The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by jensenkaj15, 2022-03-15 10:17:05

D&D 5e Ghosts of Saltmarsh

D&D 5e Ghosts of Saltmarsh

NOTICING THREATS Once all the checks related to the group check have
Use the passive Wisdom (Perception) score of the player been rolled. the ship's success or failure is determined.
characters or the crew to determine whether anyone on Hazards offer four levels of success or failure deter-
the ship notices a hidden threat. The crew has a passive mined by the results of the ship's group check. A total
Wisdom (Perception) score equal to 10 +the crew's success or a total failure occurs when every roll in the
quality score. The OM might decide that a threat can be group check is a success or a failure, respectively.
noticed only by characters in a specific area of the ship.
For example, only characters below deck might have a DETERMINING HAZARDS
chance to hear or spot a creature hiding on board.
Traveling by sea is an innately dangerous proposition.
REPAIR (BOSUN ONLY) When running an ocean adventure, you can select haz-
At the end of the day, the ship's bosun can make a ards based on the needs of your campaign or generate
Strength check using carpenter's tools. On a 15 or them randomly.
higher. each damaged component regains hit points
equal to ld6 +the crew's quality score (minimum of 1 To determine hazards at random, roll a d20 at the
hit point). A component other than the hull that had 0 hit start of each day of an ocean voyage. On a 20, the ship
points becomes functional again. faces a hazard that day. Use the following two tables to
determine the nature of the hazard and the DC of the
STEALTH (CAPTAIN ONLY) threat it presents. Specifics corresponding to each of
The ship's captain can engage in this activity only if these DC levels are detailed along with each of the fol-
the weather conditions restrict visibil ity, such as i n lowing hazards.
heavy fog. The shjp makes a Dexterity check with a
bonus equal to the crew's quality score to determine if HA ZARD TYPE
it can hide.
d20 Hazard Type
HAZARDS
1-3 Crew conflict
Sea travel is an innately dangerous proposition. A storm 4-6 Fire
on land might bog down a caravan, delaying its trip by a 7-9 Fog
few days, while at sea a storm can split a ship in two and 10- 12 Infestation
send everyone aboard to their doom. The close quarters 13-20 Storm
of life aboard a ship leads to short tempers and brawls,
while a few rats that sneak aboard can spread disease HA ZAR D DC
and spoil supplies. This section presents a variety of
common hazards sailors might face on the sea. d20 Hazard DC
1-9 10
GROUP CHECKS 10- 17 15
To determine how a ship fares against these hazards, 18-19 20
each threat requires the ship's officers and cr ew to make 20 25
a special group check (see chapter 7 of the Player's
H andbook for how group checks work). The description CREW CONFLICT
of a hazard specifies which officers can roll to contribute
lo the group check . That description also states what Sailors can be a rough-and-tumble bunch. and cram-
ability check an officer makes. Even if the officers make ming them into a ship's confined quarters leads to inev-
different ability checks, their successes and failures con- itable rivalries, feuds, and petty crimes. If resentments
tribute to the one group check. among the crew grow too strong, the officers must step
in and set things right, lest they risk mutiny or worse.
Additionally, all the non-officer members of the crew
make a single check, a d20 roll modified by the crew's Each day a ship spends dealing with a crew conflict
quality. The success or failure of all these checks-both requires those aboard to make a group check. The
the officers and the crew- determines the result of the check's DC is randomly determined or chosen from the
group check. Crew Conflicts DCs table. The captain, first mate, and
cook each make an ability check, as shown on the Crew
While each hazard lists the officers assigned to partic- Conflict Checks table. This check takes the place of any
ipate in a group check, anyone can attempt an officer's other activities that the officer might undertake that day.
check in a pinch, with two exceptions: First, only the representing their contribution lo placating the cr ew. If
captain can make checks associated with the captain's no one makes the check for a particular officer, a failure
rol e; no one else can take the captain's place. Second, is contributed toward the group check.
only one character can attempt an officer's check; they
can't receive help. Even though the crew is causing trouble. some mem-
bers help the officers. and thus the crew still contributes
a roll to the group check. Roll a d20 for the crew. using
its quality score as a modifier lo the roll. and compare
that check to the DC.

Determine how many of the group's checks suc-
ceeded- the officers· and the crew's then consult the
Crew Conflict Check Results table.

:::=- - - - -

200 ,\1 1l'EN llfX t\ I ()} SHIPS ,\Nil '1111' SI \

~

CREW CONFLICT DCs FIRE CHECK RESULTS

DC Description Result Effect
10 Minor scuffle or petty theft Total Success The fire is extinguished with nothing be-
1S Brawl involving several people, theft of a valuable Success yond cosmetic damage.
20 Large brawl resulting in several injuries, theft of a The fire is extinguished, but the hull and
Fail ure ld3 other random components take 6d6
prized item fire damage.
25 Murder, serious brawl involving most of the crew Total Failure The hull and 1d3 other random compo·
nents take 6d6 fi re damage, and the fire
CREW CONFLICT CHECKS continues. Make another set of checks.
The crew's quality score dec reases by 1
Officer Ch eck due to injuries, while the hu ll and ld3
other random components take 6d6 fire
Ca ptain Charisma (Intimidation) damage. The fire continues. Make another
First mate Charisma (Intimidation) set ofchecks.
Cook Intelligence (brewer's supplies)

CREW CONFLICT CHECK RESULTS

Result Effect Foo
Total Success The crew's quality score increases by 1 for
ld4 days and the hazard ends. Fog on land is usually an inconvenience, but at sea it can
Success The hazard ends. prove disastrous. Decreased visibility makes navigation
Failure The crew's quality score decreases by 1. more difficult and can cause a vessel to crash.
Total Failure The crew's quality score decreases by 1,
and the crew immediately mutinies. A group check determines how the officers and crew
manage through one day of fog. The check's DC is ran-
FIRE domly determined or chosen from the Fog DCs table.
A fire at sea can turn a ship into a burned-out hulk, its The captain and quartermaster each make an ability
crew slain or forced overboard. check, as shown on the Fog Checks table. If no one
makes the check for a particular officer, a fail ure is con-
If a fire erupts aboard a ship, its officers and crew tributed toward the group check. Also, roll a d20 for the
must make a group check to coordinate efforts to ex- crew, using its quality score as a modifier to the roll, and
tinguish it. The check's DC is randomly determined or compare that check to the DC.
chosen from the Fire DCs table. The group check rep-
resents 5 minutes of work. The captain, first mate, bo- Determine how many of the group's checks s uc-
sun, and surgeon each make an ability check, as shown ceeded- the officers' and the crew's- then consult the
on the Fire Checks table. If no one makes the check Fog Check Results table.
for a particular officer, a failure is contributed toward
the group check. Also, roll a d20 for the crew, using its FOG DCs
quality score as a modifier to the roll, and compare that
check to the DC. DC Description
10 Light fog
Determine how many of the group's checks suc- 15 Moderate fog
ceeded- the officers' and the crew's- then consult the 20 Heavy fog
Fire Check Results table. 25 Very heavy fog

FIRE OCs FOG CHECKS Check
Intelligence (water vehicles)
DC Description Officer Wisdom (Nature)
10 Small, contained fire, equivalent to an oil lantern Captain
15 Dangerous flame, equivalent to a large campfire, or Quartermaster

multiple, smaller fires ignited at once FOG CHECK RESULTS
20 Intense fire with significant chance to spread,
Result Effect
equivalent to a bonfire Total Success The fog has no effect on navigation, and
25 Sudden, pervasive flames, such as from igniting a the crew's quality increases by 1 for ld3
Success days .
hold filled with flammable cargo Fa ilure The fog has no effect on navigation.
The fog slows the ship, reducing its travel
FIRE CHECKS Total Failure pace and speed by half for the day.
The fog slows the ship and diso rients the
Officer Check crew, reducing the vessel's travel pace and
speed by half for the day and causing it to
Captain Intelligence (water vehicles) move in a random direction.
First mate Charisma (Intimidation)
Bosun Strength (carpenter's tools)
Surgeon Intelligence (Medicine)

APNl\OlX \ or SHIP~ ,\l\[)"JHf SEA 201

INF EST ATIO N table. The captain, first mate, bosun, and quartermas-
Provisioning a sea journey is challenging, particularly ter each make an ability check, as shown on the Storm
when allocating what to pack for the voyage. A rat infes- Checks table. This check takes the place of any other
tation or an outbreak of even a minor illness can spell activities that the officer might undertake that day. rep-
disaster at sea. This type of hazard covers illnesses, in- resenting their contribution to keeping the ship afloat. If
festations, spoiled supplies, and other troubles that wear no one makes the check for a particular officer, a failure
away a crew's health. is contributed toward the group check. Also, roll a d20
for the crew, using its quality score as a modifier to the
Each day a ship spends dealing with an infestation roll, and compare that check to the DC.
requires those aboard to make a group check. The
check's DC is randomly determined or chosen from the Determine how many of the group's checks suc-
Infestation DCs table. The captain, first mate, surgeon, ceeded-the officers' and the crew's then consult the
and cook each make an ability check, as shown on the Storm Check Results table.
fnfestation Checks table. This check takes the place of
any other activities that the officer might undertake that STORM DCs
day. If no one makes the check for a particular officer. a
failure is contributed toward the group check. Also, roll DC Description
a d20 for the crew, using its quality score as a modifier
to the roll, and compare that check to the DC. 10 Heavy gale

Determine how many of the group's checks suc- 15 Strong storm
ceeded- the officers' and the crew 's - then consult the
Infestation Check Results table. 20 Typical hurricane

INFESTATION DCs 25 Overwhelming hurricane

DC Description STORM CHECKS

10 Minor bug or rat infestation, common cold Officer Check
Captain Intelligence (water vehicles)
15 Persistent bug or rat infestation, stomach ailment First mate Charisma (Intimidation)
Bosun Strength (carpenter's tools)
or typical flu Quartermaster Wisdom (Nature)

20 Serious bug or rat infestation, contagious flu or STORM CHECK RESULTS

spoiled food Resu lt Effect
Total Success The ship survives unscathed. The crew's
25 Overwhelming bug or rat infestation, lethal plague Success quality score increases by 1 for ld4 days.
Failure The ship survives unscathed.
INFESTATION CHECKS The ship's components each take 4d10
Total Failure bludgeoning damage. The crew's quality
Officer Check score decreases by 1. The ship struggles,
moving at half speed that day.
Captain Intelligence (water vehicles) The ship's components each take 10d10
First mate Charisma (Persuasion) bludgeoning damage. The crew's quality
Surgeon Intelligence (medicine) score decreases by 2, and 10 percent of
Cook Constitution (cook's utensils) the crew is washed overboard and lost.
The ship is blown off course and struggles
INFESTATION CHECK RESULTS to recover its bearings, moving in a ran-
dom direction.
Result Effect

Total Success The crew's quality score increases by l for
1d4 days, and the hazard ends.
Success The hazard ends.
Failure The crew's quality score decreases by l.
Total Failure The crew's quality score decreases by l,
and the distraction caused by the crisis
forces the ship to move at half speed that OCEAN ENVIRONS

day. For those who dwell on land, the sea is an alien world
filled with unpredictable hazards. Yet rare treasures
STORM hide in the depths, making such clangers well worth the
risk for brave and brazen mariners. This section detai ls
Winds and towering waves toss ships like bath toys. a variety of environmenta l features one might encounter
Snowstorms batter vessels venturing too far north. Hur- both on and beneath the waves.
ricanes consume whole armadas. More common and
deadlier than most sea monsters. storms claim more BLUE HOLES
ships than any other threat on the high seas.
A blue hole is a circular sinkhole that forms on the bed
Each day a ship spends involved in a storm requires of the sea in shallow water. The deep blue water of the
those aboard to make a group check. The check's DC hole creates a stark contrast with the lighter color of the
is randomly determined or chosen from the Storm DCs

·\Pl'l >.;lllX \ 01 SlllP'- \:-,;[I Tiii SI A

shallow water that surrounds it. Blue holes have diame-
ters of ldlO x 100 feet and are ldlO x 100 feet deep.

Blue holes are filled with secrets. Many blue holes
hide monsters or treasure, as shown oo the Hiding in
Blue Holes table.

HIDING IN BLUE HOLES

dlO Creatures or Treasu re
l 2dl0 sahuagin
2 l giant octopus
3 ld4 + 1 chuuls
4 l sea hag and 2d4 merrow
S l plesios aurus
6 ld4 swarms of quippers
7 2d4 reefsharks
8 l giant shark
9 ld6 items from Magic Item Table A in chapter 7,
"Treasure," of the Dungeon Master's Guide
10 Treasure rolled on the Treasu re Hoard: Challenge
0-4 tab le in chapter 7, "Treasure," of the Dungeon
Master's Guide

CORAL REEFS

Coral reefs grow all over the ocean floor, though most

are found within depths of less than 150 feet near the

shoreline. Reefs range from a few feet to over 1,000

miles in length and width. These colorful ecosystems that fail have their crew's quality score decreased by 1.

house small fish, crustaceans. and mollusks. As a result, Creatures that fail gain one level of exhaustion. The DC

predators come to reefs looking for prey. for this saving throw is 10 + 1 for every consecutive hour

Uneven and sharp, coral reefs can harm those forced spent fighting the current.

into them. A creature forcibly moved on the reef-with- SUBMERGED I N CURRENTS
out using the creature's action. bonus action. or reac- When a creature without a swimming speed is sub-
tion- takes 3 (1d6) slashing damage per 5 feet of reef merged in a current. the creature must succeed on a
that it is pushed over. Strength (Athletics) check at the end of its turn or get

CURRENTS pulled l d4 x 5 feet in the direction of the cur rent. The
DC for this check equals 10 + the number of miles per
Ocean water is moved by wind and tides to create con- hour the current is moving.
stant river-like flows called currents. Tidal currents are

typically the strongest. They're usually found withi n DEPTH
50 miles of shore and at depths of less than 300 feet.
T hese currents have a speed of ld6 m iles per hour that The deeper a surface-dwell ing creature travels into the
changes daily. sea, the more hostile the environment becomes. Those
venturing into the depths must keep the following natu-
Currents become weaker farther out to sea and ral forces in mind.
deeper in the ocean. These currents have a speed of

ld4 - l miles per hour that changes daily. I LLUMINATION

CURRENTS AND TRAVEL When it comes to light, the sea is divided into
When a vessel or creature travels in the same direction three layers:

as a current, that current's speed is added to the vessel Sunlight Zone. The sunlight zone extends from the
or creature's travel pace. A creature or vessel traveling water's surface to a depth of 650 feet. This area of the
against a current has that currenfs speed subtracted sea has the same natural illumination conditions as
from the vessel or creature's travel pace. lf this results
in a negative travel pace. the vessel or creature can above the water.
let the current carry it. Alternatively. the crew of the Twilight Zone. The twilight zone is between the depths
vessel or the creature can fight against the current by
rowing or swimming hard, moving at half the vessel or of 650 and I ,000 feet. When the sunlight zone above
creature's normal pace. Vessels and creatures fighting is bathed in natural bright light. the twilight zone is
:z against a current must make a Constitution saving filled with dim light. lf the sunlight zone is filled with
throw at the end of every hour traveled. with a bonus dim light or darkness, the twilight zone is dark.
equal to the crew's quality (if they have crew). Vessels Midnight Zone. Any depth below 1.000 feet is consid-
ered the midnight zone. since no natural light from
the surface penetrates this deep.

\f>l'l :-Ol>IX ~ <H SHIP~ \r\ll Tl!E S~ \

PRESSURE AND TEMPERATURE MIST OBFUSCATION
Water pressure, or the weight of water on top of a crea-
ture or object, increases with depth. Conversely, tem- Thickness Heavily Obscured Distance
perature decreases as depth increases. The pressure
and temperature's effects on creatures without a swim- Light 30 ft.
ming speed at depths below 100 feet can be found in Moderate 20 ft.
the "Unusual Environments" section in chapter 5 of the 10 ft.
Dungeon Master's Guide. Heavy Sft.

OPTIONAL RULE: PRESSURE AND OBJECTS Very heavy
With this optional rule, characters who dive deep in
the ocean requ ire specialized equipment that can with- GHOSTfOG
stand the ocean's pressure. Nonmagical objects not Ghost fog contains the souls of murder victims whose
made to withstand the water pressure are destroyed bodies were thrown into the sea. A DC 15 Intelligence
at various depths, as determined by the material used (Arcana) check reveals that this mist is ghost fog.
to create them. This destructive depth is presented for
various materials on the Objects and Water Pressure The souls of the dead want the living to join them. Ev-
table. Objects made of other materials break at the DM's ery hour a ship is immersed in ghost fog, roll any die. On
cliscretion. an even number, 2d4 hostile specters appear and attack
those on the ship. If a humanoid creature dies in ghost
OBJECTS AND WATER PRESSURE fog, its spirit rises as a specter that is hostile toward all
creatures that aren't undead.
Material Destructive Depth
Glass. crystal, ice 100 ft. All non-undead creatures immersed in ghost fog are
Wood, bone 500 ft. vulnerable to necrotic damage.
Stone 1,000 ft.
Iron, steel l ,SOO ft. SHADOWFELL Foe
Mithra! 2,000 ft.
Adamantine 2,500 ft. Shadowfell fog seeps into the Material Plane at thin
points in the boundary between the two planes. A DC
ELDRITCH MIST 15 Intelligence (Arcana) check reveals that this mist is
Shadowfell fog.
While natural fog on the ocean can be a nuisance to
ship crews, eldritch mist strikes fear into sailors every- When a vessel travels through this oppressive,
where. These rare, mysterious mists are almost indis- shadow-haunted miasma, its crew and passengers feel
tinguishable from the naturally occurring variety until despair. Each hour a vessel is immersed in the fog, the
it's too late. crew must make a quality score check by rolling a d20
and adding their quality score to the number. The DC
If a ship encounters eldritch mist. choose a type or roll for this check is 10 +the number of hours the ship has
for one on the Eldritch Mist Types table. been immersed in the ShadowfeU fog. If the crew fails
this check, their quality score decreases by 1 while
ELDRITCH MIST TYPES within the Shadowfell fog and for 1 day afterward.

d6 Mist Type WILD MAGIC FOG
1- 2 Ghost Fog Few know the origins of wild magic fog, with some
3- 4 Shadowfell Fog claiming it is the creation of capricious gods while oth-
5-6 Wild Magic Fog ers believe it is the result of magical experimentation
gone wrong. A DC 15 Intelligence (Arcana) check re-
MIST THICKNESS veals that this mist is wild magic fog.

Mist lightly obscures the area it fills. Depending on its Whenever a creature in wild magic fog casts a spell of
density, it heavily obscures an area beyond a certain 1st level or higher. roll on the Wild Magic Surge table in
distance from creatures within. Use the Mist Thickness chapter 3, "Classes," of the Player's Handbook to create
table to determine a mist's thickness at random. The a magical effect.
Mist Obfuscation table notes how far a creature in mist
can see before the area beyond is heavily obscured. KELP FORESTS

MIST THICKNESS Kelp grows in dense forests across the ocean floor. Most
forests are found within depths of less than 100 feet
dlO Thickness near the shoreline, and range from 10 feet to over 100
1-3 Light miles in length and width. The kelp grows in vines up to
4- 7 Moderate 175 feet in length.

8- 9 Heavy Kelp roots are shallow, and a whole forest can be up-
rooted by a strong storm. But it grows at a rapid pace,
10 Very Heavy sometimes as much as 18 inches a day, meaning that a
kelp forest can spring up quickly. Such forests can hide
thousands of small fish and other prey animals, which
attract predators. The forest is so dense that anything
within it is heavily obscured to an observer more than
10 feet away, and the whole area is difficult terrain.

20! .~PPE'\ilJIX .\ 01 :>lllPS \"ill TIH ~i \

KRAKEN's GRAVE ABJU RATION

When krakens die, their bodies often rot on the seaftoor. A storm infused with abjuration magic repels ships, as if
lo such cases. the ground absorbs the decaying kraken·s protecting something in the sea. Right before the storm
supernatural energy, marking the area with a dark stain e nds, a ship within it is teleported Sd20 miles in a ran-
in the shape of the kraken's body. This stain is called a dom direction.
kraken's grave.
CONJ URATION
When a creature moves within 30 feel of a kraken's
grave or starts its turn there. that creature must succeed When conjuration magic churns within a storm·s heart,
on a DC 14 Dexterity (Stealth) check or it disturbs the creatures of wind and rain emerge from distant realms
grave. lf a creature disturbs the grave, a tendril made to attack anything they encounter. The ship encounters
of lightning stretches from the ground and attacks the ld3 hostile air elementals.
creature with a +7 bonus to hit. On a hit. the target takes
10 (3d6) lightning damage. and it must succeed on a DC DIVINATION
14 Constitution saving throw or become blinded for the
next 2d4 hours. When divination magic seeps into a storm. howling
winds and residual whispers temporarily scramble the
LURE LIGHTS knowledge of a ship's crew; for ld3 days, the ship's crew
suffers disadvantage on all quality checks.
When aboleths die, their souls sometimes gather in clus-
ters called lure lights. These 100-foot-diameter collec- ENC HANTMENT
tions of pale, yellow lights arc found in the deep ocean
below depths of 1,000 feet. They glow with bright light Storms infused with enchantment magic disarm a crea-
in a 100-foot radius and dim light for another 100 feet. ture's sense of danger, enthral ling mariners and causing
them to speed into danger. During the storm, any checks
Any creature that can see the lure lights must succeed made to resolve hazards or manage the ship are made
on a DC 14 Wisdom saving throw or be charmed by the with disadvantage.
lights for 24 hours or until the lights are desrroyed. A
creature that succeeds on the saving throw is immune EVOCATION
to the effect of the lure lights for 24 hours.
These ferocious st0rms are wracked with thunderbolts,
While charmed by the lights. a creature can't willingly driving sheets of acid rain, exploding meteors, and other
move out of line of sight of them and defends them to the dangers. After each day of the storm, every component
death. If forc ibly moved away from the lights, the crea- aboard the ship takes JdlO fire. ldlO acid. and ldlO
ture tries to find its way back to them. The creature can't lightning damage. In addition, roll a d20 and add the
take a short or long rest while under this effect. After 24 crew's quality. On a 10 or less, the crew's quality de-
hours. the charmed creature gains one level of exhaus- creases by l, and ld6 members of the crew are killed.
tion and must repeat the saving throw if it is within line
of sight of the lights. ending the effect on itself on a suc- ILLUSION
cess. If the lights aren·t within line of sight at this time.
the creature succeeds automatically. A storm brimming with illusions poses little direct harm
to a ship, but experienced navigators know it poses an
Each cluster of lure lights has AC 17, 100 hit points. insidious threat. During the storm, the ship travels in a
and immunity to necrotic and poison damage. random direction that isn't its intended course.

MAGICAL STORMS NECROMAN CY

Even worse than the threat of storms is the menace Ghosts howl and whirl in this storm's wind, while the re-
of weather imbued with magic. When a ship enters a mains of long-dead mariners s tir in their watery graves.
storm, roll a d20. On a 20, the storm churns with magi- During the storm, ld4 s pecte rs, 2d4 ghouls, and 4d6
cal energy. Pick or randomly determine the type of mag- zombies emerge from the waves to attack the ship.
ical energy brimming within the storm, consulting the
Magical Storm Type table. TRANSMUTATION

MAGICAL STORM TYPE These violently unpredictable storms cause the waves to
warp and twist. The storm transforms the water around
d8 Magic the ship into an amalgamation of ice, stone. and stranger
materials, making travel difficult and damaging the ship.
Abjuration The ship's hull takes 4dJO bludgeoning damage, and the
s hip's speed decreases by ha lf during the storm.
2 Conjuration
SAN DB ARS
3 Divination
Waves and currents deposit sand in shallow water near
4 Enchantment the s horeline. These sandbars form a line that can be
between 10 feet and 3 miles in length and width. During
5 Evocation high tide. sandbars are below the ocean's surface, while
they peek above the water during low tide.
6 Illusion

7 Necromancy

8 Transmutation

\l'l'l Nl)IX "I Of Sill!'!\ A).;t> Tit! 'HA

NAV IGATING SANDBARS SHIPWRECKS
Sandbars make dangerous obstacles for vessels. par-
ticularly at high tide when they are less noticeable. The Shipwrecks at the bottom of the ocean make the perfect
crew of a ship moving toward a sandbar beneath the locations for monsters· lairs and lost treasures. The
waves must have a passive Wisdom (Perception) score Shipwreck Contents table provides ideas for the cr ea-
tures and treasure within these wrecks.
of 12 or higher or fail to see the sandbar in the way (see
SHIPWRECK CONTENTS
"Noticing Threats,'' page 200). When a ship passes
over a submerged sandbar, the sandbar counts as diffi- dl 0 Creatures or Treasure
cult terrain, and the ship must succeed on a Dexterity 1 sahuagin priestess and 2d10 sahuagin
saving throw. The DC of this save corresponds with
the depth of the sandbar. as listed on the Sandbar DCs 2 1 young bronze dragon
table. If the ship fails this save, it gets stuck on the sand- 3 4dl0 giant crabs
bar. A ship can become unstuck by using an action to 4 3d10 giant seahorses
make a Strength check, with a bonus equal to the crew's 5 ld4 hunter sharks
quality. against the sandbar's DC. 6 1 giant octopus
7 2d6 merrow
SANDBAR DCs 8 2dl0 merfolk
9 ld6 items from Magic Item Table B in chapter 7,
DC Description
"Treasure," of the Dungeon Master's Guide
10 Deep sandbar 10 Treasure rolled on the Treasure Hoard: Challenge

15 Moderate sandbar 5-10 table in chapter 7, "Treasure," of the Dungeon
Masier's Guide
20 Shallow sand bar
WHIRLPOOLS
SAPPING SNOW
I n areas where storms or opposed currents drive pow-
Sapping snow- that's what aquatic explorers call the erful waters together, violent maelstroms might form.
powdery remains of dead organisms that cover the Whirlpools are difficult terrain. Each whirlpool has a
ocean floor. When this substance is imbued with necro- rank. which determines its size and strength, as shown
mantic magic, it becomes a life-leeching detritus. on the Whirlpool Rank table. A whirlpool's depth equals
half its diameter.
Whenever a creature starts its turn touching sapping
snow, that creature must succeed on a DC 15 Constitu- WHIRLPOOL RANK

tion saving throw or take 10 (3c16) necrotic damage. The Rank Diameter Velocity DC
1 22 (4d10) ft. Sft. 5
creature's hit point maximum decreases by an amount 2 55 (10d10) ft. 15ft. 10
equal to the necrotic damage taken. This reduction 3 110 (20dl0) ft. 25 ft. 15
lasts until the creature finishes a long rest. If this effect 4 165 (30dl0) ft. 35 ft. 20
reduces the creatur e's bit point maximum to 0, the
creature dies. and its body immediately crumbles into
sapping snow.

CREATURES IN WHIRLPOOLS
When a creature moves into a whirlpool or starts its
turn there, it must make a Strength (Athletics) check
wi1h a DC determined by the whirlpool's rank. On a
success. the creature can move normally. On a failure.
the creature is immediately moved toward the vortex's
center at the whirlpool's velocity. and the creature is re-
strained by the whirlpool until the start of its next turn.
If the creature reaches the whirlpool's center. the crea-
ture is pulled under the surface and either appears at a
special location (see "Whirlpool Destinations" below) or
plunges a number of feet underwater equal to the whirl-
pool's velocity.

VESSELS IN WHIRLPOOLS
If a vessel starts its turn in a whirlpool with a diameter
greater than the vessel's length, the ship's officers and
crew must make a group check to escape. This group
check works like the special ones made against hazards
(see page 200).

The group check represents 5 minutes of work. The
check's DC is chosen or randomly determined by rolling

a d4 on the Whirlpool Rank table. The captain. first ENCOUNTERS AT SEA
mate, bosun. and quartermaster each make an ability
check, as shown on the Whirlpool Checks table. If no The open seas provide endless opportunities for adven-
one makes the check for a particular officer, a failure is ture. This section supplies you with a variety of random
contributed toward the group check. Also, roll a d20 for tables, perfect for detailing the challenges awaiting your
the crew, using its quality score as a modifier to the roll, characters on and beneath the waves.
and compare that check to the DC.
RANDOM ENCOUNTERS
Determine how many of the group's checks suc-
ceeded- the officers' and the crew's- then consult the For each day of a voyage, in addition to checking for
Whirlpool Check Results table. hazards, roll a d20. On a 19 or 20. the ship has a ran-
dom encounter. If you roll both a hazard and a random
WHIRLPOOL CHECKS encounter, the ship experiences both. They might occur
simultaneously or in an order of your choice.
Officer Check
Captain Intelligence (water vehicles) The levels given on the following tables allow you to
First mate Charisma (Intimidation) scu lpt what dangers the characters face. The low-level
Bosun Strength (carpenter's tools) table is useful for when a ship travels in safe waters,
Quartermaster Wisdom (Nature) while the higher-level ones are suited for primeval wa-
ters, far from well-trafficked sea lanes. The tables also
WHIRLPOOL CHECK RESULTS allow for encounters with other ships and the discovery
of mysterious. uncharted islands. Additional tables for
Result Effect further detailing such encounters are included later in
Total Success The vessel uses the whirlpool to its ad - this appendix.
vantage and increases its speed by 20 ft.
Success during its current turn. OPEN WATER ENCOUNTERS (LEVELS 1-4)
Failure The vessel can move normally on its turn.
The vessel 1s immediately moved toward dl 00 Encounter
Total Failure the vortex's center at the whirlpool's ve-
locity, and the vessel is restrained by the
whirlpool until the start of its next turn. 01-03 3d6 quippers
As a fai lure. Additionally, if the vessel is in 04-08 1 swarm ofquippers
the whirlpool at the start of its next turn, 09-12 3d10 dolphins (see appendix C)
all checks the vessel makes to determine 13-14 1 giant octopus
the whirlpool's effects are made with dis· 15-16 ld4 killer whales
advantage on that turn. 17- 18 ld6 merfolk
19- 20 ld6 giant sea horses
WHIRLPOOL D ESTI NATIONS 21 - 24 ld8 giant crabs
25-28 ld4 reef sharks
While a whirlpool might be a short-lived hazard that 1 hunter shark
drags things into the depths, they might also serve as a 29 ld4 sahuagin
violent passage to another realm. In such cases, things 30-34 1d4 koalinth (see appendix C)
dragged into a whirlpool are deposited elsewhere, be it 35-37 A rank 1 whirlpool connected to the Elemental
through a crack in the scaOoor leading to an Underdark 38-40 Plane ofWater (see "Whirlpools," page 206)
ocean or a portal to a different plane of existence. Use 1d4 locathahs (see appendix C)
the Whirlpool Destinations table to choose or randomly 41-45 1d3 harpies
determine where a whirlpool leads. usually to a body of 46-51 2 merrow
water in that destination. See chapter 2 of the Dungeon 52-54 1 sahuagin priestess and 1d4 sahuagin
Masters Guide for information about the destinations 55-57 1 koalinth sergeant and 2d4 koalinth (see appen·
58- 59
on other planes. dix C for both)
60-62
WHIRLPOOL DESTINATIONS 63- 64 1 plesiosaurus
65-67 ld3 sea hags
dl 0 Destination 68- 70 1d4 blood hawks
1-3 Underdark 71-74 1 sahuagin champion (see appendix C)
1 giant shark
4 Elemental Plane ofWater 75 1 young bronze dragon
5 Elemental Plane of Earth 76-00 A ship (generated at random)
6 Feywild
7 Shadowfell
8 Astral Plane
9 Ou ti ands
10 Outer Plane of the DM's choice

\PPtNl>IX 1\ I <>I 5111PS A'dl 1111' St·A

OPEN WATE R ENCOUNTERS (LE V ELS 5- 10) dlOO Encounter
58-60 A coven of 3 sea hags
dl OO Encounter 61-63 1 dragon turtle
01-03 1 giant shark 1 ancient bronze dragon
04-07 1d4 swarms ofquippers 64 A ship (generated at random)
08 -11 ld lO killer whales 65- 75 A mysterious island (generated at random)
12- 17 3d6 merfolk 76 -0 0
18-25 1 sahuagin high priestess and 1 sahuagin wave
shaper (see appendix C for both) RANDOM SHIPS
26- 30 2d8 giant crabs
31-35 2d4 reefsharks The characters aren't the only sailors traveling the high
36-38 1d4 hunter s harks seas. Each new vessel they encounter presents an op-
39-40 1d4 water elementals portunity for adventure. T he following rules can be used
A rank 2 whirlpool connected to the Elemental to generate other ships met on the open seas.
41 Plane of Water (see "Whirl pools," page 206)
2d4 locathahs (see appendix C) SHIP TYPE
42-45 1 harpy matri arch (see appendix C) and l d4
46- 47 harpies The type of ship the characters meet determines the
2d4 merrow vessel's statistics, along with how many creatures and
48-49 1 sahuagin baron and l d4 sahuagin how much cargo it can carry.
50- 52 1 koalinth sergeant and 2d4 koa linth (see ap-
53-57 pendix C for both) S H IP TYPE
2d8 giant crabs
58-59 1d4 plesiosauruses dlOO Shi p
60-61 A coven of 3 sea hags
62-63 1d4 sahuagin blademasters (see appendix C) 01-09 Rowboat
64- 65 1 hydra 10- 25 Keel boat
66-69 1 marid 26- 38 Lo ng s h i p
70 - 7 1 1 storm giant 39-60 Sailing ship
1 adult bronze dragon 61-79 Galle y
72 1 dragon turtle 80- 00 Warsh ip
73 A ship (ge nerated at random)
74 A mysterious island (generated at random) SHIP NAME
75-90
91 - 00 Every ship has a name, which you can create yourself or
randomly generate using the Ship Names table. Roll on
the table- once for an adjective and once for a noun- to
create a ship name.

O PE N WATER ENCOUNTERS ( L EV ELS 11 -20) SHI P N AMES

dlOO Encounter d20 Adjective Nou n
1 Beautifu l Adventure
01-03 1 storm giant 2 Bilious Barnacle
3 Bold Brawler
04- 07 2d6 giant sharks 4 Cold Devil
08- 11 1 marid 5 Dandy Dragon
12-18 1 s ahuagin high priestess and 2d 4 sahuagin 6 Dawn Gem
champions (see appendix C for both) 7 Drunken Flowe r
19-25 1 sahuagin baron and ld4 sahu agin blademas- 8 Fiery jester
ters (see appendix C) 9 Furious Kra ken
26-28 3d6 reefsharks 10 Grinning Leviathan
11 Intrepid Mermaid
29- 32 2d6 hunter sharks 12 jolly Prince
33- 39 A ra nk 3 wh irlpool connected to the Elemental 13 Misty Princess
Plane of Water (see "Whirlpools," page 206) 14 Rambunctious Revenge
40 - 4 3 A rank 4 whirlpool connected to the Elemental 15 Red Saber
16 Royal Shark
44-45 Plane of Water (see "Whirl pools," page 206) 17 Salty Tid e
46- 48 ld3 hydras 18 Sinful Treasure
ld4 koali nth sergeant (see ap pendix C) and 19 Twilight Victo ry
3d10 koalinth (see appendix C) 20 Zealous Wanderer

49-50 2d4 plesiosauruses

51-53 3d6 merrow
54- 57 l harpy matriarch (see appendix C) and 2d8
harpies

\f'l'f:-<IJIX ·\ Of" S lll PS ~NI> IJIE St\

CREW ment. racial makeup, and disposition guide what a ship
might carry as cargo.
Unless you decide otherwise, each s hip encountered on
the sea has its full crew and enough food and warer ro Most crew members and officers on cargo ships are
sustain that crew and any passengers for the duration commoners. Vessels with valuable cargo may carry
of the ship's journey. You can generate a crew using the 2d l0 guards wirh a veteran guard captain. Cargo ships
suggestions in the "Ship Purpose" section below or by that transport livestock may have goats. camels, draft
using the suggesred crew for a ship's type. horses, mules, and other beasts, in addition to their
crews and passengers.
CREW MEMBER NAMES
PASSENGER
Should you need to quickly generate the name of a mem-
ber of a ship's crew, the following table makes it easy to Passenger ships carry travelers. Such vessels are char-
produce a two-part name that could apply to any mem- tered for journeys or pleasure cruises or carry refugees.
ber of a crew, regardless of gender or race. religious missionaries, or some other peaceful group
traveling to an important destination.
CREW MEMBER NAME Second Half
Beard Mos t crew members and officers on passenger ships
d20 First Half Eye are commoners. Vessels carrying important people
Salty Co p per may carry 2d10 guards with a veteran guard captain.
Fish The passengers on a passenger s hip generally consist of
2 01' Whale commoners and nobles. though many creatures have
3 Silver Dog the need to travel by ship.
4 Golden Cur
Fingers FISHING
s Black Patches
Hook Fishing ships include commercial vessels that carch fish
6 Blue Salt a nd crustaceans to sell at ma rket, whaling boats, and
7 Silky Rat trophy hunters stalking sharks, giant octopuses, and
8 Heartless Charm other sea monsters. Any vessel that hunts sea life for
9 Drizzly Beast profit, s urvival, or s port has this purpose.
10 Thirsty Devil
11 Rum Liar Most crew membe rs a nd officers on commercial
12 Gloomy Angel fishing ships are commoners , but whaling vessels and
13 Handso me Blood sport hunters often have scouts among their ranks.
14 Wee Maps
15 Clever Mast MlLlTARY
16 Ugly
17 Pretty Military vessels carry soldiers to war and are equipped
18 Lost for battle on the sea. These vessels hunt pirates, defend
19 Mad and invade territory, carry important government cargo,
20 Poor escort officials, transport prisoners, and do anything
else their commanders require.
SHIP PURPOSE
Most crew members on military ships are guards or
Every ship has a reason for its voyages, which can be scouts. Officers are veterans. Many military ships carry
rolled or chosen on the Ship Purpose table. Each pur- extra guards as passengers for invasion, boarding. and
pose is described after the table. operating siege weapons. A military ship may also carry
ld4 bandits or guards as prisoners.
SHIP PURPOSE
PIRACY
dlOO Purpose
01- 17 Cargo Pirates smuggle contraband goods and rob other ships,
seaside towns. and outposts. They engage in criminal
18- 34 Passenger operations, but not all a re evil. Many have an ethical
35-51 Fishing code. Some serve governments as privateers, harming
52-68 Military only these masters' adversaries, while others rob only
69- 85 Piracy the corrupt and give their ill-gotten gains to the needy.
86- 95 Mercenary
96-00 Ghost Most crew members on pirate ships are bandits. Of-
ficers a re bandit captains and could include a pirate
CARGO captain (see appendix C) and a pirate bosun (see ap-
pendix C). Many pirate ships carry extra bandits and
Cargo ships haul mercantile goods, emergency relief at least one pirate deck wizard (see appendix C) as
supplies, traveling carnivals, and any other materials passengers.
that need to move across the seas. Let the ship's align-
MERCENARY

Mercenary crews travel the world in search of adventure
and pay. They explore uncharted territories. fight wars,
slay monsters, transport special cargo or people, and
undertake any quest for the right cost.

Mercenary ships have crews and passengers similar
to military ships.

Al'l' fNlllX A I 1)t SlllPS ANO 1111 :->I\

First, roll or choose an attitude on the Ship Attitude
table, then roll on the appropriate table to determine the
nature of the crew. The race chosen or rolled need not
be the only one found on the ship. and you might use
a cable multiple times to make a ship's crew and pas-
sengers more diverse. Feel free to substitute suggested
statistics for other statistics ifyou feel they make more
sense with the ship's race (for example. substituting
the bandit statistics with ore statistics on a pirate ship
crewed by ores).

SHIP ATTITUDE

d6 Attitude
1-2 Friendly

3- 4 Neutral
5-6 Hostile

FRIENDLY SH I P

dlOO Race
01 -05 Dragonborn
06-10 Dwarves
11-30 Elves
31-40 Gnomes
41-50 Tieflings
51-60 Halflings
61-00 Humans

GHOST NEUTRAL SHIP
Ghost ships are incorporeal vessels that carry undead
crews. The crews often died in a grisly manner and have dlOO Race
unfinished business that keeps them tethered to the Ma- 01-05
terial Plane. They sometimes serve necromancers. but 06-10 Dragonborn
more often these crews are beholden to no master. 11-30 Dwarves
31 - 40 L1zardfolk
A ghost ship has the same statistics as a normal ship 41-50 Hobgoblins
of its ship type with the following changes: 51 - 60 Ores
61-00 Halflings
The ship has resistance to the following damage Humans
types: acid, fire. lightning, and thunder, as well as
bludgeon ing, piercing, and slashing from nonmagi- HOSTILE SHIP
cal attacks.
• The ship is immune to cold, necrotic, poison, and psy- dlOO Race
chic damage. 01-05
The ship can move through other creatures and ob- 06- 10 Frost giants
jects as if they were difficult terrain. It takes 5 (ldlO) 11-30 Kobolds
force damage if it ends its turn inside an object. 31 - 40 Ores
41-50 Hobgoblins
Crew members and officers on good and neutral 51 - 60 Un dead
ghost ships are ghosts. On evil ghost ships, the crew 61-00 Gnolls
members are 90 percent sk el etons and zombies (even Humans

mix of each). JO percent are specter s, and the officers SHIP DTSPOSfTION

are wrai th s. Each ship has a disposition that determines events hap-
pening aboard the ship when the characters encounter
ATTITUDE AND RACE it. Choose or roll for a ship's disposition on the Ship
Disposition table. Each disposition is described after the
Each ship's crew and passengers have an attitude that table. Ifyou roll no special disposition. the ship is under
guides how they interact with the characters. Friendly no unusual stress and reacts based on its attitude.
ships seek to trade or share news. neutral ones attack if
they feel threatened and otherwise try to avoid contact.
and hostile ones seek to attack and seize the charac-
ters' ship.

210 t\l'l'l·.'lfllX 1\ I !JI '>llll'S A'l;l1 I !JI:: SE"

SHIP DISPOSITION their catches, while pirates might offer stolen potions in
exchange for gems or gold. Most of the people offering
d10 Disposition trades are willing to haggle. If the characters refuse to
trade. evil-aligned crews and passengers might attack to
l Diseased get what they want.

2 Emergency MYSTERIOUS ISLANDS

3 Help with purpose Small islands dot most oceans, distant or unexplored
locales that might host all manner of adventures. The
4 Mutiny following rules can be used to generate any islands the
characters might encounter.
s Trading
ISLAND SIZE
6-10 No special disposition
These rules are used to generate islands with areas
DISEASED roughly ld6 miles long and ld6 miles wide. Most is-
Roll percentile dice. The result reveals the percentage of lands aren't perfect rectangles, and most coastlines
the ship"s crew and passengers infected with a disease aren't perfectly straight, so feel free to make areas of the
of your choice from "'Sample Diseases" in chapter 8, island shorter, longer, thinner. or wider as you see fit.

"Running the Game," of the Dungeon Master's Guide. ISLAND HABITAT
This ship approaches the characters, begging for or de-
manding help with the infection. An island can have any habitat that seems appropriate
for the clime it occupies. For example, islands of floating
Ghost ships can't be diseased; ifyou get this result for ice are found in arctic seas, while islands with jungle
a ghost ship, ignore it and roll again. habitats are found in tropical waters. Not all islands are
created by nature, though. A powerful spellcaster or di-
EMERGENCY vine being could conjure an island made of crystal. iron,
A ship experiencing an emergency is suffering some or any material you choose.
sort of crisis. The crew and passengers beg or demand
the characters' help in getting out of the situation. ISLAND THEME
Choose or roll for an emergency on the Ship Emergency
table to determine the vessel's crisi s. Each island encountered has a theme chosen or rolled
on the Island Theme table. This theme defines the is-
SHIP EMERGENCY land's story in one broad stroke. Once you have a theme,
consult its section after the table to determine r elated
d4 Emergency details and story hooks.

l The ship's crew is lost. ISLAND THEME
2 The ship is damaged and can't be steered as it
d6 Theme
drifts with the current. Alien
3 The ship is stuck on a sandbar.
4 The ship is sinking. 2 Cursed

HELP WITH PuRPOSE 3 Hostile
4 Sanctum
Ship crews looking for help with their purpose ap-
proach the characters asking for direct aid in a task. s Welcoming
For instance, mercenaries ask for help mapping an
unexplored area while a cargo ship's crew asks the char- 6 Wild
acters to serve as guards. Most crews offer compensa-
tion in return for the characters' services, though some ALIEN
might threaten or beg for charity to get help. Alien islands are inhabited by isolated creatures with
ways of life beyond most beings' comprehensions. Ev-
MUTINY erything about the cu Iture of the island, from architec-
ture to food, is unfamiliar and unsettling to outsiders.
The crew of ships ready to mutiny are unhappy with At your discretion the inhabitants of the island might
the leadership of their officers and plan to overthrow speak. read. and write a language all their own.
them. The officers approach the characters. asking for
or demanding help quelling the uprising, or the crew ap- ALIEN ISLAND LEADER
proaches, requesting aid with their uprising or attempt-
ing to trick the characters into killing the officers. d4 Leader

TRADING Aboleth
Ship crews and passengers looking to trade offer their 2 Beholder
cargo or services lo the characters in exchange for 3 Death slaad
deeds. items. or coin. Use the ship's purpose to guide 4 Kraken
what they have to trade. For instance, commercial
fishermen might offer a crate of valuable crabs in ex-
change for the head of a shark that keeps consuming

Al'l'PNlll:\ \ OF Sllll'S ,·\NII 1111 ~f,\ .11

A LIEN ISLAND IN H ABITANTS d6 Curse
3 Each day at dawn, the island conjures 2dl0 magma
d6 Inhabitants
1d6 berserkers and SdlO tribal warriors mephits, which a re hostile toward creatures that
aren't inhabitants ofthe island.
2-3 1d6 cult fanatics and Sdl 0 cultists 4 When a creature that isn't an inhabitant of the is-
4 ld6 lizardfolk shamans and SdlO lizardfolk land completes a long rest there, it must succeed
S 1d6 bullywug croakers (see appendix C) and SdlO on a DC 15 Wisdom saving throw or be blinded for
bullywugs 8 hours.
6 ld8 locathah hunters (see appendix C) an d 3d10
locathah (see appendix C) s Creatures must succeed on a DC 10 Constitution

ALIEN I NH AB ITANT REACTIONS saving throw at the end of each hour they spend
on the is land. If they fai l, they gain a 1-inch scar in
d6 Reaction
The inhabitants try to force the characters to serve a random place on their body. Only a remove curse
the ir leader.
spell or s imilar magic removes the scar.
2 The inhab itants demand the characters give thei r 6 When a creature that isn't an inhabitant of the is-
leader an item worth lO dlO x 100 gp.
land completes a long rest there, it must succeed
3 The inhabitants wish to devour the characters. on a DC 15 Wisdom saving throw or gain a random
4 Some inhabitants are plann ing to rise up against form of long-term madness (see "Mad ness" in

their leader and ask the characters fo r help. chapter 8, "Running the Game," of the Dungeon
Master's Guide).
s The inhabitants see the characters as no more than
CURSED I SLAND I NHABITANTS
insects and refuse to interact with them un less
forced. d6 Inhabitants
6 The inhabitants see the characters as gods and can Sd10 specters
be convinced to worship them.
2 lOdlO zombies
ALIEN I SLAND STORY HOOKS 3 A coven of 3 sea hags and 1d4 flameskulls
4 1 medusa and 3d10 skeletons
d4 Story Hook
s 1 vampire and 2d6 vampire spawn
The leader has a spell scroll oftrue resurrection
6 1 demilich and 2dl0 wraiths
among its belongings.
2 The isl and contains a p iece of a tab let with instruc- CURSED ISLAND STORY H OOKS

tions on how to open a portal to the Far Realm. d4 Story Hook
3 The is land's leader knows how to end a planar dis- The is land contains rare spell components the
characters need.
ease infecting a humanoid settlement.
4 A mage with information the characters need hides 2 Pirates buried treasure worth Sd6 x 1.000 gp on
the island.
among the ranks ofthe inhabitants, learning their
ways. 3 A keelboat carrying 1d6 commoners crashed on the
island. The commoners are struggling to su rvi ve.
CURSED
Cursed islands are steeped in dark magic from a 4 The ghost of a character's loved one is trapped on
ritual cast by necromancers. hag covens, evil spell- the island.
casters. foul deities, or worse. The island might still
hold some hint as to why it was cursed. or all trace of HOSTILE
those who brought down the affliction might have been Hostile islands contain creatures that want to harm the
scoured away. characters. These creatures fill their islands with traps
and attack outsiders out of hunger, boredom, or fear.
ISLAN D CURSES
HOSTILE ISLAND LEADER
d6 Curse
When a creature dies on the island, its spirit rises d6 Leader
as a specter 1d4 hours after d eath. The specter is Cloud giant
obsessed with killing its former friends.
2 Hill giant
2 Creatures that aren't inhabitants of the island must 3 Oni
succeed on a Constitution saving throw at the end 4 Spirit naga
ofeach hour they spend on the island. If they fail, 5 Werewolf
they gain one level of exhaustion. The DC for this 6 A chromatic dragon ofthe DM's choice
check equals 10 + the number of hours spent on
the is land.

APPF:-:LHX \ Of SHll'S \;\JD fill SE\
212

H OSTILE I SLAND LEADER MOTI VATIO N S d6 Inhabitants
d4 Motivation 5 ld4 stone golems, ld4 mages, and 3dl 0 guards
The leader wants to commandeer a boat to con· 6 l shield gua rdian, 2d4 knights, 2d6 priests, and
quer other islands.
2 The leader takes all treasure gained by its follow- 6dl 0 commoners
ers, growing rich off their bruta lity.
3 The leader needs humanoid remains to perform a SANCTUM I SLA N D R EACTIONS
ritual with a dark purpose.
4 The leader never ages because it consumes the d6 Reaction
souls of creatures its followers kill. The characters are allowed on the is land, but the
inhabitants don 't allow the characters into any
H OSTILE INH ABITANTS buildings.
d6 Inhabitants
3dl 0 winged kobolds and l Od lO kobolds 2 The inhabitants like the characters and give them
2 1 goblin boss and 8dl0 goblins advice to help them impress the island's leader.
3 l d6 berserkers and Sd lO tribal warriors
4 1 ore c hieftain, 2dl0 o rogs, and SdlO ores 3 Some unhappy inhabitants believe the characters
are their ticket off the is land. They flirt, lie, bribe,
5 4dl0 ogre s and beg to be taken away.
6 3dl0 trolls
4 The inhabitants attempt to convince the characters
H OSTILE I SLAND STORY H OOKS to use the island as a base of operations and con-
d4 Story Hook tribute to the commun ity.
The island's leader killed an NPC the characters
admired. 5 The inhabitants hunger for information about the
2 The island's leader has a headband of intellect. outside world and allow the characters to use news
3 The characters are challenged by riva ls to survive a as currency.
n ight on the island.
4 An e loquent invitation from the island's leader in· 6 The inhabitants don't trust the characters. All Cha·
vites the characters for a hunt. risma checks made to influence the inhabitants
have disadvantage.
SANCTUM
The inhabitants of sanctum islands use the seas to pro- SA N CTUM I SLAND STO RY H OO KS
tect themselves and their property, or they simply enjoy
the isolation a remote island affords. The creatures on d4 Story Hook
sanctum islands usually live in permanent structures A spy among the inhabitants needs extraction from
like abbeys, fortresses, libraries, or towers. the is la nd.

SA N CTU M I SLAND LEADE R 2 The island's leader misses an item (such as a
flower or a particu lar food) that can't be found on
d6 Leader the island and offers a reward for the item.
l Archmage
2 Lich 3 The island asks for aid against an adult green
3 Night hag dragon that regu la rly raids it.
4 Noble
5 Rakshasa 4 The island has an armory full of legendary adaman-
6 Werebear tine and si lvered weapons.

S ANCTUM I SLAND INHABITANTS WELCOMING
Welcoming islands host creatures that are friendly to-
d6 In habita nts ward the characters. These creatures provide what aid
Sdl O guards and l OdlO commoners they can and might even put themselves in harm's way
for the characters if a friendship is established.
2 l p irate captain (see appendix C), 1 pirate bosu n
(see appendix C), 2d4 pirate deck wiza rds (see ap· WELCOM I NG ISLAND L EADER
pendix C), and 8dl0 b andits
d6 Leader
3 l d 6 flesh golems, ld4 priests, and 2d l0 acolytes Ba rd (see appendix C)
4 2d4 veterans, 2dl 0 scouts, 4dl 0 guards
2 Dru id
3 Guardian naga
4 Treant
5 Unicorn
6 A metallic dragon of the DM 's choice

\PPE'dJIX \ () '<!Ill'~ ANll Tl!P srA

WELCOM ING ISLAND INHABITANTS d20 Encounter
13 2d4 centaurs
d6 Inhabitants 14 1 ankheg
SdlO aarakocra 15 ldlO giant boars
16 2d6 giant eagles
2 8d8 pixies and 8d8 sprites 17 1d4 giant apes
3 ld6 lizardfolk shamans and SdlO lizardfolk 18 1d4 treants
4 ld6 druids and SdlO tribal warriors 19 1 roe
S 3dl0 centaurs 20 l d4 vetera n explorers
6 3dl0 scouts and SdlO commoners
WILD ISLAND STORY HOOKS
WELCOMING ISLAND STORY HOOKS
d4 Story Hook
d4 Story Hook The island hides a spring that restores life to any-
The island is a colony or outpost sponsored by a one washed in it, as per the raise dead spell. Acrea-
nation or wealthy noble the characters are associ- ture can only benefit from the spring once.
ated with.
2 Adjinni recluse dwells on the island and grants
2 The island's residents swear a character looks like favors.
a beloved past leader. Melancholy, they treat the
characters as they would their lost hero. 3 Pixies beg the characters to help them oust a
group of 3dl 0 trophy hunters (scouts) from the
3 The island never gets visitors. The characters' ar- island.
rival is cause for a peculiar but earnest celebration.
4 The island holds the tomb of an archdruid, which
4 The island's leader is a long-lost relative or friend contains a portal to the Feywild.
of a character's family.
UNDE RWATER LO CATIONS
WILD I SLAND
Nature reigns on wild islands. The creatures on the The underwater locations in this section can be used for
island respond to the ebb and flow of the natural world single-session adventures or as side treks to help you
rather than trying to tame the environment. fill out the story of Saltmarsh. Each location i ncludes
a map. a description, story hooks, and encounters. You
W ILD ISLAND FEATU RES can place these locations anywhere near Saltmar sh or
off distant shores of your choosing.
d6 Feature
l Awaterfall Aows up a mountainside. COVE R EEF
2 The island slowly rotates clockwise.
3 Geysers shoot bright light into the sky at night. Near the shore of a cove. a coral reef built around an
4 Razorvine (see "Wilderness Hazards" in chapter S, alien idol teems with life. Long ago the reef was the
home of merfolk enslaved by an aboleth named Ogrorlo.
"Adventure Environments," ofthe Dungeon Mas- Lenth. a merfolk cleric of the ocean deity Eadro, killed
ter's Guide) grows in 10-foot-tall hedges shaped Ogrorlo and freed the merfolk, but the influence of the
like animals. aberration still lingers around the reef and in a nearby
5 Rain on the island creates a beautifu l melody. gorge that descends into darkn ess.
6 All beasts on the island have truesight out to a
range of 120 ft. C OVE REEF FEATU RES

W ILD ISLAND ENCOUNTERS The cove reef has the following features:

d20 Encounter Depth. The reef and the area around it are 50 feet below
l 2d8 baboons the sur face of the water. The depths of the rock forma-
2 ld4 brown bears tions around the reef are noted on map A.5.
3 l owlbear
4 2d6 giant toads Light. U nless otherwise noted in an area's description,
S 2dl 0 giant wasps the cove is br ightly lit by the sun during the day and
6 2d4 giant spiders di mly lit by the moon at night.
7 4d4 pixies or 4d4 sprites
8 ld4 blink dogs C OVE REEF AREAS
9 l pirate captain (see appendix C) and 3dl0 bandits
digging up buried treasure The following areas are keyed to map A.5.
10 3d6 tribal warriors
11 2d4 druids Cl. BLOOD H AWK R OOST
12 ld6 dryads
Twelve blood hawks hunt fish in the cove and roost in
six nests atop a rock formation that peeks above the sur-
face of the water. The blood hawks attack any creature

Al'l'l• '<!>IX \ Ot SHIP~ \:-Ill I Ill "FA

211

that approaches within 10 feet of the nests, fighting to C4. BLEACHED REEF
the death to defend their eggs.
This small reef is stark white and covered by twenty
Slippery Rock. Algae, ocean spray, and blood hawk crabs crawling over it. This reef marks Ogrorlo's grave.
waste make the rock formation slippery. Moving on the The aboleth's loyal slaves buried the remains after
rock requires a successful DC 15 Dexterity (Acrobatics) Lenth killed the aberration.
check, and failing this check results in the creature fall-
ing into the water. Whisp ered Message. A creature that touches the
reef hears a faint message whispered in Deep Speech:
Treasure. Each nest holds ld4 - 1 blood hawk eggs. "Bend the knee, pearl. The god Ogrorlo, the shield and
Blood hawks makt excellent hunting animals. Nobles our protector, rests here."
are willing to pay 25 gp per intact egg.
Ogrorlo's Coffin. The seastone coffin of Ogrorlo, a
C2. CRYSTAL CAVE cube 10 feet on a side. lies 12 feet beneath the floor of
This cave has a single spherical room with a radius of the reef. It is adorned with large clamshell carvings and
15 feet. Ogrorlo's merfolk slaves carved this cave. The weighs 2,000 pounds. A cha racter who makes a suc-
aberration used the cave to meditate and rest. cessful DC 20 Intelligence (History) check knows that
the clam is the symbol of the aboleth Ogrorlo.
Glowing Mosaic. Pink. purple, and blue crystals cover
the walls in a mosaic that depicts merfolk raising their If the coffin is opened while underwater, it releases a
hands toward an aboleth. These crystals give off dim cloud of mucus in a 15-foot sphere that rises 10 feet to·
light that fills the cave. A detect magic spell or similar ward the water's surface every round on initiative count
effect reveals an aura of divination magic radiating from 20. Creatures that touch the cloud must make a DC 14
the mosaic. Constitution saving throw. On a failed save, the crea-
ture is diseased for ld4 hours. A creature diseased in
A creature that takes a short or long rest in the cave this way can breathe on ly underwater. When the cloud
receives at the end of the rest a vague vision of a danger reaches the surface, it dissipates immediately. If the
it might face within the next 10 days. If the creature coffin is opened outside the water, the mucus dissipates
isn't an aberration, it must succeed on a DC 14 Wisdom without effect.
saving throw or gain a random form of short-term mad-
ness (see "Madness" in chapter 8 of the Dungeon Mas- The coffin holds the bones of Ogrorlo and the aboleth's
ter's Guide). treasure (see "Treasure").

Removing a crystal from the wall causes that crystal Treasure. Ogrorlo's coffin holds a trident offish com-
to stop glowing and become worthless. Removing all mand left behind as tribute by loyal merfolk slaves.
of the crystals from the wall by hand takes 24 hours of
work divided by the number of creatures performing C5. GIANT ANEMONE
the task (rounded down). As long as at least one crys-
tal remains embedded in the wall, the mosaic's magic This enormous orange, red, and purple anemone an-
functions. chored to the side of a boulder is a trap from the time of
Ogrorlo meant to guard the cove.
C3. CORAL REEF
When a creature starts its turn within 20 feet of the
The reef teems with lOdlO x 10 fish of various species anemone, it must make a DC 14 Wisdom saving throw.
and 5d 10 crabs. Each fish has the statistics of a quip- On a fai lure, the creature abandons whatever it is doing
p er, but it doesn't have the Blood Frenzy feature and and gives in to a sudden overwhelming urge to touch
can't make attacks. the anemone, attacking creatures that get in its way. A
creature can repeat the saving throw at the end ofeach
See "Coral Reefs" earlier in this appendix. of its turns, ending the effect on itself on a success. Ab-
Stone Clam. A pedestal-like rock near the middle errations, beasts, and creatures that can't be charmed
of the reef rises 5 feet above the coral. The rock holds are immune to this effect. If a creature's saving throw
an algae-covered stone statue of an enormous clam. A is successful or the effect ends for it, the creature is im-
character who makes a successful DC 20 Intelligence mune to this effect for the next 24 hours.
(History) check knows that the clam is the symbol of the
aboleth Ogrorlo. The anemone's tentacles deliver a poisonous sting.
A detect magic spell or similar effect reveals an aura A creature that touches the anemone must make a DC
of enchantment magic emanating from the statue. Every 12 Constitution saving throw, taking 11 (2d10) poison
night at midnight the statue sheds bright green light damage on a failed save, or half as much damage on a
in a 20-foot radius and dim light for another 20 feet successful one.
for 4 hours.
A creature that touches the statue feels bolstered and The anemone has AC 10 and 45 hit points.
happy, gaining 10 temporary hit points. This feeling also
makes the creature more likely to trust others, giving C6. MERFOLK MASS GRAVE
it disadvantage on Wisdom (Insight) checks and saving Fifty merfolk skeletons are buried in a mass grave 12
throws against being charmed for the next 24 hours. feet beneath the seafloor. These bones are the remains
The statue can affect a creature only once every 24 of Ogrorlo's slaves that died in the ancient battle with
hours. Aberrations and creatures that can't be charmed Lenth's forces. The top layer of skeletons peeks through
are unaffected if they touch the statue. the seafloor. The merfolk bones float if they are un-
earthed from their resting place.

A giant white moray eel hides coiled up in the
bones. When the eel is hungry, it attacks any creature
smaller than it.

.\Pl'ENDI\. ·\ 1 nr Sllll'S ANIJ rHE !>E·\

The eel has the statistics of a giant constrictor snake, When the merfolk spy the char acters, Talnad begs
with the following changes: them for help, saying she dropped her seashell necklace
in the gorge. The mcrfolk don't have a light source to
The eel can breathe only underwater, its walking search the bottom of the gorge and hope the characters
speed is 0 feet, and its swimming speed is 40 feet. can help. A character who makes a successful Wisdom
• It has a +4 bonus to Dexterity (Stealth) checks. (Insight) check contested by Talnad's Charisma (Decep-
It doesn·t have the Constrict action option. tion) check discerns that she isn't telling the whole truth.

C7. COVE GORGE If the characters follow the merfolk into the gorge.
This gorge goes down to a depth of 1,500 feet. Ogrorlo Talnad and Valas lead the group to Allero and then
went here to be alone when it was tired of being wor- attack. If the characters refuse to help, the merfolk
shiped. A chuul. an ancient guardian and servant of whistle for Allero and attack when the octopus arrives.
Ogrorlo, still inhabits the bottom of the gorge. It attacks I f this battle goes poorly for the merfolk, they dive to the
any creature that isn't an aboleth or merfolk that ap- bottom of the gorge toward the chuul, hoping the charac-
proaches within 60 feet of the gorge's bottom. ters follow.

Treasure. The bottom of the gorge holds a stone chest A character who captures one or both of the merfolk
and makes a successful DC 12 Charisma (l ntimidation)
carved with the image of a clam that contains a hundred check convinces the merfolk to reveal the truth about
tiny white pearls (10 gp each), five large pink pearls (100 the floating bones. Otherwise the merfolk deny knowing
gp each), and a single black pearl (500 gp). anything about the bones.

COVE REEF A DVENTURES Disturbed Gra ve. If a character exam ines the merfolk

You can crea te your own stories for adventuring at this mass grave, a successful DC 12 Intelligence (I nvestiga-
site or use the information in the Cove Reef Encounters tion) or Wisdom (Survival) check reveals marks in the
table to create an adventure. You can roll randomly or mud on the ground- some of the bones were recently
choose an encounter appropriate for the average level dug up by webbed humanoid hands.
of the characters. Each encounter is described in detail
after the table. WORSHI P ERS OF KOOLOOSHIDOOP
The middle of the gorge (area C7) is connected to a lake
COVE REEF ENCOUNTERS Level in the Underdark by way of a tunnel. Fuuna, a female
3rd kuo-toa monitor. and her retinue used the tunnel to
d4 Encounter 5th reach the surface after she ordered the group to find
1 Tentacle Trap 7th new gods to add to their pantheon. After the kuo-toa
2 Worshipers of Koolooshidoop 9th found the stone clam in the reef (area C3), they named
3 Coven of Wet Rot it Koolooshidoop and believed it to be a god. Before re-
4 Elkahraal turning to the Underdark with the clam, Fuuna feels she
must make a sacrifice to Koolooshidoop to avoid anger-
TENTACLE TRAP ing the clam.
Two female merfolk named Talnad and Valas were
kicked out of their tribe for stealing. Together with their Saltmarsh S tory Hook. The crew ofjolly Good, a
pet giant octopus Allero. the merfolk plan to set a trap in
the cove to attract adventurers and steal from them. Solmor fishing boat, went for a swim in the cove, and six
of the sailors never returned. Anders Solmor offers the
Saltmarsh S tory Hook . To help draw the characters characters 200 gp to find out what happened to the six
human sailors.
to the cove, Talnad and Valas unearth merfolk bones
from the mass grave (area C6), which causes the re- Confronting the Kuo-toa. During the day, the kuo-toa
mains to Roat to the surface. Fishers working in the cove
find the bones and refuse to continue fishing in these m onitor Fuuna, two k uo-t oa whi ps, and eight kuo-toa
waters. Eda Oweland offers the characters a special rest in the gorge at a depth of 1,000 feet. At night they
form a circle around Koolooshidoop and pray. If the kuo-
favor (see "Special Favors" in chapter 7 of the Dungeon toa spot the characters, they attack, believing the char-
Masters Guide) to discover the source of the problem acters to be a worthy sacrifice to their new deity. The
kuo-toa aim to capture the characters and sacrifice them
and end it. when the clam is glowing.

Clever Ruse. Talnad and Valas stay near the top of the Corpses in th e R eef. A char acter who searches

gorge (area C7), looking for creatures that have equip- the reef (area C3) and makes a successful DC 12 In-
ment they can steal. Allero, a gi ant octopus, hides in the telligence (Investigation) check finds a shallow grave
darkness of the gorge at a depth of 1,000 feet. beneath the reef that holds the remains of six sailors

Talnad and Valas have the statistics of scouts. with from jolly Good. The sailors were obviously killed by
the following changes:
the weapons of the kuo-toa (part of the sacrifice to Koo-
Their alignment is chaotic evil. looshidoop).
• They have a walking speed of 10 feet, a swimming
COVEN OF WET ROT
speed of 40 feet. and can breathe air and water. The Wet Rot Coven is a group of three sea hags named
They don't carry longbows. Driftwood Moist rot. Rotten Blubbersore, and Auntie
Canker. The group wants to depose Granny Nightshade

(see "The Dreadwood"). The coven used w work for

\I' I' I· 'I ll I \ \ I <H s ll 1P~ J\ N IJ I 111 SI \

., ..... ' ... .: . ~- ... ,,-
.,
i• 0 ,..
...
... .... .. . I·

,~. .. 6'

«i. ~·

., ...

•'

Ua 0 0

0 () 0
0

·'c3 · 00

·r· 0•
<J
..;
c;;i

.J.

"Qt:11-: ' '·
" •.;-I • :• • '

• '• ...._ . 4 ....

•!" ...·; +.. -1 l·. ·; .,# ...

,;· .~ f.

.. : . ..

.~·... ... .?.. ..... -~·· ~·

..., :- •.,>. ~· ·:; 't• •

.... - '; , · ; ej

..... -~·

.vw: -'· ,_
•.... ·1 ... j- ·~.

-~ .i

...~ .;.· ..:. ..; " + ..i

-t.. ( ...... 'l" ··;--·

.', <):'.

i... -!.-

- -15 ft.~ ,;_. • 1. it •
-l
-JQ ft.~1· j.. •;. 1square=10 feet -
z
"! ·~· 'r ~
E

A 5. Cove RHF

\l't· r-.1>1x \I rn "HIPS A~ll 111E <;E\

Granny Nightshade and hides from her in the cove, us- The locked chains have AC 19, 50 hit points, and im-
ing the magic of the crystal cave (area C2) to try to stay munity to poison and psychic damage. Auntie Canker
one step ahead of the night hag. The coven has no min- holds the key to the chains. A character who makes
ions but is working on correcting that problem. a successful DC 17 Dexterity check using thieves'
tools can pick the lock, freeing Dalixiateara. If freed,
Saltmarsh Story Hook. The presence of the bags the dragon attacks the hags and rewards the charac-
ters who freed her with a cloak ofthe manta ray from
pollutes the water in the cove, killing the fish, which her hoard.
then wash up on shore. Ferrin Kastilar (see location 29
in Saltmarsh) offers the characters four potions ofwater Polluted Water. At the end of every hour spent im-
breathing to find and end the source of this pr oblem.
mersed in the cove's water. a creature that isn't a hag
Help from New Friends. If the three sea hags spot must succeed on a Constitution saving throw or become
poisoned for I hour. The DC for this saving throw
the characters. they approach in the guise of three equals 10 +the number of continuous hours spent in the
merfolk named Ranna, Caulau, and Vira. who claim cove's water. If the hags die or leave the cove. this effect
that the rest of their tribe was killed by the minions of ends 1d10 days later.
Granny Nightshade. They try to convince the charac-
ters to attack the night hag's fortress. A character who ELKAHRAAL
makes a successful Wisdom (Insight) check contested Elkahraal is a marid in search of skilled and accom-
by the hags' Charisma (Deception) checks discerns that plished slaves to help him rob Favnahva, a rival genie
the "merfolk" aren't telling the truth about their tribe. If who has a larger treasure hoard than Elkahraal does.
called out on their lies, the hags reveal their true nature The marid knows the history of the cove and believes
and ask for the characters' help in overthrowing Granny that his schemes can attract adventurers to the area for
Nightshade. They agree to give the characters a share of him to kidnap.
the night hag's treasure when they depose her.
Saltmarsh Story Hook. Fishers in the area report
If the characters attack, the hags fight back until one
of them falls, and then the other two Ree. seeing tendrils made of water rise out of the sea and
crash onto their boats. So far only minor damage has
Dalixiateara. Recently the hags captured a female been caused, but rumors about these incidents have
spread wildly and the local fishing crews are spooked.
young bronze dragon named Dalixiateara. The dragon Keledek the Unspoken (see location 6 in chapter 1)
is chained to the side of the gorge (area C7) at a depth of promises the characters a cap ofwater breathing if
1,200 feet. muzzled, and restrained. The hags are trying they can discover what the shapes are and report
to break the dragon's mind to force it to serve them but back to him.

have had no luck so far. Elkahraal's Test. When the characters first arrive

at the cove, Elkahraal, a marid, casts invisibility and

tongues. Elkahraal has a water elemental servant that

forms the shape of an aboleth above the surface of the
water. and the genie speaks to the characters as if he is
the ghost of Ogrorlo, saying, "Find my remains and my
pearls in one hour or I will destroy Saltmarsh!"

If the characters don't find Ogrorlo's remains (see area
C4) and his pearls (see area C7), Elkahraal sends the
water elemental to terrorize Saltmarsh. The elemental
attacks until it is destroyed, while Elkahraal hopes to
draw smarter, stronger heroes out to the cove.

If the characters find Ogrorlo's remains and the
pearls. Elkahraal and his warer elemental attack. His
plan is to knock as many adventurers as possible uncon-
scious and then use plane shift to bring them back to the
Plane of Water. Elkahraal fights until reduced to 80 hit
points and then flees, while the elemental fights until it
is destroyed.

WRECK OF THE MARSHAL

The Marshal was a seafaring vessel built by missionar-
ies of SL Cuthbert. Their plan was to travel the world in
the ship, bringing law, order, and the word of their god
to every port. Three year s ago the mission launched, but

the Marshal never made it to the first stop. Harpies sere-
naded the travelers. luring the vessel shoreward until it

crashed into the rocks near Saltmarsh.

= Al'l'lNlll\ \ I OJ Sllll'~ \-;I} 1111 SI'

'218

WRECK FEATURES tached has advantage on all saving throws relating to
crashing when it crashes into a creature or object. The
The Marshal has the following features: s hip and the ram suffer no damage in the crash. These
benefits don't apply if another vessel crashes into the
Barnacles. The outside of the Marshal is covered in all ship with the naval ram attached.
manner of sharp barnacles. A creature that is pushed
against the outside of the ship by magic like the thun- M3. CARGO HOLD
derwave spell, or by a shove attack, or that falls prone The cargo hold has the following features:
onto a barnacle-covered surface takes 3 (ld6) slash-
ing damage. Debris. Broken crates and barrels that once held food
and fresh water litter the ground.
Ceilings. The ceilings of the Marshal's lower deck are
8 feet high, with 6-foot-high doorways connecting S tatue. A 25-foot-tall marble statue of St. Cuthbert
the chambers. is laid horizontally and attached to the floor with
rusty chains.
Depth. The sea floor is 40 feet below the surface of the
water. The Marshal's highest point is 5 feet below the Rusty Chains. The chains that bind the statue of St.
surface of the water. The depth of the rocks and vari- Cuthbert have AC 14, 18 hit points, and immunity to
ous decks of the ship are noted on map A.6. poison and psychic damage. The chains are rusty but
solidly locked. A character can pick the lock with a suc-
Light. The exposed decks of the Marshal and areas out- cessful DC 15 Dexterity check using thieves' tools. A
side the ship are brightly lit by the sun during the day character can break the chains with a successful DC 14
and dimly lit by the moon at night. The interior of the Strength check.
ship and the sea cave a re concealed in darkness.
Statue ofSt. Cuthbert. The missionaries of St. Cuth-
Structure. The wood of the Marshal's hull, deck, and bert planned to stay for months or years in most ports,
doors is rotting. Unless otherwise noted, a door or a so they brought along a statue of their sacred deity to
5-foot-square section of wall, ceiling, or floor of the display at each stop. The statue weighs 1,500 pounds.
ship has AC 10, 10 hit points, and immunity to poison
and psychic damage. A detect magic spell or similar effect reveals auras
of enchantment and necromancy magic radiating from
WRECK AREAS the statue. A creature of any nonchaotic alignment that
prays to St. Cuthbert for 1 minute while within 10 feet of
The following areas are keyed to map A.6. the statue is affected as if it just drank a pob"on ofh ero-
ism. The statue grants this benefit to no more than one
Ml. HARPY ROCK creature every 24 hours.
Eight har pies lurk in their bone-covered nests on this
rock, gnawing on humanoid remains. When the harpies A creature of any chaotic alignment that prays to St.
notice humanoids nearby, they use Luring Song to bring Cuthbert for 1 minute while within 10 feet of the statue
their prey in close before attacking. The harpies fight must succeed on a DC 15 Constitution saving throw or
until four remain and then flee. become blinded for 1 hour.

Treas ure. If the characters search the harpy nests, M4 . ST. CuTHBERT's SHRINE
they find a holy symbol of St. Cuthbert made with gold
and sapphires (150 gp), a jasper (50 gp), a piece of obsid- The missionaries fashioned this shrine so they would
ian (10 gp), a tiger eye (10 gp), 1,231 cp, 641 sp, 320 ep, have a place to worship during travel. It has the follow-
164 gp, and 12 pp. ing features:

M2. UPPER DECKS Altar. An oak altar painted with a faded image of St.
Cuthbert stands at the west end of the room.
The upper decks of the Marshal have the follow-
ing features : Benches. Four rotting benches are attached to the floor.

Barna cles. The upper decks are covered in barnacles Altar. Adetect magic spell or similar effect reveals
(see "Wreck Features"). an aura of divination magic radiating from the altar. A
character who examines the altar and succeeds on a
Cabins. Doors leading fore and aft from the central DC 15 Intel ligence (Investigation) check finds a hidden
portion of the deck give access to cabins that once lid that allows the altar to open. The inside of the lid is
were occupied by the ship's officers. These cabins (not mirrored. The altar's inner compartment holds a carved
depicted on the map) were emptied of their belong- indentation of a holy symbol of St. Cuthbert and a coiled
ings long ago. iron cobra that attacks any creature not wearing a sym-
bol of St. Cuthbert.
Nava l Ram. The ship's iron naval ram is shaped like an
enormous cudgel, the chosen weapon of St. Cuthbert. When a creature places the symbol ofSt. Cuthbert's
knowledge (see area M8) in the indentation, that crea-
Pit. A 15-foot-wide, 10-foot-long pit leads 10 feet down to ture can touch the mirrored lid and cast a scrying spell
the cargo hold (area M3). It is half covered with a net (DC 17) with the altar. The altar can be used to cast this
overgrown with algae. spell only once every 24 hours.

Trapdoors . Two trapdoors lead down to steps that end M5. CREW QUARTERS
in area M3.
The crew quarters are a mess of rotted mattresses, bro-
Cudgel Ram . A detect magic spell or similar ef- ken furniture, and ruined belongings.
fect reveals an aura of evocation magic around the
1.000-pound naval ram. A ship with the naval ram at-

.\l'PENDIX /\,OF SlllPS \NO TllE SFA

Treasure. A character who succeeds on a DC 13 Wis- of their time in the cave. They can't stand the painful
memories that come from looking at their old ship.
dom (Perception) check while searching the room finds
a set of gilded navigator's tools (100 gp) amid a great The ghosts are devout followers of St. Cuthbert, and
deal of ruined paper and deteriorated clothing. they attack any creature they see committing an illegal
or evil act (such as if ihe characters are carrying items
M6. PASSENGER QUARTERS they stole from the ship's occupants).

The furniture in the passenger quarters is in pieces that If the characters have committed no such acts. the
litter the ground. ghosts ask the characters to recover their remains as
well as the bones of their friends in the harpy nest (area
Crab ofCuthbert. The day before the Marshal sank. M 1) and the brig (area M8) and give them a proper
burial. If the characters perform this task. the ghosts
Clergol of the Viola. a bard and a follower of St. Cuth-
give them permission to take tr easure from the Marshal.
bert, cast the awaken spell on a crab he named Barnacle
after which they share their knowledge of the ship's
Bess. Bess has the statistics of a giant crab, with the original purpose and then fade into the afterlife.
following changes:
WRECK ADVENTURES
• She is lawful neutral.
• Her Intelligence score is lO (+O). and she can speak You can create your own stories for adventuring at this
site or use the information in the Marshal Wreck En-
and understand Common. counters table to cr eate an adventure. You can roll ran-
domly or choose an encounter appropriate for the aver-
Bess hides beneath the broken pieces of furniture. age level of the characters. Each encounter is described
She is timid and knows very little about the ship's in detail after the table.
history, though Clergol did teach her the tenets of St.
Cuthbert and how to sing a few of the god's hymns. If MARSHAL WRECK ENCOUNTERS
the characters find Bess, she tries to flee unless one of
them wears a symbol of St. Cuthbert. in which case she d4 Encounter Level
follows that character around singing and obeys orders
given to her by that character. Vecna's Twist 5th
2 Merrow Mayhem 7th
M7. MISSIONARY CARGO 3 Golem Diver 11th
4 Dragon Turtle Bandit 15th
The door to this area is locked. A character can pick
the lock with a successful DC 15 Dexterity check using VECNA'S TWIST
thieves' tools. A character can break the door open with
a successful DC 12 Strength check. The town guard of Saltmarsh recently broke up a secret
cult of Vecna, an enemy of St. Cuthbert. jander Caudron
This cabin contains fifteen watertight crates of various (NE male human cult fanatic) was the leader of the cult.
During interrogation.jander revealed that the cult hon-
sizes, which hold hundreds of copies of St. Cuthbert and ored Vecna by using a cursed ceremonial dagger to twist
Common Sense, a short book used to explain the tenets
the souls of St. Cuthbert's faithful killed on the Marshal
of the deity's faith to nonbelievers.
into warriors of the Maimed God meant to assault Salt-
M8. BRIG marsh. The dagger is hidden somewhere in the wreck.

The brig·s door is made of rusted iron. Inside is a broken Saltmarsh Story Hook. Eliander Fi reborn asks the
chamber pot and four skeletons wearing torn and rotted
priest robes and manacles with broken, rusty chains. characters lo investigate the matter, offering 300 gp if
they neutralize the threat and recover the dagger.
Skeletons. The skeletons are the r emains of the
Cursed Dagger. The cursed dagger. decorated with
missionaries that overcame the allure of the harpies'
the hand and eye symbol ofVecna, is hidden beneath the
song and tried lo convince the others to put the Marshal statue of St. Cuthbert in area M3. A character can spot
it with a successfu I DC 17 Wisdom (Perception) check.
back on course. Their pleas failed, and these mission-
aries were imprisoned in the brig, where they ulti- A detect magic spell or similar effect reveals an aura of
mately drowned.
necromancy magic radiating from the dagger.
Symbol ofSt. Cuthbert's Knowledge. One of the skel- Whenever an undead creature is destroyed within 500

etons is that of Uzol Telmock, a high priest of St. Cuth- feet of the dagger. the creature's essence is trapped in
the blade, and Id I 0 days later the creature re-forms with
bert. It still carries the symbol ofSt. Cuthbert's magic all its hit points in a space within 10 feet of the dagger.
inside its robes. A detect magic spell or similar effect When a creature that is not undead and does not wor-
ship Vecna touches the dagger. that creature must suc-
reveals an aura of divination magic emanating from chis ceed on a DC 12 Constitution saving throw or become
jade symbol of St. Cuthbert. The symbol can activate the paralyzed for I hour. I f the creature is still touching the
altar in area M4. dagger when the condition ends. that creature must
repeat the saving throw. becoming subject to the effect
M9. CAVE OF LOST SOULS
again on a fai lure.
This sea cave has the following features: A character who examines the dagger and succeeds

Al gae. The sea cave is covered in phosphorescent algae. on a DC 15 Intelligence (Arcana) check discerns that
which fills the cave with dim green light.

Ceiling. The ceiling is 10 feet high.

Ghosts. Calimara and Alina are the ghosts of mis-

sionaries that died in the brig (area M8) along with the
high priest when the ship sank. The ghosts spend most

2~}0 \l'l'f NlllX A I 01 Sllll'~ A"'I> 1 Ill ''I A

O•

1square =5 feet

~

+- } ..

'r

·t ., "..." 7

·-·;. •!·.. '! .;- ·..f .. ' M1

,, " ··~ i WRECK'S HOLD

,I...

t. ••

... ~ ~ .• f

\rPl·Nl>IX A <.Jr .;1111'S t\j'l,IJ THI SI" 221

casting dispel magic on the dagger or striking the dag- Carmaclo (LN human mages), devout followers of St.
ger with a magic or adamantine weapon will cause rhe Cuthbert on a mission to recover the statue, which was
dagger to break. The ghosts in area M9 know how to de- carved by their father, Fergos. They sent their iron go-
stroy the dagger. If the dagger is destroyed, the undead lem to claim the work of art so they could avoid the har-
it created are destroyed, and their sou ls return to the pies and are waiting for the construct to return.

a fterlife. 1f the characters are polite, the wizards happily share
Vecna's Dead. The cultists twisted the souls of five their mission. A character who succeeds on a DC 18
Charisma (Deception or Persuasion) check convinces
missionaries, turning them into one wraith and four the mages to allow the characters to recover the statue
specters that haunt the lower deck of the Marshal. The for them. The wizards are willing to give 500 gp to the
undead attack the characters when they come below, characters if they help with the recovery.
fighting co che death.
If the characters recover the statue without talking to
Ignoring the Threat. If the characters don't kill the the wizards, the mages attack the characters, demand-
undead and recover the dagger, the undead attack ing the statue be given to them. The mages fight until
the town during the next festival thrown by Gellan
one of them falls.
Primewater. Iron Go/em. When the characters arrive at the wreck

MERROW M AY H EM of the Marshal, Arla and Vengrs iron golem is in area
M3. breaking the chains that bind the statue before it
Calimara Deswin (see area M9) was a warrior who attempts to lift it out of the ship. If the characters try to
fought the forces of Demogorgon in life. The Prince of hinder the golem. it attacks, fighting until the characters
Demons wants to keep Calimara's soul trapped in her retreat. The golem allows the characters to help it bring
watery grave and has sent merrow to gua rd the wreck. the statue back to the Bat Guano.

Saltmarsh Story Hook. Gellan Primewater's smug- DRAGON TuRTLE BAN DIT
glers bring in goods by moving through the waters
near the wreck of the Marshal, since they know other Those who fish in the waters around Saltmarsh know
people avoid the place for fear of the harpies. One of that a dragon turtle called Xalatamos claims the wreck
these boats, posing as a merchant vessel. was attacked of the Marshal as part of its domain. As long as the
by merrow while traveling near the wreck and barely wreck was undisturbed, Xalatamos kept to itself-until
escaped. Gellan offers the characters a letter of recom- recently, when it began threatening fishers to hand over
mendation (see "Letter of Recommendation" in chapter their daily catches to pay for the theft of his treasure.
7 of the Dungeon Master's Guide) if they can end the
Saltmarsh Story Hook. Anders Solmor can't turn
merrow threat. a profit with his fishing vessels if Xalatamos keeps de-
Merrow. Relzagon is a muscular merrow (with 72 hit manding the haul. He offers the characters 1,000 gp,
plus the recovery of any expenses they incur, to discover
points), missing one eye, who spends most of her time why the dragon turtle is angry and mollify it.
in area M3 with four other merrow. Another three mer-
row patrol the water just outside the Marshal. These Xalatamos. The dragon turtle spends most of its
monstrosities are on a mission from Demogorgon and time within 60 feet of the wreck, watching the Marshal.
When the characters enter the area, the dragon turtle
fight to the death. approaches, demanding to know what they are doing in
Extra Reward. If the characters kill the merrow and its domain. A character who succeeds on a DC 15 Cha-
risma (Persuasion) check convinces Xalatamos to speak
fulfill the ghost's request to lay the missionaries to with them. Otherwise. Xalatamos demands tribute in
rest (see ''Ghosts'' in area M9), the ghosts reward the the form of coins and gems worth no less than 500 gp
characters with a charm ofheroism as they depart (see before speaking further with the characters.
"Charms" in chapter 7 of the Dungeon Master's Guide).
lf the tribute is forthcoming, Xalatamos tells the char-
G O LE M DIVER acters that it kept a staffofpower in the crew quarters
(area MS), but the item went missing ten days ago. The
Captain Xendros (see location 7 in Saltmarsh) wants creature is certain a thief from Saltmarsh took the staff,
the statue in the cargo hold (area M3) of the Marshal and it intends to make the fishers of the town pay until
because he knows the gift would please luz, an enemy of the item is returned. A character who succeeds on a DC
St. Cuthbert. At the same time, Arla and Vengi Carma- 13 Charisma (Persuasion) check convinces Xalatamos
clo, twin mages and worshipers of St. Cuthbert, want to to let the characters explore the wreck for clues of where
recover the statue for themselves.
the lost staff could be.
Saltmarsh Story Hook. Captain Xendros asks the If the characters try to explore the wreck without its
characters to recover the statue from the wreck, offering
a box of Nolzur's marvelous pigments in exchange for permission, Xalatamos attacks. Jt fights until reduced to
the likeness ofSt. Cuthbert. Xendros warns the charac-
ters that bandits might try to recover treasure from the 100 hit points and then flees.
wreck and to be on the lookout. What Real/y Happened. The culprit is none other

If the characters recover the statue but don't give it to than Keledek the Unspoken (see location 6 in Salt-
Xendros, he sends two glabrezus to attack the charac- marsh). After using research and magic to discern that
ters while they rest. an item of power was likely buried somewhere aboard
the Marshal, he conjured a water elemental and sent it
Wizards. When the characters approach the wreck, forth to uncover what it could. The elemental found the
they notice a keelboat. the Bat Guano. anchored in the
distance. The boat belongs to the twins Arla and Vengi

fi':- \Pl'J::NllfX A C>I "llll'S \:-ill 1111 Sf·\
222

staff and, remaining undetected, escaped the ship and
returned to Keledek with its prize.

Finding the Staff. If the characters search the crew
quarters (ar ea MS), they find an important piece of
evidence among the debris: the moldy remains of what
was once an ornate wooden case meant to hold a staff.
Where the head of the staff would rest, the outside of the
case is sculpted in the image of a beholder.

Jf the characters take this knowledge (or the item it·
self) back to Saltmarsh and ask around, someone who
makes a successful DC 14 Charisma (Investigation)
check finds out that Keledek has been sporting a new
staff recently- and the head of the staff is a miniature
sculpture of a beholder. If Keledek is confronted about
the item, a successful DC 15 Charisma (Intimidation
or Persuasion) check convinces Keledek to give the
staff to the characters so that they can return it to its
rightful owner.

If the staff is given back to Xalatamos, he stops
harassi ng the fishers and hides the staff in a more se-
cure location.

WARTHALKEEL RUINS

Centuries ago, Warthalkeel was a settlement built on
a seaside cliff. Its people worshiped a kraken named
Vaalastroth. The kraken would visit the town once every
decade, giving orders and taking treasure as tribute
from the people before descending into the deep to
slumber. Malek Trandence. a priest of Procan, visited
Warthalkeel and persuaded the people to worship the
god of the sea. When Vaalastroth next returned, the
kraken was furious at the people's betrayal. Vaalastroth
broke the cliff beneath Warthalkeel. sending the town
into the water. Rumors of hidden treasure and strange
magic in the town's ruins sometimes attract explorers
into the depths.

WARTHALKEEL FEATURES

The ruins ofWarthalkeel have the following features:

Ceilings. The ceilings in enclosed buildings are
10 feet high, with 8-foot-high doorways between
the chambers.

Depth. The seafloor on which the ruins sit is at a depth
of 100 feet. The depth of ledges below the surface
of the water and the height of those above are noted
on mapA.7.

Light. Areas exposed to the outside are brightly lit by
the sun during the day and dimly lit by the moon at
night. Enclosed areas have no light sources.

S tructure. The ruins are made of stone. A door or a
5-foot-cubic section of wall, ceiling, or floor has AC
17. 27 hit points, and immunity to poison and psy·
chic damage.

Submerged. The ruins are filled with seawater.

WARTHALKEEL AREAS

The following areas are keyed to map A.7.

Wl. WARTHALKEEL CLIFFS an attack against the creature with a +7 bonus. If the
tendril hits, it deals 11(2d6+4) psychic damage.
These cliffs once held the town of Warthalkeel. Climb-
ing the walls of the cliffs without equipment requires a Most of the vault's treasures were removed from the
DC 15 Strength (Athletics) check. vault when Warthalkeel's citizens converted to the wor-
s hip of Procan, but a stone chest in the vault contains
W2. VAALASTROTH TRENCH 1,232 gp and 213 pp.

The floor of the trench is at a depth of 10.000 feet. An W6. HOUSE OF PROCAN
entrance to the kraken's lair lies somewhere in the deep-
est part of the trench. The house of Procan was erected to replace the Temple
ofVaalastroth (area W7).
W3. RUINED BUILDINGS
Malek Trandcnce secretly worshiped Erythnul, the
These buildings are so utterly demolished that it is im- god of slaughter. He knew that converting Warthalkeel
possible to know what purpose they served. Swarming to a new re ligion would bring down the kraken's wrath,
around each ruin are 3d10 fish of various species and pleasing his true god.
2d4 crabs. Each fish has the statistics of a quipper,
but it doesn't have the Blood Frenzy feature and can't W6a. Chamber of Prayer. A chipped statue of Procan
make attacks. holding a trident in one hand and a piece of coral in the
other stands on the east waJI. A human skeleton lies at
Characters who dig through the rubble of a ruined the feet of the statue.
building for 10 minutes find an object on the Ruin Ob-
jects table. W6b. R eflection Chamber. A glass fish tank over-
grown with kelp s tands on the east wa ll. and a mosaic
RUIN OBJECTS of Procan's coral trident holy symbol is built into the
ceiling. A giant crab hides in the kelp and attacks any
dlO Object creature that disturbs it.

Human bones W6c. Priest's Office. Broken wood furniture lies on
the cracked floor. A 2-foot-diameter hole in the ceiling
2 An iron holy symbol of Procan allows light from outside to enter and provides entry and
exit to the swarm of quippers that lives here.
3 A tin toy kraken
4 A rusted blade engraved with a tentacle A character who searches through the debris on the
floor finds a gold holy symbol of Procan (15 gp).
5 The cover of a book of hymns to Procan
6 A rusty tool, weapon, or armor W6d. Priest 's Room. Broken wood furniture and
7 An engraving, sculpture, or other work of art de- rusty mattress springs cover the floor.

picting a kraken A character notices the outline of a secret compart-
8 An engraving, sculpture, or other work of art de- ment in the wall with a successful DC 15 Wisdom (Per-
ception) check. The compartment holds an iron holy
picting Procan symbol of Erythnul.

9 A broken piece ofa boat W6e. Shrine to Erythnul. All doors to this area are
10 A stuffed and preserved octopus corpse locked. A character can pick the lock with a successful
DC 15 Dexterity check using thieves' tool or force the
W4. WINDMILL door open with a successful DC 20 Strength check.

The wood blades of the windmill are gone. and the in- The skeletal remains of several beasts litter the floor,
side of the mill is covered in rubble from the grinding and an altar to Erythnul made of bones stands on the
wheel that broke apart when the building was sub- east wall. A magic morningstar lies on the altar. This
merged. Two human skeletons lie a mong the rubble. weapon has the Curse property of a berserker axe and

Two will-o'-wisps occupy the mill. When a creature no other magical properties.
enters the building, the undead attempt to lead the W6f. Shrine to Procan. Six cracked stone benches
creature into Vaalastroth Trench (area W2). whispering
promises oftreasure. line a path leading up to a stone altar of Procan on a
2-foot-high dais at the south end of the room. Four hu-
W5. KRAKEN'S VAULT
man s keletons lie on the floor.
The people ofWarthalkeel built a vault to store the trea-
sures earmarked for Vaalastroth. W7. TEMPLE OF VAALASTROTH

WSa. Guard Post. Stone benches line the walls, and A four-story temple honoring Vaalastroth served as
a stone counter stands before the vault doors. Three hu- Warthalkeel's house of worship and seat of government
man skeletons in rusted chainmail lie on the floor. for years. After Malek Trandence converted most of the
townspeople to the worship of Procan. a few priests
WSb. Vault. The door to the vault is locked with an loyal to the kraken remained in the temple, preaching
arcane lock spell. A character can pick the lock with a Vaalastroth's word only to each other.
s uccessful DC 25 Dexterity check using thieves' tool or
force the door open with a s uccessful DC 30 Strength W7a. Entry Chapel. The chapel's floor, walls,
check. Touching the door with a bone from the high ceiling, and columns are painted with a mosaic of a
priest's skeleton (in area W7d) unlocks the door. kraken reaching its tentacles up into a stormy sky. An
altar shaped like a kraken's head stands in the center
If a creature touches or attacks the door while it is
locked, the door produces a spectral tendril 1hat makes of the room.

·\l'f'HNDIX t\ I OJ s1111•s AND 111E Sh\

-ll. .. ' - W2 @

l•i f<> ·~

o:@ .. ''

() -~ 0 ~ ~lao~Q,o•, :~

~ -~±II>.. ..- W3i .P~. ·
- ·<:>?
W1
!I
;~ t .
~ ·'
I; ..
m
(
d~ ..

•0

1square=10 feet

Level2 Level 3 Level 4

.. I I' l N [,I \; /\ f) ~ S II I I'S I\~ () rt 1£ SI I\

Twenty octopuses swim in place around the room. W7h. Ballroom. The ballroom once hosted grand
They attack only to defend themselves.
celebrations in honor of Vaalastroth. A 10-foot-diameter,
W7b. Supply Closets. These supply closets held food 200-pound crystal chandelier shaped like a k r aken (750
gp) hangs from the ceiling. A character who succeeds on
and liturgical materials that were lost to or broken by a DC 15 Dexterity check using mason's tools can safely
the sea. A closet has a 25 percent chance of containing remove the chandelier from the ceiling. The chandelier
a hungry quipper and a 10 percent chance of containing is fragile. If takes any damage. it becomes worthless.
an object from the 25 gp Art Objects table in chapter 7
of the Dungeon Master's Guide. W7i. Private Room. This room offered privacy to

W7c. Meditation Chamber. Tattered tapestries and important ballroom guests. A stone table shaped like a
kraken sits in one corner. A long prayer to Vaalastroth is
cold, rusty braziers decorate this chamber. Yalaga carved into its surface.
Maladwyn sits cross-legged in the center of the room.
She is a drow priestess ofLoltb, with the follow- Wlj. Tower Roof. The top of this tower holds an
i ng changes:
indentation of one ofVaalastroth's tentacles. marking
Yalaga is undead. where the kraken touched the building to bless it. A
She doesn't have the F'ey Ancestry tr ait or the Sum- creature that touches the indentation feels an over-
mon Demon action option. whelming desire to pray to the kraken. If a creature
offers a prayer to Vaalastroth, the creature must make
Yalaga was a loyal priestess of Vaalastroth until the a DC 15 Wisdom saving throw. On a successful save,
end of her li fe and conti nues to be so in undeath. She the creatu re gai ns a charm oranimal conjuring (see
meditates i n this chamber trying to hear the voice of ''Charms" in chapter 7 of the Dungeon Master's Guide),
Vaalastroth, which has been silent for her si nce War thal- but can conjure only octopuses and giant octopuses.
keel's destruction. On a failed save, the creature takes 16 (3d10) psy-
chic damage.
If she notices the characters, Yalaga i mmediately be-
gins asking why they have come to Warthalkeel. A char- WARTHALKEEL ADVENTURES
acter who succeeds on a DC 14 Charisma (Deception or
Persuasion) check convinces her they mean no har m. If You can create your own stories for adventuring at this
convinced. Yalaga shares Warthalkeel's history and al- site or use the information in the Warthalkeel Encoun-
lows the characters to explore the temple as long as she ters table to create an adventure. You can roll randomly
can escort them. or choose an encounter appropriate for the average level
of the characters. Each encounter is described in detail
If the characters can't convince Yalaga they mean no after the table.
harm, or if she catches them stealing or defacing any
property in the temple, she attacks and fights to the WARTHALKEEL ENCOUNTERS
death (though she doesn't leave the temple to follow the
characters if they flee). d4 Encounter Level

W7d. High Priest's Chambers. The door to these l Mephit Mischief lst
2 Lizardfolk Games 3rd
chambers is locked. A character can pick the door 's lock 3 Release the Kraken 11th
with a successful DC 15 Dexterity check using thieves' 4 Extended Life 13th
tool or force the door open with a successful DC 20
Strength check. M EPHlT MI SCH! EF

Halka l Kyrith. the high priest ofVaalastroth, died cow- Gali, a curious merfolk teenager, stumbled upon a green
ering in his chambers for fail ing to defend the worship conch shell in Warthalkcel's ruins. When she blew on
of the krakcn. T he h igh priest's skeleton lies i n rotti ng the shell, a one-way portal from the Plane of Earth ap-
robes amid debris on the floor, clutching a tentacle rod. peared, and out of the portal came a mud mephit. T he
mephit stole the shell and dropped it somewhere in the
W7e. Balcony. The balcony is 10 feet above the sea- ruins before heading to the surface. As the days passed,
more mephits emerged from the portal. heading to the
Aoor. The tops of the 3-foot-high parapets are carved to mainland to cause mischief.
look like tentacles.
Saltmarsh Story Hook. Over several days recently,
W7f. Crumbling Hall. A crumbling mosaic depicts a
mud m epbits have appeared in Saltmarsh to steal food.
kraken devouring an entire planet on the ceiling of this pull pranks. and annoy people. Wellgar Brinehanded
chamber. A creature that touches the walls, floor, or ceil- (see location 26 in Saltmarsh) tracked the mephits
ing of this chamber must succeed on a DC 12 Dexterity back to Warthalkeel's ruins. He offers the characters
saving throw or cake 3 (ld6) damage from falling debris. 100 gp to find and close the por tal that the mephits are
coming through. If the characters take the job, Wellgar
W7g. Grand Staircase. This staircase's stone railing gives each a potion o{ water breathing before they go to
the ruins.
is carved to look like a long tentacle. A giant octopus
lives under the stairs and attacks only if disturbed. Yal- Elemental Portal. The 2-foot-diameter portal is lo-
aga Maladwyn (see area W7c) feeds this octopus and
considers it a friend. A character can peacefully coax the cated on the sea floor just outside area W7. Every ld6
octopus from its nest with a successful DC 15 Wisdom hours, a mud mephit emerges from the portal and
(Animal Handling) check.

A gold kraken statuette (100 gp) lies amid the waste in
the octopus's nest.

•\l'PE.l':DIX A UI Sllll'S ANJ> Tlil SI\

Muo MEP H1T

in twelve canoes on the surface of the water when the

characters arrive. Wynce welcomes the characters and

explains why the Black Claw tribe is congregating. Not

one to let a chance for a challenge go by, Wynce invites

the characters to participate in the games.

swims for the surface. If the green conch shell is de- Wynce oversees the games. She is a fair judge and al-

stroyed, the portal closes. lows the use of magic in the following contests:

Gali. Gali, a merfolk, searches the ruined building Turtle Shell Toss. The participants in this game hurl a
(area W3) directly east of the Temple of Vaalastroth sea tu rtle shell across the water. All those participat-
(area W7). She saw the mephit that stole the conch shell ing make Strength (Athletics) checks. The participant
swim over the temple and then over the ruined building. with the highest check total makes the farthest toss
She didn't see where the mephit dropped the shell. lf and wins. The winner keeps the impressive shell
she notices the characters. she flags them down. beg- as a trophy.
ging for help and sharing her story.
Driftwood Surfing. The players of this game stand on a
Green Conch Shell. The green conch shell was large piece of driftwood, keeping their balance on the
dropped into area W7f of the Temple of Vaalastroth. A shifting waters. All those participating make Dexterity
detect magic spell or similar effect reveals an aura of (Acrobatics) checks. The highest check total wins. The
conjuration magic around the shell. If the shell is de- winner keeps the driftwood as a trophy.
stroyed, the portal closes.
Quipper Wrestling. Wynce casts conjure animals to
Treasure. If the characters close the portal, in grati- conjure eight quippers. The winner of the game is
tude Gali gives them a potion ofclimbing she found in the one who grapples and holds onto a quipper longer
an old shipwreck. than any of the other players and is rewarded with a

LIZARDFOLK GAMES crown made of quipper bones.
Water Sparring. Each competing character battles a
Wynce, queen of the Black Claw lizardfolk tribe, holds a
series of athletic games every year to challenge her best lizard folk in the water. The battle continues until a
warriors. These games are legendary among the Black creature submits or is defeated. The lizardfolk sub-
Claw, for the grand prize is always an item of great mit when reduced to 5 hit points, and if they reduce
power. This year the games take place in the water over
the ruins ofWarthalkeel. a character to 0 hit points with a weapon attack, the
character is automatically stabilized. The winner of
Saltmarsh Story Hook. Eliander Fireborn tells the each match gets a pearl worth 10 gp as a prize.

characters that a group of lizardfolk has gathered in the Main Event. After the initial games, Wynce an-

water above the ruins of Warthalkeel. He asks the char- nounces the main event. She has given a ring of

acters to greet the lizardfolk on behalf of the town and swimming to a "stone-faced guardian" in the ruins of

find out why they're close to the town. Eliander offers Warthalkeel. Normally she would divide her warriors

the characters 250 gp to talk to the lizardfolk and gives into teams, but if the characters compete, she pits her

each character a potion of water breathing before they warriors against them. The team that brings the ring to

set out. He expects the potions back if the characters the surface wins and gets to keep the ring.

don't use them. The ring ofswimming is around one of fingers of the

Let the Games Begin!Wynce. a lizardfolk s ha- statue of Procan in area W6a. It takes the lizardfolk 1

.. man. six of her finest lizardfolk warriors. and thirty hour to find the ring. If the characters find the ring in
lizardfolk commoners (see appendix C) are gathered less time that, they win.

r

Al'PE.:\fllX \ l) f SHI!'> \:o.ll> T'l l E Sf A

RELEASE THE KRAKEN pend ix C), and the ruins of Warthalkeel are his lair. The
The Society of Tentacles is a group of cultists that wor- giant spends his days in area W7h making music with
ship krakens. Elagoth Rinecot, the cult's leader and a his harp- the calm in the eye of the storm.
descendant of the people of Warthalkeel. wants to call
forth Vaalastroth and apologize for her ancestors· be- Yalaga Maladwyn (in area W7c) knows she can't kill
trayal. The priest also plans to offer the characters to the the giant, so she allows him to do whatever he wants.
kraken as tribute. She wou ld agree to ally with the characters in a plan to

deSeapltsmciaornsh(seSetoarpypHenodoixk.CC),aaldpuprraonacBhreasvethweacteh~r raacte rs evict Brinecane.
When the characters find Brinecane, the giant tells
posing as a rich noble and asks for their help in diving
into the ruins ofWarthalkeel to find lost treasure. He them of his plight. He is scared to die, but he knows that
offers to give the characters whatever it takes to per- without the magic ofWarthalkeel he would succumb
suade them to go to the ruins (since he has no intencion
of paying). 1oold age.
If the characters offer to help Brinecane. he tells them
Society ofTentacles. Two kraken priests (see appen-
dix C) and a deep scion (see appendix C) desecrate area he would agree to move to a new location touched with
magic that would allow him to continue to extend his
W6f of the House of Procan while another four kraken life. One such location that would put the storm far from
priests, including Elagoth Rinecot, hold hands in a cir- Saltmarsh is Granny Nightshade's fortress, Castle Spi-
cle and chant to perform the ritual in area W7h of the ral, in the Dreadwood. Of course, Brinecane requires
Temple of Vaalastroth. The cultists attack the characters that Cranny Nightshade and her minions be removed
with the intention of subduing them. before he takes possession of the castle.

Yalaga Maladwyn (in area W7c) knows of the cult- A character can comfort Brinecane and convince the
ists and allows them to perform the ritual, though she storm giant to accept the inevitable. end the storm. and
suspects that wakfag the kraken could anger it. so she
avoids participating. move out of the area with a successful DC 22 Charisma
(Persuasion) check. If this check fail!>, Brinecane is in-
Calduran tries to steer the characters toward area
W6fbut turns on the characters when they find either sulted and attacks the characters.
group of cultists. If combat breaks out, the giant fights until reduced to

The Kraken Cometh. If the cultists defeat the charac- 30 hit points and then Rees.
ters. the kraken priests use their water breathing spells

to keep the characters alive and then bind them with
manacles (see chapter 5 in the Player's Handbook) near
Vaalastroth Trench (area W2). The cultists complete

their ritual 12 hours after they capture the characters. A

loud hum rings through the area, and then Vaalastroth
the kraken rises from the trench.

Elagoth offers the characters as tribute, claiming that
these powerful adventurers are the greatest threats to
Vaalastroth's takeover of the seulement. Vaalastroth
then attacks the cultists, calling them insolent for dis-
turbing its slumber and offering such a paltry gift. If
the characters have not escaped by the time the kraken
kills the cultists, it demands all the characters' magic
items in exchange for their lives. When it is satisfied. the
kraken returns to its lair.

EXTENDED LIFE
The ancient storm giant Brinecane Ulganoth is terrified
of death. To cheat the inevitable. Brinecane drew on the
magic of Warthalkeel's ruins. transforming himself into
a mighty storm.

Saltmarsh Story Hook. For days, a powerful storm

unlike any seen before rages over Saltmarsh. Ferrin
Kastilar (see location 29 in Saltmarsh) tells the charac-
ters that he believes the cause of the storm is unnatural
since its borders never move and the ruins ofWarthal- '
keel are at its center. The storm threatens everyone in
Saltmarsh. so Ferrin has convinced the nobles to pledge
3,000 gp to the characters if they can find and stop the
cause of the danger.

Calming a Storm. Brinecane Ulganoth has trans-

formed himself into a storm giant quintessent (see ap-

\l'l'~"H>IX \ CW :-.HIP~ \l"V Ill I \

APPENDIX B: MAGIC ITEMS

The magic items introduced in this book are detailed PIPE OF REMEMBRANCE
here in alphabetical order. The adventure in which an
item appears is given at the end of its description. l.Vondrous irem, common

CHARM OF PLANT COMMAND This long, delicate wooden pipe features a bowl made
from smooth river stone. When the pipe is lit. smoke
Wondrous item, rare (requires attunement) exhaled from it does not dissipate, instead lingering
around the bearer. After JO minutes, the smoke forms
This fist-sized charm is made from a bundle of dried moving shapes that reenact the bearer's most impres-
plant stems wrapped in silver thread. Hung on a leather
thong, it is typically worn around the neck or attached sive and heroic achievements for 5 minutes. When this

to a belt. realistic performance is complete, the smoke dissipates.
The pipe can't be used this way again until the next
This charm has 3 charges. While you bear the charm,
dawn. (The Sinister Secret ofSaltmarsh)
you can expend 1 charge as an action to cast the speak
with plants spell. For the duration of the spell, you also PRESSURE CAPSULE

have advantage on Charisma checks made to influence Wondrous item, common
the behavior, demeanor. and attitude of plants. The
charm regains all expended charges at dawn each day. This small capsule is made of beeswax blended with
sand and a variety of enchanted water plants. A creature
(Tammeraut's Fate)
who consumes a pressure capsule ignores the effects of
CURSED LUCKSTONE
swimming at depths greater than 100 feet (see "Unusual
Wondrous item. uncommon (requires attunement)
Environments" in chapter 5 of the Dungeon Master's
This flat, gray-and-black river stone is inscribed with Guide). (Tammeraut's Fate)
an unknown arcane symbol and feels cool to the touch.
While carrying the stone. you can gain advantage on one SEKOLAHIAN WORSHIPING STATUETTE
ability check of your choice. The stone can't be used this
way again until the next dawn. Wondrous item. common

Curse. This item is cursed. Attuning to it curses you Skillfully carved from sandstone, this 1-foot-tall statu-
until you are targeted by a remove curse spell or similar ette depicts a shark twisting through the water with its
mouth open. If any Tiny sea-dwelling animal is within
magic. As long as you remain cursed, you cannot dis- l inch of the statuette's mouth, the shark flashes to life
card the stone, which immediately teleports back into and deals 1 piercing damage to it. The shark can deal
your pocket or pack. After you use the stone's magic,
your next two ability checks are made with disadvan- damage in this way no more than once per hour. (The
Final Enemy)
tage. (The Sinister Secret ofSaltmarsh)
,
HELM OF UNDERWATER ACTION

Wondrous item, uncommon (requires attunement)

While wearing this brass helmet, you can breathe un-
derwater, you gain darkvision with a range of 60 feet,

and you gain a swimming speed of 30 feet. (Danger al
Dunwater, Tammeraut's Fare)

Al'l'I "'l>IX H ~1 \ull ITEMS

APPENDIX C: MONSTERS AND NPCs

This appendix details creatures and nonplayer char- ASSASSIN VINE
acters that are mentioned in this book and that don't
appear in the Monster Manual. That book's introduction Large plant, unaligned
explains how to interpret a stat block.
Armor Class 13 (natural armor)
Some of these creatures are also described in Tomb Hit Points 85 (lOdlO + 30)
ofAnnihilation, Vo/o's Guide to Monsters, and Princes Speed 5 ft., climb 5 ft .
of the Apocalypse but are reproduced here for your
convenience. STR DEX CON INT WIS CHA
18 (+ 4) 10 (+O) 16 (+3) 1 (- 5) 10 (+O) 1 (- 5)
The creatures are presented in alphabetical order.

AMPHIS BAENA

Found in Danger at Dunwater, these strange reptiles
have a head at either end of their serpentine bodies,
each one equipped with venomous fangs. To move, an
amphisbaena uses one head to grip the neck of its other
head, forming a hoop that rolls over the ground.

ASSASSIN V I NE

An assassin vine is an ambulatory plant that collects its
fertilizer by grabbing and crushing prey and depositing
the carcasses near its roots. It usually stays put unless
it needs to seek out prey. A mature plant consists of a
main vine, about 20 feet long. Smaller vines up to 5 feet
long branch from the main vine every 6 inches. In late
summer, the secondary vines produce bunches of small
fruits that resemble wild grapes. The fruit is tough and
has a hearty but bitter flavor.

A subterranean variant grows near hot springs, volca-
nic vents, and other sources of heat. An assassin vine
growing underground usually generates enough offal to
support a thriving colony of mushrooms and other fungi,
which spring up around the plant and help conceal it.

AMPHISBAENA Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion, prone
Medium monstrosity, unaligned Senses blindsight 30 ft., passive Perception 10
Languages-
Armor Class 14 Challenge 3 (700 XP)
Hit Points 11 (2d8 + 2)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA False Appearance. While the assassin vine remains motionless,
14 (+2) 18 (+4) 12 (+l) 3 (-4) 10 (+O) 3 (-4) it is indistinguishable from a normal plant.

Skills Perception +2 ACTIONS
Senses blindsight 10 ft., passive Perception 12
Languages - Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one
Challenge 1/2 (100 XP) creature. Hit: The target takes 11 (2d6 + 4) bludgeoning dam-
age, and it is grappled (escape DC 14). Until this grapple ends,
Two Heads. The amphisbaena has advantage on Wisdom the target is restrained, and it takes 21 (6d6) poison damage
(Perception) checks and on saving throws against being at the start ofeach of its turns. The vine can constrict only one
blinded , charmed, deafened, frightened, stunned, and knocked target at a time.
unconscious.
Entangling Vines. The assassin vine can animate normal vines
ACTIONS and roots on the ground in a 15-foot square within 30 feet of it.
These plants turn the ground in that area into difficult terrain.
Multiattack. The amphisbaena makes two bite attacks. A creature in that area when the effect begins must succeed on
a DC 13 Strength saving throw or be restrained by entangling
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. vines and roots. A creature restrained by the plants can use its
Hit: 6 (ld4 + 4) piercing damage, and the target must make a action to make a DC 13 Strength (Athletics) check, freeing itse lf
DC 11 Constitution saving throw, taking 3 (ld6) poison damage on a successful check. The effect ends after 1 minute or when
on a failed save, or half as much damage on a successful one. the assassin vine dies or uses Entangling Vines again.

\I' I' l -.; l> I.I( C \I()'\:> l c RS \ N ll N I' I :S

BARD BARD

Medium humanoid (any race), any alignment Bards arc gifted poets, storytellers, and entertainers
who travel far and wide, but arc com monly found in
Armor Class 15 (chain shirt) taverns or in the company ofjolly bands of adventurers,
Hit Points 44 (8d8 + 8) rough-and-tumble mercenaries, and wealthy patrons.
Speed 30 ft
BODAK
STR DEX CON INT WIS CHA
11 (+O) 14 (+2) 12 (+1) 10 (+O) 13 (+l) 14 (+2) A bodak numbers among the numerous undead guard-
ians in isle ofthe Abbey. These soulless terrors, each
Saving Throws Dex +4, Wis +3 one risen from the remains of someone who rever ed
Skills Acrobatics +4, Perception +5, Performance +6 Orcus, Lord of the Undead. exist on ly to spread furth er
Senses passive Perception 15 suffering and death.
languages any two languages
Challenge 2 (450 XP) ,

Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting BODAK
ability is Charisma (spell save DC 12, +4 to hit with spell at-
tacks). It has the following bard spells prepared: Medium undead, chaotic: evil

Cantrips (at will): friends, mage hand, vicious mockery Armor Class 15 (natural armor)
1st level (4 slots): charm person, healing word, heroism, sleep, Hit Points 58 (9d8 + 18)
Speed 30 ft.
thunderwave
2nd level (3 slots): invisibility, shatter STR DEX CON INT WIS CHA
15 {+2) 16 (+3) 15 (+2) 7 (-2) 12 (+1) 12 (+l)
Song ofRest. The bard can perform a song while taking a short
rest. Any ally who hears the song regains an extra 1d6 hit points Skills Perception +4, Stealth +6
if it spends any Hit Dice to regain hit points at t he end of that Damage Resistances cold, fire, necrotic; bludgeoning, piercing,
rest. The bard can confer this benefit on itselfas well.
and slashing from nonmagical attacks
Taunt (2/Day). The bard can use a bonus action on its turn to Damage Immunities lightning. poison
target one creature within 30 feet of it. Ifthe target can hear Condition Immunities charmed, frightened, poisoned
the bard, the target must succeed on a DC 12 Charisma saving Senses darkv1s1on 120 ft., passive Perception 14
throw or have disadvantage on ability checks. attack rolls, and languages Abyssal, the languages it knew in life
saving throws until the start of the bard's next turn. Challenge 6 (2,300 XP)

ACTIONS Aura ofAnnihilation. The bodak can activate or deactivate this
feature as a bonus action. While active, the aura deals 5 ne·
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one erotic damage to any creature that ends its turn within 30 feet
target. Hit: 5 (ld6 + 2) piercing damage. ofthe bodak. Undead and fiends ignore this effect.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/ 320 ft., Death Gaze. When a creature that can see the bodak's eyes
one target. Hit: 5 (ld6 + 2) piercing damage. starts its turn within 30 feet of the bodak, the bodak can force
it to make a DC 13 Constitution saving throw ifthe bodak isn't
incapacitated and can see the creature. Ifthe saving throw fai ls
by 5 or more, the creature is reduced to 0 hit points, unless it
is immune to the frightened condition. Otherwise, a creature
takes 16 (3d10) psychic damage on a failed save.

Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. Ifthe creature does so, it
has disadvantage on attack rolls against the bodak until the
start of its next turn. If the creature looks at the bodak in the
meantime, it must immediately make the saving throw.

Sunlight Hypersensitivity. The bodak takes 5 radiant damage
when it starts its turn in sunlight. While in sunlight, it has dis·
advantage on attack rolls and ability checks.

ACTION S

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
4 (ld4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.

Withering Gaze. One creature that the bodak can see within 60
feet of it must make a DC 13 Constitution saving throw, taking
22 (4d10) necrotic damage on a failed save, or halfas much
damage on a successful one.

BULLYWUG CROAKER BULLYWUG ROYAL

Some bullywugs are born with the ability to weave The largest and most intelligent bullywugs invariably
magic into their songs. These rare specimens are raised end up leading their kind. These sneering specimens
in protected enclaves where they are taught to use their dress in robes made from leather. rough cloth. and bits
magic to both heal and harm. As demonstrated in Dan- of marsh plants. As seen in Danger at Dunwater, a bully-
ger at Dunwater. they are among the most pompous of wug royal is often accompanied by and mounted astride
bullywugs. a giant toad.

B U LLYWUG CROAKER BULLYWUG ROYAL

Medium humanoid (bullywug). neutral evil Medium humanoid (bullywug). neutral evil

Armor Class 15 (hide armor, shield) Armor Class 15 (hide armor, shield)
Hit Points 33 (6d8 + 6) Hit Points 52 (8d8 + 16)
Speed 20 ft. , swim 40 ft. Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

14 (+2) 12 (+l ) 12 (+l ) 7 (-2) 15 (+2) 10 {+O) 16 (+3) 12 (+l) 14 (+2) 10 (+O) 11 (+O) 14 (+2)

Saving Throws Con +3 Saving Throws Str +5, Dex +3
Skills Perception +4, Stealth +3 Skills Athletics +5, Intimidation +4, Stealth +3
Senses passive Perception 14 Senses passive Perception 10
Languages Bullywug Languages Bullywug
Challenge 2 (450 XP) Challenge 3 (700 XP)

Amphibious. The croaker can breathe air and water. Amphibious. The royal can breathe air and water.

Speak with Frogs and Toads. The croaker can communicate Brute. A melee weapon deals one extra die of its damage when
simple concepts to frogs and toads whe n it speaks in Bullywug. the royal hits with it (included in the attack).

Standing Leap. The croaker's long iump is up to 20 feet and its Frog Rider. The royal has advantage on melee attacks made
high jump is up to 10 feet, with or without a running sta rt. while riding a frog mount.

Swamp Camouflage. The croaker has advantage on Dexterity Speak with Frogs and Toads. The royal can communicate sim·
(Stealth) checks made to hide in swampy te rrai n. pie concepts to frogs and toads whe n it speaks in Bullywug.

ACTIONS Standing Leap. The royal's lo ng jum p is up to 20 feet and its
high jump is up to 10 feet, with or without a runn ing start.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
ra nge 20/60 ft. , one ta rget. Hit: 5 (ld6 + 2) piercing damage, or Swamp Camouflage. The roya l has advantage on Dexterity
6 (ld8 + 2) piercing damage if used with two hands to make a (Stealth) checks made to hide in swampy te rrain.
melee attack.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Mu/tiattack. The royal makes two attacks: one with its royal
Hit: 5 (ld6 + 2) piercing damage. spear and one with its bite.

Claaar-pat (3/Day). The croaker sings a song of marshy doom. Royal Spear. Me/ee or Ranged Weapon Attack: +5 to hit, reach
Each chosen creature within 30 feet of the croaker that can hear 10 ft. or range 20/60 ft. , one target. Hit: 10 (2d6 + 3) piercing
the song must make a DC 12 Wisdom saving throw. taking 9 damage, or 12 (2d8 + 3) piercing damage if used with two
(2d8) psychic damage on a fa11ed save. or half as much damage hands to make a melee attack. If the target is a Medium or
on a successful one. Acreature that fails this saving throw also smaller creature, it must succeed on a DC 13 Strength saving
has disadvantage on Constitution saving throws until the end throw or be knocked prone.
of its next turn.
Bite. Melee Weapon Attack: +5 to hit, reach S ft., one target.
Rooooo-glog (1/Day). The croaker sings an ode to an elder Hit: 6 (ld6 + 3) piercing damage.
froghemoth. Each bullywug within 30 feet of the croaker that
can hear the song gains 10 temporary hit points. Croaked Decree (1/Day). The royal makes a loud pronounce·
me nt. Each bullywug within 60 feet of the roya l that can hear
the pronouncement has advantage on its next attack roll.

\Prl NIJJX ( MUNSTl kS \NI> Sl't.S

DEEP SCION DROWNED ASCETIC

Deep scions began life as people who were stolen from Dressed in tattered robes, its fists wrapped in long rib·
shore or saved from sinking s hips and offered a terrible bons of rotting cloth, the drowned ascetic moves with
bargain by an undersea power: surrender, body and alarming speed for an undead creature. This martial
soul. or drown. Those who submit are subjected to an artist. rising from the ocean in Tammeraut's Fate. re-
ancient ritual widespread among evil aquatic creatures. tains its fighting reflexes despite its rotting flesh.
Its methods are painful and the result never certain, but
when it works, the magic transforms an air-breathing DROWNED ASCETIC
person into a sbapechanger that can take a form that is
fully at home beneath the waves. Medium undead, chaotic evil

DEEP SCION Armor Class 13
Hit Points 75 (10d8 + 30)
Medium humanoid (shapechanger), neutral evil Speed 30 ft.

Armor Class 11 STR DEX CON INT WIS CHA
Hit Points 67 (9d8 + 27) 12 (+1) 16 (+3) 16 (+3) 3 (- 4) 9 (-1) 5 (-3)
Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form)
Saving Throws Dex +S
STR DEX CON INT WIS CHA Damage Immunities poison
18 (+4) 13 (+l) 16 (+3) 10 (+O) 12 (+1) 14 (+2) Condition Immunities poisoned
Senses da rkvision 60 ft., passive Perception 9
Saving Throws Wis +3, Cha +4 Languages und erstands the languages it knew in life but ca n't
Skills Deception +6, Insight +3, Sleight of Hand +3, Stealth +3
Senses darkvision 120 ft., passive Perception 11 speak
Languages Aq uan, Common, thieves' cant Challenge 3 (700 XP)
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it sinks
Shapechanger. The deep scion can use its action to poly- to the bottom ofany body of water. It takes no penalties to its
morph into a humanoid-piscine hybrid form, or back into its movement or attacks underwater. It is immune to the effects of
true form. Its statistics. other than its speed, are the same in being underwater at a depth greater than 100 feet.
each form. Any equipment it is wearing or carrying isn't trans·
formed. The deep scion reverts to its true form if it dies. Bound Together. The drowned ascetic shares its mind with
every other drowned one within 1 mile of it, and can commu-
Amphibious (Hybrid Form Only). The deep scion can breathe nicate its thoughts and observations to them instantaneously
air and water. and without limitation.

A CTIONS Undead Fortitude. If damage reduces the drowned ascetic to 0
hit points, it must make a Constitution saving throw with a DC
Multiattack. In humano id form, the deep scion makes two me- of 5 + the damage taken, unless the damage is radiant or from
lee attacks. In hybrid form , the deep scion makes three attacks: a critical hit. On a success. the drowned ascetic drops to l hit
one with its bite and two with its claws. point instead.

Battleaxe (Humanoid Form Only). Melee Weapon Attack: +6 to A CTIONS
hit, reach 5 ft., one target. Hit: 8 (ld8 + 4) slashing damage, or
9 (ldlO + 4) slashing damage 1f used with two hands. Multiatt ack. The drowned ascetic makes three un·
armed strikes.
Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach
5 ft., one creature. Hit: 6 (ld4 + 4) piercing damage. Unarmed Strike. Melee Weapon Attack: +S to hit, reach 5 ft.,
one target. Hit: 7 (ld8 + 3) bludgeoning damage, and the target
Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, must succeed on a DC 12 Constitution saving throw or contract
reach 5 ft.. one target. Hit: 7 (ld6 + 4) slashing damage. bluerot (see the" Bluerot" sidebar).

Psychic Screech (Hybrid Form Only; Recharges after a Short REACTIONS
or Long Rest). The deep scion emits a terrible scream audible
within 300 feet. Creatures within 30 feet ofthe deep scion must Dexterous Target. The drowned ascetic adds 3 to its AC against
succeed on a DC 13 Wisdom saving throw or be stunned until one ranged attack that would hit it. To do so, the drowned as·
the end of the deep scion's next turn. In water, the psychic cetic must see the attacker.
screech also telepathically transmits the deep scion's memo·
ries of the last 24 hours to its master, regardless ofdistance, so
long as it and its master are 1n the same body of water.

Al'l'I N lllX l ~101\1$1 l !(<; \NI• NPl S

DROWNED ASSASSIN DRowNeo z

Medium undead, chaotic evil A~SASSIN "

Armor Class 14 (leather armor) DROWNED ASSASSIN
H it Poi nts 67 (9d8 + 27)
Speed 30 ft. The drowned assassin stalks and kills in a grim panto·
mime of its former occupation. Sneaking from shadow
STR DEX CON INT WIS CHA to shadow, and appearing in the undead assault of
15 (+2) 16 (+3) 16 (+3) 9 (- 1) 9 (- 1) 16 (+3) Tammeraut's Fate, it aims its barnacle-encrusted hand
crossbow with deadly precision. Hidden behind a simple
Saving Throws Dex +S, Con +S driftwood mask, this creature's face causes terror in
Skills Intim idation +S, Stealth +S mortal hearts when exposed.
Damage Immunities poison
Co ndition Immun it ies poisoned B L U E RO T
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can't This disease target humano ids. Whi le afflicted with blu-
erot, a victim g rows grotesque blue boils on thei r face
speak and back. This d isease is carried by undead (including
Challenge 4 (l,100 XP) the drowned ones in Tammeraut's Fate) , and victims
most often acquire it through wounds caused by infected
Bottom Treader. The drowned assassin cannot swim, and it creatures.
sinks to the bottom of any body of water. It takes no penalties
to its movement or attacks underwater. It is immune to the ef· The d isease's boils manifest in l d 4 hours, causing the
fects of being underwater at a depth greater than 100 feet. victim's Constitution and Cha ris ma scores to decrease by
ld4 each, to a minimum of 3. This is quickly fol lowed by a
· Bound Together. The drowned assassi n sha res its m ind with fever and tingl ing in the extremities. An infected crea ture
every other drowned one within 1 mi le of it, and can commu- is vulnerable to radiant damage and gains the abi lity to
nicate its thoughts and observations to them instantaneo usly breathe underwater.
and without limitation.
At the end of each long rest, an infected creature makes
Undead Fortitude. If damage reduces the drowned assassin to a DC 12 Constitution saving th row. On a success, the
0 hit points, it must make a Constitution saving throw with a victim regains 1 point of Constitutio n and l point ofCha·
DC of S +the damage taken, unless the damage is radiant o r risma lost to the d isease. If the infected creature rega ins
from a critical hit. On a success, the drowned assassin drops to all the points lost to the disease, it is cured. Other effects
l hit point instead. that ra ise the victim's abil ity scores do not cure the dis-
ease. On a fa iled saving throw, the victim takes 18 (4d8)
A CTIO NS necrotic damage as the boils burst and spread. A c reature
reduced to 0 hit points by this damage cannot regai n hit
Multiattack. The drowned assassin makes two hand cross bow points unti l the disease is cured, though it can be sta bi·
attacks or two dagger attacks. It can then take the Dash, Disen· lized as normal.
gage, or Hide action.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120
ft., one target. Hit: 6 (ld6 + 3) piercing damage plus 3 (ld6)
poison damage, and the target must succeed on a DC 12
Constitution saving throw or con tract bluerot (see the "Blu·
erot" sidebar).

Dagger. Me/ee Weapon Attack: +5 to hit, reach S ft., one ta rget.
Hit: 5 (l d4 + 3) piercing damage plus 9 (2d8) poison damage,
and the target must succeed on a DC 12 Constitution saving
throw or contract bluerot (see the "Bluerot" sidebar).

Reveal (1/Day). The drowned assassin removes its mask, re·
vea ling its rotting face. Each c reature of the assass in's choice
within 30 feet of it that can see the assassin must s ucceed on
a DC 13 Wisdo m saving throw or be frightened until the e nd of
its next turn.

\PP! NlJIX C \IO:\SHR" \Nil "11'( S

DROW NED BLA DE DROWNED MASTER

Assaulting the hermitage in Tammeraut's Fate, this bar- Medium undead, chaotic evil
nacle-encrusted undead warrior fights with surprising
cunning. Starfish cling to its wispy beard, and its evil Armor Class 14 (natural armor)
rage is visible in its bloated gray eyes. Hit Points 157 (2ld8 + 63)
Speed 30 ft.
DROWN ED MASTER
STR DEX CON INT WIS CHA
This waterlogged undead. bound to the Pit of Hatred in 17 (+3) 12 (+l) 16 (+3) 9 (-1) 14 (+2) 12 (+l)
Tammeraut's Fate. hovers menacingly over the bones of
its victims. Its torso, arms, and head retain their former Saving Throws Con +7, Wis +6
shapes, but its legs have split into shadowy tentacles. Skills Perception +10
The drowned master is tethered to a source of powerful Damage Immunities poison
magic that prevents it from traveling far. It commands Condition Immun ities poisoned
other drowned ones, compelling them to serve as agents Senses darkvision 60 ft., passive Perception 20
in its dark plots. Languages understands the languages it knew in life but can't

D ROWNED B LADE speak
Challenge 9 (5,000 XP)
Medium undead, chootic evil
Bound Together. The drowned master shares its mind with
Armor Class 10 (leather armor) every other drowned one within l mile of it, and can commu-
Hit Points 45 (6d8 + 18) nicate its thoughts and observations to them instantaneously
Speed 30 ft. and without limitation.

STR DEX CO N INT WIS CHA Cold Aura. At the start of each of the drowned master's turns,
16 (+3) 8 (-1) 16 (+3) 3 (-4) 9 (-1) 5 (-3) each creature within 5 feet of it takes 5 (ldl O) cold damage. A
creature that touches the drowned master or hits it with a me·
Damage Immu nities poison lee attack while within S feet of it takes 5 (l dlO) cold damage.
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9 Undead Fortitude. If damage reduces the drowned master to 0
Languages understands the languages 1t knew in life but can't hit points, it must make a Constitution saving throw with a DC
of 5 +the damage taken, unless the damage is radiant or from
speak a critical hit. On a success. the drowned master drops to l hit
Challenge 2 (450 XP) point instead.

Bottom Treader. The drowned blade cannot swim, and it sinks ACTIONS
to the bottom of any body ofwater. It takes no penalties to its
movement or attacks underwater. It is immune to the effects of Multiattack. The drowned master makes two attacks: one with
being underwater at a depth greater than 100 feet. its greatsword and one with its Life-Draining Tentacle.

Bound Together. The drowned blade shares its mind with every Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
other drowned one within l mile of it, and can communicate its target. Hit: 10 (2d6 + 3) slashing damage plus 14 (4d6) cold
thoughts and observations to them instantaneously and with· damage, and the target must succeed on a DC 12 Constitution
out limitation. saving throw or contract bluerot (see the" Bluerot" sidebar).

Undead Fortitude. Ifdamage reduces the drowned blade to 0 Life- Draining Tentacle. Melee Weapon Attack: +7 to hit, reach
hit points, it must make a Constitution saving throw with a DC 15 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target
of 5 +the damage taken, unless the damage is radiant or from must succeed on a DC 15 Constitution saving throw or have its
a critical hit. On a success, the drowned blade dro ps to l hit hit point maximum reduced by an amount equal to the damage
point instead. taken. The target dies if this effect reduces its hit point maxi·
mum to 0. This reduction lasts until the target finishes a long
ACTIONS rest. On a fa iled save, the target also contracts bluerot (see the
"Bluerot" sidebar).
Multiattack. The drowned blade makes two rusted long·
sword attacks. Necrotic Ink (Recharge 5- 6). The drowned master discharges
foul ink in front of itself in a JO.foot cone. Each creature caught
Rusted Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 1n the ink must make a DC 15 Constitution saving throw, taking
one target. Hit: 7 (ld8 + 3) slashing damage, and the target 27 (6d8) necrotic damage on a failed save or half as much dam-
must succeed on a DC 12 Constitution saving throw or contract age on a successful one. A creature that fails this saving throw
bluerot (see the "Bluerot" sidebar). 1s blinded until the end of its next turn and contracts bluerot
(see the "Bluerot" sidebar).

Al'l lNIJIX ( ~lll:-.O"ffRS ... NI) NI'• !i

FATHOMER FATHOMER

Medium humanoid (human), neutral evil Fathomers are cultists who have sealed a pact with
Olhydra. elemental Princess of Evil Water. In addition
Armor Class 10 (13 with mage armor) to their spellcasting abilities. fathomers have the ability
Hit Points 52 (8d8 + 16) to transform their bodies into water. taking serpent-like
Speed 30 ft. shapes. In their water serpent forms. fathomers gain
many of the resistances that elemental creatures pos-
STR DEX CON INT WIS CHA sess, as well as the ability to grapple and crush their
14 (+2) 11 (+O) 14 (+2) 11 (+O} 11 (+O} 15 (+2} enemies with their watery bodies.

Skills Arcana +2, Perception +4, Stealth +4 GIANT CORAL SNAKE
Senses passive Perception 14
Languages Aquan, Common Comfortable on land or in water, these brilliantly col-
Challenge 2 (450 XP} ored snakes arc renowned for their potent and halluci-
nogenic venom. They are most often found in coastal
Shapechanger (2/Day). The fathomer can use its action to caves. In the abandoned chambers of the hermitage
polymorph into a Medium serpent composed ofwater, or in Tammeraut's Fate, these giant serpents feed on any
back into its true form. Anything the fathomer is wearing or creature that crosses their path.
carrying is subsumed into the serpent form during the change,
inaccessible until the fathomer returns to its true form. The GIANT CORAL SNAKE
fathomer reverts to its true form after 4 hours, unless it can
expend another use of this trait. If the fathom er is knocked Large beast, unaligned
unconscious or dies, it also reverts to its true form.
Armor Class 13
While in serpent form, the fathomer gains a swimming speed Hit Points 90 (12dl0 + 24)
of40 feet, the ability to breathe underwater, immunity to poi- Speed 30 ft., swim 30 ft.
son damage, as well as resistance to fire damage and bludgeon-
ing, piercing, and slashing damage from nonmagical weapons. STR DEX CON INT WIS CHA
It also has immunity to the following conditions: exhaustion, 12 (+1) 16 (+3} 14 (+2) 2 (-4) 10 (+O) 3 (-4)
grappled, paralyzed, poisoned, restrained, prone, unconscious.
The serpent form can enter a hostile creature's space and stop Skills Perception +2
there. In addition, if water can pass through a space, the ser- Senses blinds1ght 10 ft., passive Perception 12
pent can do so without squeezing. Languages -
Challenge 4 (1,100 XP)
Olhydra's Armor (Human Form Only). The fathomer can cast
mage armor at will, without expending material components. ACTIONS

Spel/casting (Human Form Only). The fathomer is a 5th-level Bite. Melee Weapon Allock: +5 to hit, reach 5 ft., one target.
spellcaster. Its spellcasting ability is Charisma (spell save DC Hit: 8 (2d4 + 3) piercing damage. and the target must succeed
12, +4 to hit with spell attacks). It has two 3rd-level spell slots, on a DC 12 Constitution saving throw or be stunned until the
which it regains after finishing a short or long rest, and knows end of its next turn. On a failed save, the target begins to hallu-
the following warlock spells: cinate and is afflicted with a short-term madness effect (deter-
mined randomly or by the DM; see "Madness" in chapter 8 of
Cantrips (at will): chill touch, eldritch blast, mage hand the Dungeon Master's Guide). The effect lasts 10 min utes.
1st level: armor ofAgathys, expeditious retreat, hex
2nd level: invisibility
3rd level: vampiric touch

ACTIONS

Constrict (Serpent Form Only). Melee Weapon Attack: .._4 to hit,
reach S ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If
the target is Medium or smaller, it 1s grappled (escape DC 12).
Until the grapple ends, the target is restrained, and the fatho-
mer can't constrict another target.

Dagger (Human Form Only). Melee or Ranged Weapon Attack:
+4 to hit, reach S ft. or range 20/60 ft., one ta rget. Hit: 4 (ld4 +
2) piercing damage.

GIANT SEA EEL

Lorge beast, unaligned

Armor Class 14 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
11 (+O) 14 (+2) 12 (+1) 7 (-2) 10 (+O) 7 (-2)

Saving Throws Dex +4 GIANT SEA EEL
Skills Perception +2, Stealth +4
Senses darkvision 60 ft.. passive Perception 12 Snaking predators lurking in the dark waters of the
Languages - ocean. these kelp-colored beasts serve as guards and
Challenge 1/2 (100 XP) mounts for the locathah (including those found in Dan-
ger at Dunwater).
Water Breathing. The eel can breathe only underwater.
HARPY MATRIARCH
ACTIONS
Happy to watch its flock squabble over carrion in Tam-
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft .. one target. meraut's Fate. this gray-feathered matron of the harpies
Hit: 13 (2dl 0 + 2) piercing damage. is su rrounded by a cloud of magical spi rits resembling
skeletal seabirds.
HARPY MATRIARCH
to 1 hour. It can revert to its true form as a bonus action. This
Medium monstrosity, chaotic evil illusion does not hold up to close scrutiny.

Armor Class 14 (natural armor) Luring Song. The matriarch sings a magical melody. Every
Hit Points 88 (l6d8 + 16) humanoid and giant within 300 feet of the matriarch that can
Speed 20 ft., Ay 40 ft. hear the song must succeed on a DC 14 Wisdom saving throw
or be charmed until the song ends. The matriarch must take
STR DEX CON INT WIS CHA a bonus action on its subsequent turns to continue singing. It
13 (+1) 16 (+3) 12 (+1) 9 (- 1) 10 (+O) 16 (+3) can stop singing at any time. The song ends if the matria rch is
inca pacitated.
Saving Throws Dex +6, Cha +6
Skills Perce ption +3 While charmed by the matriarch, a target is incapacitated
Senses darkvision 60 ft., passive Perception 13 and ignores the songs of other harpies. If the charmed target
Languages Common is more than 5 feet away from the matriarch, the target must
Challenge 5 (1,800 XP) move on its turn toward the matriarch by the most direct route,
trying to get within 5 feet. It doesn't avoid opportunity attacks.
Luring Maestro. While within 60 feet ofthe matriarch, creatures but before moving into damaging terrain, such as lava or a pit,
have disadvantage on saving throws against the matriarch's and whenever it takes damage from a source other than the
Luring Song. matriarch, the target can repeat the saving throw. A charmed
target can also repeat the saving throw at the end of each of its
Magic Resistance. The matriarch has advantage on savi ng turns. If the saving throw is successful, the effect ends on it.
throws agai nst spells and other magical effects.
A target that successfully saves is immune to this matria rch's
A CTIONS song for the next 24 hours.
Multiattack. The matriarch makes two claws attacks.
Visage ofDesire (1/Day). The matriarch projects a vision into
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. the minds ofcreatures within 30 feet of rt that aren't constructs
Hit: 13 (3d6 + 3) slashing damage. or undead, showing each creature achieving whatever it most
desires. An affected creature must succeed on a DC 14 Wisdom
Fleeting Form. The matriarch can magically disguise itself to saving throw or drop whatever it 1s holding and become para-
resemble a humanoid of roughly similar size and shape for up lyzed until the end of its next turn.

Al'PI NDIX ( M<>1'snR<; Ai'.D NI'< s

JUVENILE KRAKEN • swallowed creatures, which fall prone in spaces within 10 feet
of the kraken. If the kraken dies, a swallowed creature is no
Huge monstrosity (titan), chaotic evil longer restrained by it and can escape from the corpse using 10
feet of movement, exiting prone.
Armor Class 16 (natural armor)
Hit Points 207 (18dl2 + 90) Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one
Speed 20 ft., swim 50 ft. target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target
is grappled (escape DC 20). Until the grapple ends, the target
STR DEX CON INT WIS CHA is restrained. The kraken has ten tentacles, each of which can
24 (+7) 11 (+O) 20 (+5) 19 (+4) 15 (+2) 17 (+3) grapple one target.

Saving Throws Str +12, Dex +5, Con +10, Int +9, Wis +7 Fling. One Medium or smaller object held or creature grappled
Damage Resistances bludgeoni ng, piercing, and slashing from by the kraken is thrown up to 40 feet in a random direction
and knocked prone. If a thrown target strikes a solid surface,
nonmagical attacks the target takes 3 (ld6) bludgeoning damage for every 10 feet
Damage Immunities lightning it was thrown. If the target is thrown at another creature, that
Condition Immunities frightened , paralyzed creature must succeed on a DC 13 Dexterity saving throw or
Senses truesight 120 ft., passive Perception 12 take the same damage and be knocked prone.
Languages understands Abyssal, Celestial, Infernal, and
Lightning Strike. The kraken magically create a bolt of light-
Primordial but can't speak; telepathy 60 ft. ning, which can strike a target the kraken can see within 90 feet
Challenge 14 (11 ,500 XP) of it. The target must make a DC 18 Dexterity saving throw,
taking 22 (4dl0) lightning damage on a fai led save, or halfas
Amphibious. The kraken can breathe air and water. much damage on a successful one.

Freedom ofMovement. The kraken ignores difficult terrain, LEGENDARY ACTIONS
and magical effects can't reduce its speed or cause it to be
restrained. It can spend 5 feet of movement to escape from The kraken can take 3 legendary actions, choosing from the op-
nonmagical restraints or being grappled. tions below. Only one legendary action option can be used at a
time and only at the end ofanother creature's turn. The kraken
ACTIONS regains spent legendary actions at the start of its turn.

Multiattack. The kraken makes two tentacle attacks, each of Tentacle Attack (Costs 2 Actions). The kraken makes one tenta·
which it can replace with a use of Fling. cle attack.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft. , one target. Fling. The kraken uses Fling.
Hit: 20 (3d8 + 7) piercing damage. If the target is a Medium or Ink Cloud (Costs 3 Actions). While underwater, the kraken
smaller creature grappled by the kraken, that creature is swal-
lowed and the grapple ends. While swallowed, the creature is expels an ink cloud in a 40-foot radius. The cloud spreads
blinded and restrained, it has total cover against attacks and around corners, and that area is heavily obscured to creatures
other effects outside the kraken, and it takes 21 (6d6) acid other than the kraken. Each creature other than the kraken
damage at the start of each of the kraken's turns. One Medium that ends its turn there must succeed on a DC 18 Constitu-
or two smaller creatures can be swallowed at the same time. tion saving throw, taking 11 (2dl0) poison damage on a failed
save or half as much damage on a successful one. A strong
If the kraken takes 35 damage or more on a single turn from current disperses the cloud, which otherwise disappears at
a creature inside it, the kraken must succeed on a DC 23 Con- the end of the kraken's next turn.
stitution saving throw at the end of that turn or regurgitate all

K OA L I N T H Amphibious. The koalinth can breathe air and water.

Medium humanoid (goblinoid), lawful evil Martial Advantage. Once per turn, the koalinth can deal an ex·
tra 7 (2d6) damage to a creature it hits with a weapon attack if
Armor Class 14 (scale mail) that creature is within 5 feet of an ally of the koa li nth that isn't
Hit Points 16 (3d8 + 3) incapacitated.
Speed 30 ft., swim 20 ft.
ACTIONS
STR DEX CON INT WIS CHA Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
13 (+l ) 11 (+O) 12 (+1) 11 (+O) 10 (+O) 11 (+O) range 20/60 ft .. one target. Hit: 4 (ld6 + 1) piercing damage, or

Saving Throws Dex +2 5 (ld8 + 1) piercing damage if used with two hands to make a
Skills Athletics +3, Perception +2 melee attack.
Senses darkvision 60 ft., passive Perception 12
Languages Common, Gobli n ....
Challenge 1/2 (100 XP)

APPFNOl:I. l. MON..,fl"R~ \ND NP\S

J UVENILE K RAKEN K OllLI NT H

l lidden in a deep, dark underwater pit near the Styes, A CTION S
this creature bears the mark of th e dark god Thariz- Multiattack. The sergeant makes two me lee attacks wi th
dun's madness. B ecoming more independent every day. its trident.
it dreams of freeing itself from its aboleth tenders and Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
wreaking its own foul will upon the seas. or range 20/60 ft., one target. Hit: 5 (1 d6 + 2) pie rcing damage,
or 6 (ld8 + 2) piercing damage 1( used with two hands to make
KOA LI NTH a melee attack.
The koalinth, found in Danger at Dunwater. are martial Hooked Net. Ranged Weapon Attack: +4 to hit, range 10/ 30 ft.,
one target. Hit: 4 (ld4 + 2) piercing damage. and the target
and aggressive aquatic hobgoblins, with brightly colored is restrained. A creature can use its action to make a DC 12
faces and functional gills. They are known for their fe- Strength check to free itself or another creature in a hooked
rocity, and for their hatred of elves. net, ending the effect on a success. Dealing 5 slashing damage
to the net (AC 12) frees the ta rget without harming it and de-
KOALINTH SERGEANT stroys the net.
RE ACT IO N S
These fierce koalinths lead special missions for their Spear the Helpless (2/Day). Whenever a creature within 30 feet
people. such as the diplomatic envoy encountered in of the sergeant becomes restrained, the sergeant can move its
speed toward the restrained creature. Ifthe sergeant ends its
Danger at Dunwater. A koalinth sergeant focuses its ire move within reach of the restrained creature. it can make a me-
lee attack against it.
on the most significant threats on the battlefield. then
eliminates those threats one by one.

KOALINTH SERGEANT

Medium humanoid (goblinoid), lawful evil

Armor Class 14 (scale mail)
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+O) 12 (+1) 11 (+O) 10 (+O) 12 (+1)

Saving Throws Dex +2, Wis +2
Skills Athletics +4, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Gob lin
Challenge 2 (450 XP)

Amphibious. The koalinth can breathe air and water.

Martial Advantage. Once per turn, the sergeant can deal an ex-
tra 7 (2d6) damage to a creature it hits with a weapon attack if
that creature is within 5 feet of an ally of the sergeant that isn' t
incapacitated.

KRAKEN PRIEST KYSH

A kraken can seem godlike to folk who have witnessed Medium humanoid (triton), lawful good
its fury. Those who believe that its might comes from
being a divine entity and those who seek to appease the Armor Class 13
monster through its veneration sometimes find them- Hit Points 27 (Sd8 + 5)
selves infused with special abilities, to serve thereafter Speed 30 ft., swim 30 ft.
as kraken priests.
STR DEX CON INT WIS CHA
KYSH (TRITON) 14 (+2) 16 (+3) 12 (+l) 10 (+O) 13 (+l) 14 (+2)

A prisoner of the sahuagio in The Final Enemy, Kysh is Skills Persuasion +4, Survival +3
a defender of the deep sea realms who is ready to join Senses darkv ision 60 ft.. passive Perception 11
the party in their struggle. Tritons are fo lk of the Ele- Languages Common, Primordial
mental Plane of Water who journeyed to the Material Challenge 1 (200 XP)
Plane to watch over the dark places of the ocean depths.
They stand guard over portals, deep sea chasms, and Amphibious. Kysh can breathe air and water.
other places where foul monsters might emerge. When
such threats appear, the tritons take up arms to drive Emissary ofthe Sea. Kysh can communicate simple ideas with
them from the world. amphibious an d water-breathing beasts. They understand
the meaning of his words, but he cannot understand them
KRAKEN PRIEST in retu rn.

Medium humanoid (any race), any evil alignment Innate Spel/casting. Kys h's spellcasting ability is Charisma
(spell save DC 12, +4 to hit with spell attacks) . He can cast the
Armor Class 10 following spell, requiring only verbal components:
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft. 1/day:fog cloud

STR DEX CON INT WIS CHA ACTIO NS
12 {+l) 10 {+0) 16 (+3) 10 (+O) 15 {+2) 14 (+2) Multiattack. Kysh makes two melee attacks with his spear.

Skills Perception +S Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft . or
Damage Resistances bludgeoning, piercing, and slashing from range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or
6 (ld8 + 2) pie rcing damage if used with two hands to make a
nonmagical attacks melee attack.
Senses passive Perception 15
Languages any two languages
Challenge 5 (1,800 XP)

Amphibious. The priest can breathe ai r and water.

Innate Spellcasting. The priest's spellcasting ability is Wisdom
(spell save DC 13, +5 to hit with spell attacks). It can innately
cast t he fo llowing spells, requiring no material components:

At will: command, create or destroy water
3/day each: control water, darkness , water breathing, water walk
l/ day each: call lightning, Evard's black tentacles

A CTI ON S

Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one
creature. Hit: 27 (5d10) thunder damage.

Voice ofthe Kraken (Recharges after a Short or Long Rest). A
kraken speaks th rough the priest with a thunderous voice au-
dible within 300 feet. Creatures of the priest 's choice that can
hear the kraken's words (which are spoke n in Abyssal, Infe rnal,
or Primordial) must succeed on a DC 14 Charisma saving throw
or be frightened for l minute. A frightened t arget can repeat
the saving t hrow at the end ofeach of it s turns, endi ng t he ef-
fect on itself on a success.

LIVING IRON STATUE L IVING IRON STATUE

Medium constrnct, unaligned This squat, solid-looking statue, currently guarding the
evil cult's treasure in Isle ofthe Abbey, is made from
Armor Class 16 (natural armor} pure iron. Its hands are shaped into deadly weapons.
Hit Points 102 (12d8 + 48)
Speed 20 ft. LIZARDF OLK COMMONER
These lizardfolk, found wandering the halls in Danger
STR DEX CON INT WIS CHA at Dunwater. are just as fierce as thei r armed kin, and
16 (+3) 14 (+2} 18 (+4) 6 (-2) 10 (+O) 5 (-3}
can equip themselves with weapons and shields i f such
Damage Vulnerabilities acid are available.
Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened, L IZARDFOLK R ENDER

paralyzed, petrified, poisoned Filled with the primal magic of Semuanya. the lizard-
Senses da rkvision 60 ft., passive Perception 10 folk render undergoes terrifying changes duiing a days-
Languages understands the languages of its creator but can't long ritual performed by a shaman. As seen in Danger
at Dunwater, the render's claws grow long and hard as
speak steel, its frame enlarges, and its temperament becomes
Challenge 5 (l ,800 XP) even more ferocious.

Immutable Form. The statue is immune to any spell or effect LIZARDFOLK RENDER
that would alter its form.
Large humanoid (lizardfolk), neutral
A CTION S
Multiattack. The statue makes two attacks: one with its blade Armor Class 15 (natural armor)
and one with its hammer. Hit Points 52 (7dl0 + 14}
Speed 30 ft., swim 30 ft.
Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage. STR DEX CON INT WIS CHA

Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar- 16 (+3) 10 {+0) 14 (+2} 7 (-2} 12 (+l} 7 (-2}
get. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is
knocked prone. Skills Athletics +5, Perception +3, Survival +S
Senses passive Perception 13
Whirl (Recharge 5-6). The statue can use its action to spin at Languages Draconic
the waist, targeting creatures ofits choice within 10 feet of it. Challenge 3 (700 XP}
Each target must make a DC 13 Dexterity saving throw, taking
19 (3dl0 + 3) bludgeoning damage on a failed save, or half as Blood Frenzy. The render has advantage on melee attack rolls
much damage on a successful one. against any creature that doesn't have all its hit points.

LIZARDFOLK COMMONER Hold Breath. The render can hold its breath for 15 minutes.

Medium humanoid (lizardfolk), neutral A CTION S
Multiattack. The render makes two attacks: one with its claws
Armor Class 13 (natural armor} and one with its bite.
Hit Points 16 (3d8 + 3)
Speed 30 ft., swim 30 ft. Claws. Melee Weapon Attack: +S to hit, reach 10 ft., one target.
Hit: 12 (2d8 + 3) slashing damage.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 12 (+1) 7 (-2) 12 (+1) 7 (-2) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (ldlO + 3) piercing damage.
Skills Perception +3, Stealth +2, Survival +3
Senses passive Perception 13 Rend the Field (Recharge 5- 6). The render makes a claw attack
Languages Draconic against each creature of its choice within 10 feet of it. Acrea-
Challenge 1/4 (50 XP} ture hit by this attack must succeed on a DC 13 Strength saving
throw or be knocked prone.
Hold Breath. The lizardfolk can hold its breath for 15 minutes.

A CTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (ld6 + 2) piercing damage.

·\l'l'l'Nt>IX l ~J fl"lSl l.R:S \:-Iii NP! S

LIZARDFOLK SCALESHIELD LIZARDFOLK SUBCHIEF

Serving as the elite warriors and officers of a lizardfolk Medium humanoid (lizardfolk), neutral
clan, these robust creatures wear thick armor made
from crocodile scales and metal. Trained in martial Armor Class 14 (natural armor)
weapons and advanced combat tactics, they are found H it Points 52 (8d8 + 16)
prolecting lizardfolk lairs such as lhe one in Danger Speed 30 ft., swim 30 ft.
at Dunwater.
STR DEX CON INT WIS CHA
LIZARDFOLK SUBCHIEF 14 (+2) 12 (+1) 14 (+2) 10 (+O) 16 (+3) 12 (+l)

The lizardfolk subchief (seen in Danger at Dunwater) Saving Throws Wis +S
is a devout priest of Semuanya, pursuing the worship Skills Athletics +4, Pe rception +5, Survival +5
of its god in a manner similar to a cleric. It wields a Senses passive Perception 15
dagger crafted of a massive crocodile tooth blessed by Languages Draconic
Semuanya, representing the subchief's prowess in both Challenge 3 (700 XP)
battle and piety.
Hold Breath. The subchief can hold its breath for 15 m inutes.
LIZARDFOLK S CALESHIELD
Spel/casting. The subchief is a 5th-level spellcaste r. Its s pell-
Medium humanoid (lizardfolk), neutral casting ab ility is Wisdom (spell save DC 13, +S to hit with spell
attacks). It has the following cleric spells prepa red:
Armor Class 16 (scale mail, shield)
Hit Points 32 (5d8 + 10) Cantrips (at will): light, sacred flame, spare the dying,
Speed 30 ft., swim 30 ft. thaumaturgy

STR DEX CON INT WIS CHA 1st level (4 slots): command, guiding bolt, purifyfood and drink
15 (+2) 10 (+O) 14 (+2) 7 (-2) 12 (+l) 7 (-2) 2nd level (3 slots): hold person, lesser restoration, silence
3rd level (2 slots): bestow curse, dispel magic
Skills Athletics +4, Perception +3, Survival +S
Senses passive Perception 13 ACTIONS
Languages Draconic
Challenge 1 (200 XP) Tooth Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (ld4 + 2) piercing damage.
Hold Breath. The scaleshield can hold its breath for •r
15 minutes. jaws ofSemuanya (Recharge 5- 6). The subchiefinvokes the
primal magic ofSemuanya, summoning a spectral maw a round
A CTIONS a target it can see withi n 60 feet of it. The target must make a
Multiattack. The scaleshield makes two melee attacks, each DC 13 Dexteri ty saving throw, tak ing 22 (Sd8) piercing damage
one with a different weapon. on a fai led save, or half as muc h damage on a successful one. A
creature that fa ils this saving throw is also frighte ned until the
Morningstar. Melee Weapon Attack: +4 to hit, reach S ft., one end of its next turn.
target. Hit: 6 (ld8 + 2) piercing damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (ld6 + 2) piercing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft. , o ne
target. Hit: 5 (ld6 + 2) piercing damage.

REACTION S
Shield Block. If an ally within 5 feet of the scaleshield is hit
by an attack, the scaleshield can reduce that attack's dam-
age by ha lf.

'\PPF ... l>I X <; MO":-; 1 l R~ \ 'lll Nl'I S

LOCATHAH LOCATHAH HUNTER

These resilient and proud fish -folk (found in Danger at Medium humanoid (locathah), neutral
Dunwater) have endured war, slavery, and mistreatment
at the hands of other aquatic creatures. They dwell in Armor Class 14 (natural armor)
submerged tribal communities along seacoasts, and Hit Points 33 (6d8 + 6)
hunt both above and below the waler. Speed 30 ft., swim 30 ft.

LOCATHAH H UNTER STR DEX CON INT WIS CHA
13 (+l) 14 (+2) 12 (+l) 11 (+0) 14 (+2) 11 (+O)
The far-ranging locathah hunter is trained in tracking
and stalking prey on land and in water. They often serve Saving Throws Dex +4, Wis +4
as leaders to small bands of locathah or emissaries for Skills Athletics +3, Perception +4
their people (such as the hunter found in Danger at Dun- Senses passive Perception 14
watcr). Their colorful, poisoned, and fast-loading cross- Languages Aq uan, Common
bows rarely miss a target. Challenge 2 (450 XP)

MAW D EMON Leviathan Will. The hunter has advantage on saving throws
against spells and effects that control its actions.
A quartet of squat fiends-all mouth and malice-turn
their bottomless hunger 10 Lolth's servants in Salvage Limited Amphibiousness. The hunter can breathe air and water,
Operation. Infamous for their ceaseless hunger for car- but it needs to be submerged at least once every 4 hours to
nage and mortal flesh , these fiends devour all in their avoid suffocating.
paths. After a maw demon rests for 8 hours. anything
it has devoured is transported to the Abyss for further A CTIONS
digestion of a different sort. Multiattack. The hunter makes two attacks with its enven-
omed crossbow.
LOCATHAH
Envenomed Crossbow. Ranged Weapon Attack: +4 to hit, range
Medium humanoid (locathoh), neutral 80/320 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and
the ta rget must succeed on a DC 12 Constitution saving throw
Armor Class 13 (natural armor) or be poisoned until the end of its next turn.
Hit Points 22 (4d8 + 4)
Speed 30 ft., swim 30 ft. Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (ld6 + l) bludgeoning damage.
STR DEX CON INT WIS CHA
13 (+l) 12 (+l) 12 (+l) 11 (+O) 10 (+O) 11 (+0) MAW DEMON

Saving Throws Dex +3 Medium fiend (demon), chaotic evil
Skills Athletics +3, Perception +2
Senses passive Perception 12 Armor Class 13 (natura l armor)
Languages Aquan, Common Hit Points 33 (6d8 + 6)
Challenge 1/2 (100 XP) Speed 30 ft.

Leviathan Will. The locathah has advantage on saving throws STR DEX CON INT WIS CHA
against being charmed, frightened, paralyzed. poisoned, 14 (+2) 8 (-1) 13 (+l) 5 (-3) 8 (-1) 5 (-3)
stunned, or put to sleep.
Damage Resistances cold, fire. lightning
Limited Amphibiousness. The locathah can breathe air and wa- Damage Immunities poison
ter, but it needs to be submerged at least once every 4 hours to Condition Immunities charmed, frightened, poisoned
avoid suffocating. Senses darkvision 60 ft., passive Perception 9
Languages understands Abyssal but can't speak
A CTIONS Challenge l (200 XP)

Multiattack. The locathah makes two melee attacks with Rampage. When it reduces a creature to 0 hit points with a me-
its spear. lee attack on its turn, the maw demon can take a bonus action
to move up to halfits speed and make a bite attack.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (ld6 + l) piercing damage, or ACTI ONS
5 (ld8 + l) piercing damage if used with two hands to make a Bite. Melee Weapon Attack: +4 to hit, reach S ft. , one target.
melee attack. Hit: 11 (2d8 + 2) piercing damage.

Al'l'fNPIX ( MONSlll<S '\Nil !'<l'CS 21 l

MAW OF SEKOLAH MERFOLK SALVAGER

Summoned from the shadowy depths of the ocean Veterans of scouring the wrecks and ruins found in the
through ritual and tidal magic, the Maw of Sekolah ap- deepest waters, these skilled warriors help defend their
pears in The Final Enemy as the avatar of the hungry sa- kin with rapier-like weapons of living coral. The salvag-
huagin god. This huge, two-headed shark is fed a steady ers escort other merfolk on scavenging missions, using
diet of sentient creatures. captured by the sahuagin and their keen senses to detect danger. They are found ally-
offered up as tribute. Sahuagin priestesses adorn the ing with the lizard folk in Danger at Dunwater.
fins of the maw of Sekolah with gemmed bands and pol-
ished skulls. MERFOLK SALVAGER

MAW OF SEKOLAH Medium humanoid (merfolk), neutral

Huge monstrosity, neutral evil Armor Class 12
Hit Points 22 (4d8 + 4)
Armor Class 12 (natural armor) Speed 10 ft., swim 40 ft.
Hit Points 114 (12dl2 + 36)
Speed 0 ft., swim 50 ft. STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 11 {+O) 10 (+O) 13 (+l)
STR DEX CON INT WIS CHA
21 (+5) 12 (+0) 17 (+3) 2 (-4) 14 (+2) 7 (-2) Saving Throws Dex +4
Skills Athletics +3, Pe rception +2
Saving Throws Str +8, Con +6 Senses passive Perception 12
Skills Athletics +8, Perception +5 Languages Aquan, Common
Senses darkvision 120 ft., passive Perception 15 Challenge l (200 XP)
Languages Sahuagin, te lepathy 100 ft.
Challenge 7 (2,900 XP) Amphibious. The salvager can breathe air and water.

Legendary Resistance (2/Day). If the maw of Sekolah fails a sav- A CTIONS
ing throw, it can choose to succeed instead. Mu/tiattack. The salvager makes two attacks with its
coral rapier.
Water Breathing. The maw of Sekolah can breathe only
underwater. Coral Rapier. Me/ee Attack: +4 to hit, reach 5 ft., one target. Hit:
6 (ld8 + 2) piercing damage.
ACTI ONS
Inject Toxin (2/ Day). Melee Attack: +4 to hit, reach S ft., one
Multiattack. The maw of Sekolah makes one attack with its bite target. Hit: 6 (ld8 + 2) piercing damage, and the creature must
and one attack with its tail smash. succeed on a DC 12 Constitution saving throw or be paralyzed
until the end of its next turn.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft. , one target.
Hit: 16 (2d10 + 5) piercing damage.

Tail Smash. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 9 (ld8 + 5) bludgeoning damage.

LEGENDARY ACTI ON S

The maw ofSekolah can take 3 legendary actions, choosing
from the options below. Only one legendary act ion option can
be used at a time and only at the end of another creature's
turn. The maw regains spent legenda ry actions at the start
of its turn.

Detect. The maw of Sekolah makes a Wisdom (Percep-
tion) check.

Speed ofSekolah. The maw of Sekolah moves up to its speed.
Feed (Costs 2 Actions). The ferociou s spirit of Sekolah flashes

through the water, tearing through the foes ofthe maw of Se-
kolah. Each creature ofthe maw's choosing within 60 feet of
it must make a DC 16 Dexterity saving throw, taking 7 (2d6)
slashing damage on a failed save, or half as much damage on
a successful one.

211 \Pl'f :\DIX c \10:\S'TERS '"ll '1Prs

MONSTROUS PERYTON

Large monstrosity, chaotic evil

MINOTAUR LIVING CRYSTAL STATUE Armor Class 14 (natural armor)
Given life through powerful magic, a large. crudely Hit Points 144 (17d10 + 51)
carved crystal minotaur guards the tunnels in Isle of Speed 20 ft., fly 60 ft.
the Abbey.
STR DEX CON INT WIS CHA
MONSTROUS PERYTON 19 (+5) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 10 (+O)
The terror of the coast and the recent scourge of Fire-
watch Island in Tammeraut's Fate, this large peryton Saving Throws Str +9, Dex +6, Wis +6
preys on ships and coastal communities alike. It has Skills Perception +6
built numerous nests to mark its territory. Senses darkvision 60 ft., passive Perception 16
Languages understands Common and Elvish but can't speak
MINOTAUR LIVING CRYSTAL Challenge 11 (7,200 XP)

STATUE Flyby. The peryton doesn't provoke opportunity attacks when it
flies out of an enemy's reach.
Large construct, unaligned
Keen Sight and Smell. The peryton has advantage on Wisdom
Armor Class 15 (natural armor) (Perception) checks that re ly on sight or smell.
Hit Points 136 (1 6d10 + 48)
Speed 30 ft. Legendary Resistance (3/Day). If the peryton fa ils a savi ng
throw, it can choose to succeed instead.
STR DEX CON INT WIS CHA
18 (+4) 9 (- 1) 16 (+3) 6 (-2) 10 (+O) 5 (-3) A CTI ONS

Damage Vulnerabilities force Multiattack. The peryton makes two attacks: one with its gore
Damage Immunities lightning, poison and one with its talons.
Condition Immunities charmed, exhaustion, frightened,
Gore. Mefee Weapon Attack: +9 to hit, reach S ft., one target.
paralyzed, petrified, poisoned Hit: 12 (2d6 + 5) piercing damage.
Senses darkvisi o n 60 ft., passive Pe rception 10
Languages understands the languages of its creator but can't Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 16 (2d l 0 + S) slashing damage.
speak
Challenge 6 (2,300 XP) Warp Shadow. The pe ryton chooses up to three creatures
within 60 feet of it that it can see. Each creature must succeed
Immutable Form. The statue 1s immune to any spell or effect on a DC 14 Wisdom saving throw or become cursed. While
that would alter its form. cursed, whenever the creature makes an attack roll, an ability
check, or a saving throw, it must roll a d4 and subtract that
A CTION S number from the roll. A cursed creature can repeat this saving
Multiattack. The statue makes two attacks: one with its great· throw at the end ofeach of its turns, ending the effect on itself
axe and one gore attack. with a success. A creature that succeeds on this saving throw is
immune to this peryton's Warp Shadow for 24 hours.
Greataxe. Melee Weapon Attack: +7 to hit , reach 5 ft., one tar-
get. Hit: 17 (2d12 + 4) slashing damage. L EG ENDARY ACTIONS

Gore. Melee Weapon Attack: +7 to hit, reach S ft., one target. The peryton can take 3 legendary actions, choosing from the
Hit: 8 (ld8 + 4) piercing damage. options below. O nly one legendary action optio n can be used
at a time and only at the end of another creature's turn. The
R EACT IO N S peryton regains spent legendary actions at the start of its turn.
Flying Shards. In response to a creature hitting the statue with
a melee weapon attack, the statue deals 11 (2dl0) piercing Detect. The peryton makes a Wisdom (Perception) check.
damage to the attacker. Talons Attack. The peryton makes one attack with its talons.
Dive Attack (Costs 2 Actions). The peryton moves up to its

speed toward one target of its choosing. It then makes a gore
attack that deals an extra 9 (2d8) piercing damage on a hit.

MR. DORY OCEANUS (SEA ELF) z

One of the four councillors who rule the Styes, Mr. Before being captured, this sea elf had been tasked
Dory hides his cursed nature in plain sight. His rare, with investigating the Sea Ghost's movements in The
liquid-sensitive "skin condition" is actually a form of the Sinister Secret ofSaltmarsh. Oceanus is a smart and
same aboleth affliction that creates skum, though Dory's resourceful elf who is more than willing to join adven-
condition is not as severe. and he has managed to retain turers who have brave hearts and good intentions.
his free will.
OCEANUS
MR. DORY
Medium humanoid (elf). neutral good
Medium aberration, chaotic evil
Armor Class 12 (leather armor)
Armor Class 18 (leather armor and shield) Hit Points 30 (4d8 + 12)
Hit Points 170 (20d8 + 80) Speed 30 ft., swim 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 16 (+3) 11 (+O) 12 (+1) 10 (+O)
13 (+l) 20 (+5) 19 (+4) 14 (+2) 14 (+2) 16 (+3)
Saving Throws Con +5
Saving Throws Con +8, Wis +6 Skills Athletics +4, Perception +3
Skills Athletics +5, Perception +6, Stealth +9 Senses darkvision 60 ft., passive Perception 13
Damage Immunities necrotic Languages Aquan, Elvish
Senses darkvision 60 ft., passive Pe rception 16 Challe nge 1/2 (100 XP)
Languages Abyssal, Common, Deep Speech, tele pathy 60 ft.
Challenge 10 (5,900 XP) Amphibious. Oceanus can breathe air and water.

Innate Spel/casting. Mr. Dory's innate spellcasting ab ility is Friend ofthe Sea. Using gestures and sounds. Oceanus can
Charisma (save DC 15, +7 to hit with s pell at tacks). Mr. Dory communicate simple ideas with any beast that has an innate
can innately cast the following spells, requi ri ng no material swimming speed.
components:
ACTIO NS
At will: detect magic, detect thoughts, invisibility (selfonly) Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
2/day each:fear, fireball, fly range 20/60 ft., one target. Hit: 5 (ld6 + 2) piercing damage, or
1/day each: cloudkill, etherealness 6 (ld8 + 2) piercing damage if used with two hands to make a
melee attack.
Magic Resistance. Mr. Dory has advantage on saving th rows
against spe ll s and other magical effects. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320
ft., one target. Hit: 5 (ld8 + l ) piercing damage.
Water Dependency. Mr. Dory takes 6 (ldl 2) acid damage at the
end of every hour he goes without exposure to water.

ACT IONS
Multiattack. Mr. Dory makes three attacks with his rap ier.

Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., o ne target.
Hit: 9 (l d8 + 5) piercing damage and 7 (2d6) necrotic damage.

Eye ofCorruption (Recharge 5- 6). Mr. Do ry glares at a creature
he can see within 30 feet of him. The target must make a DC 15
Constitution saving throw. On a failed save, it ta kes 27 (5d10)
necrotic damage and 27 (5d10) poison damage and then ga ins
vulnerability to both necrotic and po ison damage fo r 1 minute.
On a successful save, it takes ha lf damage and does not ga in
the vulnerabil ities.

PIRATE BOSUN PIRATE CAPTAIN

The bosun (or boatswain) is tasked with organizing the Medium humanoid (any race), any alignment
cargo and crew aboard a ship. Bosuns are capable fight-
ers whose experience with hauling cargo and delivering Armor Class 14 {studded leather)
beatings make them tough opponents. Foul Frithoff in Hit Points 45 (7d8 + 14)
The Sinister Secret ofSaltmarsh is the bosun who pro- Speed 30 ft.
tects the cargo aboard the smugglers' ship. Ever since a
bad accident, he has worn a hook at the end of one arm STR DEX CON INT WIS CHA
in place of a hand. 16 (+3) 14 (+2) 14 (+2) 11 (+O) 10 (+O) 14 (+2)

PIRATE CAPTAIN Skills Athletics +5, Intimidation +4
Senses passive Perception 10
Pirate captains spend their lives at sea, earning and Languages any one language {usually Common)
keeping command through blood and daring. A cap- Challenge 2 (450 XP)
tain's impressive sword work and biting words inspire
both confidence and fear in a ship's crew. Sigurd "Snake Flourish. The captain adds its Charisma modifier to the damage
Eyes" is the pirate captain who leads a gang of smug- ro ll for its longsword attacks (included in the attack).
glers in The Sinister Secret ofSaltmarsh.
Sea Legs. The captain has advantage on ability checks and sav-
PIRATE BOSUN ing throws to resist being knocked prone.

Medium humano;d (any race). any alignment ACTIONS
Mu/tiattack. The captain makes two attacks: one with its hand
Armor Class 12 (studded leather) crossbow and one with its longsword.
Hit Points 27 (5d8 + 5)
Speed 30 ft. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120
ft., one target. Hit: S (ld6 + 2) piercing damage.
STR DEX CON INT WIS CHA
16 (+3) 11 (+O) 13 (+1) 11 (+O) 10 (+0) 13 (+1) Longsword. Melee Weapon Attack: +S to hit, reach 5 ft., one tar-
get. Hit: 9 (l d8 + S) slashing damage, or 10 (ldlO + 5) slashing
Skills Athletics +5, Intimidation +3 damage if used with two hands.
Senses passive Perception 10
Languages any one language (usuall y Common) REACTIONS
Challenge 1/2 (100 XP) Shape Up, Ye Dog (2/day). Whenever a friend lycreature within
30 feet of the captain that can hear it misses with an attack, the
Cargo Hauler. The bosun has advantage on Strength checks. captain can yell perilous threats to allow that creature to reroll
the attack roll.
Sea Legs. The bosun has advantage on ability checks and sav-
ing throws to resist being knocked prone.

ACTIONS
Light Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 20/60 ft. , one target. Hit: 5 (1d4 + 3) bludgeon·
ing damage.

Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (l d8 + 3) piercing damage, and the target is gra ppled
(escape DC 13).

.\ l'l'F \ lllX \!O\S1lRS \"'l> "IP<~

PIRATE DECK WI ZARD PIRATE FIRST MATE

These salt-encrusted practitioners of magic are at once Medium humanoid (any race). any alignment
learned and superstitious. The crews of pirate ships
generally give their deck wizards a wide berth. as they Armor Class 16 (chain mail)
magically step from place to place and unleash their Hit Points 26 (4d8 + 8)
briny magic against attackers. The ship Sea Ghost in Speed 30 ft.
The Sinister Secret ofSaltmarsh is home to a pirate
deck wizard named Punketah. STR DEX CON INT WIS CHA

PIRATE FIRST MATE 14 (+2) 11 (+O) 14 (+2) 11 (+O) 10 (+O) 13 (+l)

These no-nonsense sailors are the trusted allies of a pi- Skills Athletics +4, Intimidation +3
rate ship's captain. Ex-soldiers and trained mercenaries Senses passive Perception l 0
often find employment as mates aboard pirate ships. In Languages any one language (usually Common)
The Sinister Secret ofSaltmarsh, Bloody Bjorn serves Challenge 1 (200 XP)
as the first mate aboard Sea Ghost.
Sea Legs. The fi rst mate has advantage on ability checks an d
RIP TIDE PRIEST saving throws to resist being knocked prone.

Priests of the Rip Tide cull gather in secret cabals to ACTIONS
perform dark rituals that glorify Olhydra. the elemental Multiattack. The first mate makes two attacks with its
Princess of Evil Water. as the embodiment of water's de- longsword.
structiveness. They believe that using water to kill their
enemies. such as through ritual drowning. earns chem Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
Olhydra's favor. get. Hit: 6 (ld8 + 2) slashing damage, or 7 (ldlO + 2) slashing
damage if used with two hands. If the target is a creature, the
PIRATE DECK WIZARD first mate can choose to deal no damage with the attack to dis-
arm the target. The target must succeed on a DC 14 Strength
Medium humanoid (any race). any alignment saving throw or drop one item it 1s holding on the ground.

Armor Class 12 (15 with mage armor) RIP TIDE PRIEST
Hit Points 32 (Sd8 + 10)
Speed 30 ft. Medium humanoid (human), neutral evil

STR DEX CON INT WIS CHA Armor Class 13 (chain shirt)
10 (+O) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 11 (+O) Hit Points 52 (8d8 + 16)
Speed 30 ft.
Skills Arcana +5, Perception +3
Senses passive Perception 13 STR DEX CON INT WIS CHA
Languages any one language (usually Common) 15 (+2) 11 (+O) 14 (+2) 10 (+O) 11 (+O) 16 (+3)
Challenge l (200 XP)
Skills Deception +S, Religion +2. Stealth +2
Sea Legs. The deck wizard has advantage on ability checks and Senses passive Perception 10
saving throws to resist being knocked prone. Languages Aquan, Common
Challenge 2 (450 XP)
Spel/casting. The deck wizard is a 4th-level spellcaster. Its spell-
casting ability is Intelligence (spell save DC 13. +5 to hit with Spel/casting. The priest is a 5th-level spellcaster. Its spellcast-
spell attacks). It has the following wizard spells prepared: ing ability is Charisma (spell save DC 13, +S to hit with spell
attacks). It knows the following sorcerer spells:
Cantrips (at will): friends, mage hand, prestidigitation, ray offrost
1st level (4 slots): disguise self.fog cloud, mage armor, witch bolt Cantrips (at will): chill touch, mage hand. minor illusion, presti-
2nd level (3 slots): gust ofwind, Melfs acid arrow, misty step digitation. ray offrost

ACTIONS lst level (4 slots): expeditious retreat, magic missile, shield
Quarterstaff. Melee Weapon Attack: +2 to hit, reach S ft., one 2nd level (3 slots): blur, hold person
target. Hit: 3 (l d6) bludgeoning damage. 3rd level (2 slots): sleet storm

ACTIONS

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft.. one
target. Hit: 6 (ld8 + 2) bludgeoning damage.

\ l'l'l "lOI\ < \lll'1St I l<S .. ND Nl'C S

SAHUAGIN BLADEMASTER Limited Amphibiousness. The blademaster can breathe air and
water, but it needs to be submerged at least once every 4 hours
Medium humanoid (sahuagin), lawful evil to avoid suffocating.

Armor Class 20 (plate armor and shield) Shark Telepathy. The blademaster can magically command any
Hit Points 97 (1Sd8 + 30) shark within 120 feet of it, using a limited tele pathy.
Speed 30 ft., swim 40 ft.
A CTIONS
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 12 (+l) 11 (+O) 12 (+1) Multiattack. The blademaster makes three attacks with its
wavecutter blade, or one attack with its bite and two with
Saving Throws Str +6, Con +5 its claws.
Skills Athletics +6, Intimidation +4
Senses darkvision 120 ft. , passive Perception 10 Wavecutter Blade. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Languages Sahuagin one target. Hit: 12 (2d8 + 3) slashing damage.
Challenge 6 (2,300 XP)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.. one target.
Blood Frenzy. The blademaster has advantage on melee attack Hit: 8 (ldlO + 3) piercing damage.
rolls against any creature that doesn't have all its hit points.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one ta rget.
Hit: 7 (ld8 + 3) slashing damage.

SAHUAGIN CHAMPION Limited Amphibiousness. The champion can breathe air and
water, but it needs to be submerged at least once every 4 hours
Medium humanoid (sahuagin), lawful evil to avoid suffocating.

Armor Class 16 (natural armor) Shark Telepathy. The champion can magically command any
Hit Points 71 (13d8 + 13) shark within 120 feet of it, using a limited telepathy.
Speed 30 ft. , swim 40 ft.
ACTIONS
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+l) 12 (+l) 13 (+1) 9 {- 1) Multiattack. The champion makes three attacks with its spear,
or one attack with its bite and two with its claws.
Skills Perception +S
Senses darkvision 120 ft., passive Perception 15 Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
languages Sahuagin range 20/60 ft., one target. Hit: 6 (ld6 + 3) piercing damage, or
Challenge 3 (700 XP) 7 (ld8 + 3) piercing damage if used with two hands to make a
melee attack.
Blood Frenzy. The champion has advantage on melee attack
rolls against any creature that doesn't have all its hit points. Bite. Melee Weapon Attack: +5 to hit, reach S ft. , one target.
Hit: 5 (ld4 + 3) piercing damage.

Claws. Me/ee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (ld6 + 3) slashing damage.

SAHUAGIN CORAL SMASHER Limited Amphibiousness. The coral smasher can breathe air
and water, but it needs to be submerged at least once every 4
Medium humanoid (sahuagin), lawful evil hours to avoid suffocating.

Armor Class 14 (natural armor) Sh ark Telepathy. The coral smasher can magically command
Hit Points 33 (6d8 + 6) any shark within 120 feet of 1t, using a li mited telepathy.
Speed 30 ft., swim 40 ft.
Siege Monster. The coral smasher deals double damage to ob·
STR DEX CON INT WIS CHA jects and structures.
16 (+3) 12 (+1) 12 (+l) 12 (+l) 13 (+l) 9 {- 1)
ACTIONS
Skills Perception +5 Multiattack. The coral smasher makes two attacks with its war·
Senses darkvision 120 ft .. passive Perception 15 hammer, or one attack with its bite and one with its claws.
Languages Sahuagin
Challenge 1 (200 XP) Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft. , one
target. Hit: 7 (ld8 + 3) bludgeoning damage.
Blood Frenzy. The coral smasher has advantage on melee
attack rolls against any creature that doesn't have all its Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.
hit points. Hit: 5 (ld4 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach S ft., one target.
Hit: 5 (ld4 + 3) slashing damage.

\Pl'I Nill,\; ( MO~~fERS A:--0 Nl'(S


Click to View FlipBook Version