vine is severed, all roothounds burst from the ground to protect the bush. DOGHOUSE BUSH Medium Plant, Unaligned Armor Class 16 (natural armor) Hit Points 65 (10d8 + 20) Speed 0 ft. STR DEX CON INT WIS CHA 3 (−4) 1 (−5) 15 (+2) 2 (−4) 12 (+1) 2 (−4) Skills Perception +3 Damage Vulnerabilities fire Damage Resistances piercing Senses tremorsense 60 ft., passive Perception 13 Languages — Challenge 4 (1,100 XP) Proficiency Bonus +2 False Appearance. To any creature unfamiliar with a doghouse bush, it appears indistinguishable from a normal bush unless a hound is active. Guardian Hound. A mature doghouse bush is protected by a doghouse guardian, which acts as an extension of the bush. The bush and the guardian share hit points. Pack Defense. Once a doghouse bush reduced to 32 hit points or less, its doghouse guardian dies and 2d4 + 1 roothounds burst from the ground to defend the bush. Actions Exploding Pod. Ranged Weapon Attack: +2 to hit, range 30/60 ft., one target. Hit: 5 (2d4) bludgeoning damage.


304 Chapter 9: People, Characters, and Species DOGHOUSE GUARDIAN Medium Plant, Unaligned Armor Class 14 (natural armor) Hit Points — (shared with doghouse bush) Speed 30 ft. (can’t move more than 60 feet from the bush) STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 10 (+0) 2 (−4) 12 (+1) 2 (−4) Skills Perception +3 Damage Vulnerabilities fire Damage Resistances piercing Senses tremorsense 60 ft., passive Perception 13 Languages — Challenge — Proficiency Bonus +2 Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Retreat. The guardian retreats inside the doghouse bush and gains total cover against attacks and other effects outside the bush. While in the bush, the guardian’s speed is 0, it can’t take reactions, and the only action it can take is a bonus action to emerge. ROOTHOUND Small Plant, Unaligned Armor Class 11 Hit Points 4 (1d6 + 1) Speed 20 ft., burrow 10 ft. (can’t move more than 60 feet from the bush) STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 2 (−4) 10 (+0) 2 (−4) Skills Perception +2 Damage Vulnerabilities fire Damage Resistances piercing Senses tremorsense 60 ft. passive Perception 12 Languages — Challenge — Proficiency Bonus +2 False Appearance. While the roothound remains motionless, it is indistinguishable from a mess of gnarled roots. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. DREPAROUS Tiny Undead, Typically Neutral Good or Neutral Evil Armor Class 15 (natural armor) Hit Points 10 (3d4 + 3) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 2 (−4) 13 (+1) 12 (+1) 4 (−3) 11 (+0) 14 (+2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Ethereal Sight. The dreparous can see 60 feet into the Ethereal Plane. Incorporeal Movement. The dreparous can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Weakening Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) necrotic damage. Etherealness. The dreparous enters the Ethereal Plane from the Material Plane, or vice versa. It is 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 the other plane. Necrotic Breath (Recharge 5–6). The dreparous exhales a thick, ghostly fog in a 15-foot cone. Each creature in the area must succeed on a DC 12 Constitution saving throw or take 9 (2d8) necrotic damage.


Chapter 9: People, Characters, and Species 305 Flamingos The flamingos of the Isles are larger than a normal flamingo, grown plump and tall from the innate magics present. Their feathers are a brilliant, shocking pink and their beaks are the gleaming black of obsidian. Flamingo shrimplords stand at least a foot taller than the average flamingo and have an intense, unblinking gaze that can scare off most predators. FLAMINGO Medium Beast, Unaligned Armor Class 11 Hit Points 17 (3d8 + 3) Speed 20 ft., fly 30 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 12 (+1) 6 (−2) 12 (+1) 7 (−2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Actions Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. FLAMINGO SHRIMPLORD Large Beast, Unaligned Armor Class 15 (natural armor) Hit Points 60 (8d10 + 16) Speed 30 ft., fly 45 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 14 (+2) 6 (−2) 14 (+2) 10 (+0) Skills Perception +5, Survival +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses passive Perception 15 Languages — Challenge 7 (2,900 XP) Proficiency Bonus +3 Actions Multiattack. The flamingo shrimplord makes three Beak attacks. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Menacing Glare (Recharges after a Short or Long Rest). The flamingo shrimplord glares furiously in a direction, asserting its influence on creatures of its choice in a line that is 30 feet long and 3 feet wide. Each creature of the flaming shrimplord’s choice must make a DC 14 Charisma saving throw. On a failed save, it takes 11 (2d10) psychic damage and is stunned until the start of the flamingo shrimplord’s next turn. On a success, it takes half as much damage and no additional effects.


306 Chapter 9: People, Characters, and Species Fungaloids Fungaloids only engage in combat if attacked. Their method of defense is to release poisonous spores at the attacker. In combat, they first use their sleep spores. If an attacker persists, they escalate to their poison spores, and finally with their coma spores if the first two weren’t enough to deter their attackers. The fungaloids eject anyone subdued by their coma spores from the Fungal Grotto and bar them permanently from the tavern. FUNGALOID Medium Plant, Typically Neutral Armor Class 13 (natural armor) Hit Points 66 (12d8 + 12) Speed 25 STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 11 (+0) Skills Medicine +3 Damage Immunities poison Senses darkvision 60 ft., passive Perception 11 Languages Common, Fungish Challenge 3 (700 XP) Proficiency Bonus +2 Actioins Coma Spores. One creature within 5 feet of the fungaloid must succeed on a DC 19 Constitution saving throw or fall asleep for 24 hours. Creatures that succeed on this saving throw are immune to this effect for 24 hours. Poison Spores. One creature within 5 feet of the fungaloid must succeed on a DC 17 Constitution saving throw or become incapacitated for 5 hours. Sleep Spores. One creature within 10 feet of the fungaloid must succeed on a DC 15 Constitution saving throw or fall asleep for 2 hours. Grandis Luminosus Os Grandis Luminosus Os are large, eellike creatures which can distend their massive jaws to swallow their prey whole. They dwell in the Abyss, usually at deep depths, using their own innate luminescence for light. GRANDIS LUMINOSUS OS Huge Beast, Unaligned Armor Class 15 (natural armor) Hit Points 157 (15d12 + 60) Speed 5 ft., swim 60 ft. STR DEX CON INT WIS CHA 24 (+7) 14 (+2) 18 (+4) 4 (−3) 12 (+1) 5 (−1) Saving Throws Wis +5 Skills Perception +5 Senses passive Perception 15 Languages — Challenge 10 (5,900 XP) Proficiency Bonus +4 Bioluminescent. The grandis luminosus os sheds bright light in a 30-foot radius, and dim light for an additional 30 feet. Actions Gulp. Melee Weapon Attack: +11 to hit, reach 5 ft., up to two Medium or smaller targets. Hit: 25 (4d8 + 7) piercing damage. If a target is a Medium or smaller creature, that creature is swallowed. While swallowed, a creature is blinded and restrained, it has total cover against attacks and other effects outside the grandis luminosus os, and it takes 13 (2d12) bludgeoning damage at the start of each of the grandis luminosus os’s turns The grandis luminosus os can have up to two creatures swallowed at a time. If the grandis luminosus os takes 20 damage or more on a single turn from creatures it hasn’t swallowed, the grandis luminosus os must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which are expelled into a space within 10 feet of the grandis luminosus os. If the grandis luminosus os dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Draw In. The grand luminous os draws in a swell of water, forcing creatures within a 30-foot cone of its mouth to make a DC 18 Strength saving throw. On a failed save, the creature is drawn 15 feet closer to the grand luminous os. Creatures that are drawn within 5 feet of the grand luminous os take 6 (1d12) piercing damage as they get caught in its teeth.


Chapter 9: People, Characters, and Species 307 Hags The Yala Hags are an enigmatic trio, hailing from an unknowable land with impossible magic. They entered the Sunken Isles from somewhere beyond the Glowing Caves in search of magic to further empower them. They may have been a simple coven of green hags when they arrived, but the magic infused in the swamp has granted them unrivalled arcane power. Although they often revel in their rotten and deformed visages, the few visitors that have seen them are only familiar with beautiful disguises. They have a close bond with their huts, which act almost as extensions of each hag’s existence. YALA HAG Large Fey (Hag), Typically Chaotic Neutral Armor Class 18 (natural armor) Hit Points 144 (17d10 + 51) Speed 30 ft., swim 20 ft. STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 16 (+3) 18 (+4) 15 (+2) 13 (+1) Saving Throws Con +7 Skills Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages Common, Primordial, Sylvan Challenge 10 (5,900 XP) Proficiency Bonus +4 Magic Resistance. The hag has advantage on saving throws against spells and other magical effects. Magic Weapons. The hag’s weapon attacks are magical. Actions Multiattack. The hag makes three Claws attacks. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 5 (1d10) poison damage. Change Shape. The hag polymorphs into a crocodile, a swarm of insects (wasps), or back into its true form. Anything the hag is wearing transforms with it. Spellcasting. The hag casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: dancing lights, darkness, hold person, magic missile 3/day each: fear, hypnotic pattern YALA HAG’S HUT Gargantuan Construct, Unaligned Armor Class 16 (natural armor) Hit Points 125 (10d20 + 20) Speed 60 ft. STR DEX CON INT WIS CHA 22 (+6) 8 (−1) 15 (+2) 3 (−4) 12 (+1) 5 (−3) Saving Throws Dex +3, Con +6, Cha +1 Damage Immunities poison Condition Immunities blinded, charmed, petrified, poisoned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11 Languages understands Primordial and Sylvan but can’t speak Challenge 9 (5,000 XP) Proficiency Bonus +4 Antimagic Susceptibility. The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. It gains a 1d4 bonus to its saving throw if it is being steered by a creature it trusts. Charge. If the hut moves at least 30 feet straight toward a creature and then hits it with a Claws attack, a Talons attack, or a Trample attack on the same turn, the target takes an extra 10 (4d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Actions Multiattack. The hut makes two melee attacks. Claws (Fela Yala’s Hut Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Talons (Pheona Yala’s Hut Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Trample (Chela Yala’s Hut Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.


308 Chapter 9: People, Characters, and Species IMPERATRIX LEVIATHAN Gargantuan Beast, Unaligned Armor Class 18 (natural armor) Hit Points 232 (15d20 + 75) Speed 10 ft., swim 60 ft. STR DEX CON INT WIS CHA 24 (+7) 18 (+4) 20 (+5) 4 (−3) 14 (+2) 6 (−2) Saving Throws Dex +9, Con +10 Skills Perception +7 Senses darkvision 120 ft., passive Perception 17 Languages understands Primordial but can’t speak Challenge 15 (13,000 XP) Proficiency Bonus +5 Bioluminescent. The leviathan sheds dim light in a 45-foot radius. Actions Multiattack. The leviathan makes one Bite attack and two Tail attacks. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage and 9 (1d4 + 7) bludgeoning damage. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage. ITSK Gargantuan Beast, Unaligned Armor Class 16 (natural armor) Hit Points 217 (14d20 + 70) Speed 0 ft., swim 50 ft. STR DEX CON INT WIS CHA 26 (+8) 14 (+2) 20 (+5) 6 (−2) 18 (+4) 8 (−1) Saving Throws Con +10, Wis +9 Skills Perception +9 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities frightened Senses darkvision 120 ft., passive Perception 19 Languages understands Primordial but can’t speak Challenge 16 (15,000 XP) Proficiency Bonus +5 Actions Multiattack. Itsk makes one Jutting Bite attack and one Tail Slam attack. Jutting Bite. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 24 (3d10 + 8) piercing damage. Tail Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., up to two targets within 5 feet of each other. Hit: 21 (3d8 + 8) bludgeoning damage and the targets must succeed on a DC 19 Strength saving throw or be pushed 10 feet away. Swamp Otter The swamp otters of Turntail Swamp are wolf-sized, with thick pelts that easily repel water. Though primarily peaceful, they defend themselves when attacked with their strong teeth. SWAMP OTTER Medium Beast, Typically Chaotic Neutral Armor Class 15 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 12 (+1) Skills Perception +6, Survival +6 Senses darkvision 60 ft., passive Perception 16 Languages Common, Druidic Challenge 5 (1,800 XP) Proficiency Bonus +3 Actions Multiattack. The swamp otter makes two Bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.


Chapter 9: People, Characters, and Species 309 Vipera Piscis Vipera piscis are long fish with jaws filled with jagged, needlelike teeth. They serve as common hunters that prowl the abyssal depths, searching for smaller prey or corpses from recent shipwrecks. Their eyes are weak, but strong enough to notice and attack sources of light. VIPERA PISCIS Medium Beast, Unaligned Armor Class 14 (natural armor) Hit Points 55 (10d8 + 10) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 12 (+1) 4 (−3) 11 (+0) 8 (−1) Skills Perception +2 Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Languages — Challenge 4 (1,100 XP) Proficiency Bonus +2 Bioluminescent. The vipera piscis sheds dim light in a 30- foot radius. Keen Smell. The vipera piscis has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The vipera piscis makes two Bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. YOUNG WURM Large Beast, Unaligned Armor Class 16 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 17 (+3) 6 (−2) 11 (+0) 6 (−2) Skills Perception +2 Condition Immunities prone Senses tremorsense 120 ft., passive Perception 12 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Keen Sight and Smell. The wurm has advantage on Wisdom (Perception) checks that rely on sight or smell. Tunneler. The wurm can burrow through solid rock at half its burrow speed and leaves an 8-foot-diameter tunnel in its wake. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.


310 Thank you Thank you to all the 6,462 backers who contributed to the Sunken Isles Kickstarter in February 2022. We’re so grateful to everyone who helped create this setting, conceptualised its beauty and brought it to life. We just wanted to take a moment to say a special thank you to a few certain people without whom Sunken Isles wouldn’t be what it is today. This setting wouldn’t have been possible without help from the Hawaiian community. Honua Consulting was kind enough to lend a hand and teach the team about their unique practices, beliefs, and language. They also got us in touch with Solomon Enos, a renowned Hawaiian artist who offered incredible support and talent to Sunken Isles. And of course, a big thanks to Purple Mai’a, whose shared efforts of bringing inspiration to young creators is above and beyond! We’d like to give enormous thanks to our backers and supporters. Every adventure, story line, character, stretch goal, pledge tier, and product is created with you in mind, and we really wouldn’t be here with the Sunken Isles if it weren’t for the support from you all. Whether you are a subscriber to the Runesmith Youtube channel, a long-term backer of past Eldermancy projects, or picking up an Eldermancy book for the very first time, we thank you and couldn’t do this without you.


Concept art 311


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1 3 4 5 10 14 15 17 19 18 20 21 16 6 7


1 Skyreach Temple (on the peak of Mount Kadaur) 2 Makolf 3 Fylkir’s Fall 4 The Ruins 5 Keyport 6 Alaula Cove 7 SpringBog 8 Chitoni 9 Eastguard 10 Westguard 11 The Primal Archipelago 12 Turntail Swamp 13 The Glowing Caves 14 Redfield 15 Kauhale 16 The Living Wall 17 King’s Tomb 18 Wishmaster’s Conclave 19 The Watching Woman 20 Entropy Abyss 21 The Black AtolL 2 9 11 12 13 8 The Isles of Manaki


The Isles of Manaki Once a tropical paradise, kept pure and hidden from the world. Over time, evil kings and pirates from outside lands came to conquer and mark the Isles as their own. New settlers in the Isles and their need for external goods led the Isles to open themselves to the greater world. But with expansion comes destruction. The ancient and powerful spirits that inhabit this magical paradise have noticed the industry, seeing the waters littered with raided ships and its people poisoned by external motives. Now, the spirits of the Isles take their first move toward cleansing the isles and returning them to their previous state. The characters quickly find themselves embroiled in the struggle for the Isles of Manaki, up against numerous foes, all of which are battling for control of the Isles and the unique magic it contains. Whether they’re natives, settlers, or newcomers, it’s up to a handful of unexpected heroes to revolt against the rampant danger and save the Isles from complete reconstruction. This adventure takes place over the course of twenty in-game weeks, with the characters gaining a level after each week’s adventure. Sunken Isles includes: • 20 levels in 20 weeks of adventuring. • A detailed new Resource System. • An established Crafting System. • Three new Character Race options; The crustation-like Decapodians, merfolk-aligned Kia’i, and the saurian race of Mirescales. • Six new Sunken Isles specific Background Options. • Brand new Sailing Rules and Sailing Vessel game statistics. • Colorful and interesting NPCs that can become either friend or foe, shaping your adventures through the Isles of Manaki. 5E COMPATABLE 5E COMPATABLE 5E COMPATABLE 5E COMPATABLE 5E COMPATABLE 5E COMPATABLE


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