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Published by jensenkaj15, 2022-03-15 10:17:05

D&D 5e Ghosts of Saltmarsh

D&D 5e Ghosts of Saltmarsh

SAHUAGIN BLADEMASTER resistance of the water as they swing their hammers at
structures and foes with equal zeal.
A cunning veteran of countless campaigns. the sahuagin
blademaster decorates its armor with the bones of its SAHUAGIN DEEP DIVER

defeated foes. As demonstrated in The Final Enemy, These mighty sahuagin, found in The Final Enemy, are

sahuagin blademasters often serve as officers in the sa- transformed by the divine magic of Sekolah to enable
huagin army. them to better explore the darkest depths of the ocean.
Out of the water. they cling to shadows and serve as
SAHUAGIN CHAMPION hunters and assassins. A long, scaly lure that can be illu-
minated extends from a deep diver's forehead.
Those sahuagin warriors who prove themselves through
heroic acts are given both title and status. Sahuagin SAHUAGIN HATCHLING SWARM
champions often serve as lieutenants in the sahuagin
Roiling through the waters in The Final Enemy. these
army, as they do in The Final Enemy.
swarms of sahuagin hatchlings are dangerous to any
SAHUAGIN CORAL SMASHER creatures they encounter. Other sahuagin avoid the
Employed as frontline brutes in The Final Enemy. coral swarms, while the individual members devour one an-
other until only the strongest hatchlings are left alive to
smashers are drawn from the ranks of the strongest sa- grow to maturity.
huagin warriors. Their physical strength overcomes the
Lure. The deep diver can cause its lure to light up or darken at
SAHUAGIN DEEP DIVER will. While the lure is lit, the deep diver sheds bright light in
a 30-foot radius centered on itselfand dim light for an addi-
Medium humanoid (sahuagin), lawful evil tional 20 feet.

Armor Class 15 (natural armor) Shark Telepat hy. The deep diver can magically command any
Hit Points 91 (14d8"' 28) shark within 120 feet of it, using a limited telepathy.
Speed 30 ft., swim 40 ft.
A CTIONS
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 12 (+l) 13 (+1) 9 (-1) Multiattack. The deep diver makes two attacks with its glaive,
or one attack with its bite and two with its claws.
Saving Throws Con +4, Wis +3
Skills Perception +5, Stealth +5 Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Senses darkvision 120 ft., passive Perception 15 Hit: 13 (2dl0 + 2) slashing damage.
Languages Sahuagin
Challenge 4 (l,100 XP) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (l dlO + 2) piercing damage.
Blood Frenzy. The deep diver has advantage on melee attack
rolls against any creature that doesn't have all its hit points. Claws. Melee Weapon Attack: +4 to hit, reach S ft., one target.
Hit: 6 (ld8 + 2) slashing damage.
Brine Lurker. The deep diver has advantage on Dexterity
(Stealth) checks made while submerged in water. Light ofSekolah. The deep diver pulses magical light from its
lure. Any creature within 30 feet of the deep diver that can see
Limited Amphibiousness. The deep diver can breathe air and the light must succeed on a DC 11 Wisdom saving throw or be
water, but it needs to be submerged at least once every 4 hours charmed until the end of its next turn. Acreature charmed in
to avoid suffocating. this way is incapacitated as it stares at the light.

SAHUAGIN HATCHLING SWARM Blood Frenz y. The swarm has advantage on melee attack rolls
against any creature that doesn't have all its hit points.
Large swarm ofTiny beasts, chaotic evil
Seething. Once it enters combat, the swarm deals 10 slashing
Armor Class 14 damage to itself at the end of its turn if it did not make an
Hit Points 52 (8dl 0 + 8) attack on that turn. This damage ignores resistance, and it can·
Speed 0 ft.. swim 40 ft. not reduce the swarm to 0 hit points.

STR DEX CON INT WIS CHA Swarm. The swarm can occupy another creature's space and
9 (-1) 18 (+4) 12 (+1) 3 (-4) 10 (+0) 3 (-4) vice versa, and it can move through any opening large enough
for a Tiny creature. The swarm can't regain hit points or gain
Damage Resistances bludgeoning, piercing, slashing temporary hit points.
Condition Immunities charmed, frightened, grappled,
Water Breathing. The swarm can breathe only underwater.
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 120 ft., passive Perception 10 A CTIONS
Languages -
Challenge 3 (700 XP) Bites. Melee Weapon Attack: +6 to hit, reach 0 ft.. one creature
in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6)
piercing damage ifthe swarm has half of its hit points or fewer.

SAHUAGIN HIGH PRIESTESS SAHUAGIN WAVE SHAPER

A sahuagin high priestess is the most devout and fero- Medium humanoid (sahuagin), lawful evil
cious of all Sekolah's worshipers. Armed with a staff
studded with jagged shark's teeth, she can be seen lead- Armor Class 14 (na_tural armor)
Hit Points 60 (lld8 + 11)
ing dark rituals in The Final Enemy. Speed 30 ft., swim 40 ft.

SAHUAGIN WAVE SHAPER STR DEX CON INT WIS CHA
10 (+O) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 12 (+1)
These hunched and twisted sahuagin sacrifice their
bodies to the mutating magic of Sekolah. Wave shapers Saving Throws Int +6
add elemental magic to sahuagin armed forces (as seen Skills Arcana +6, Intimidation +4, Perception +5
Senses darkvision 120 ft., passive Perception 15
in The Final Enemy) and delight in creating destructive Languages Sahuagin
Challenge S (1,800 XP)
whirlpools.
Blood Frenzy. The wave sha per has advantage on me lee attack
SAHUAGIN HIGH PRIESTESS rolls against any creature that doesn't have all its hit points.

Medium humanoid (sahuagin), lawful evil Limited Amphibiousness. The wave shaper can breathe air and
water, but it needs to be submerged at least once every 4 hours
Armor Class 14 (natural armor) to avoid suffocating.
Hit Points 71 (lld8 + 22)
Speed 30 ft., swim 40 ft. Shark Telepathy. The wave shaper can magically command any
shark with in 120 feet of it, using a limited telepathy.
STR DEX CON INT WIS CHA
14 (+2) 12 (+l) 14 (+2) 12 (+l) 16 (+3) 10 (+OJ Innate Spellcasting. The wave shaper's spellcasting ability is
Intelligence (spell save DC 14, +6 to hit with spell attacks). It
Saving Throws Wis +6 can cast the following spells, requiring only verbal components:
Skills Insight +6, Perception +6
Senses darkvision 120 ft., passive Perception 16 At will: message
Languages Sahuagin 1/day: comprehend languages
Challenge 5 (l ,800 XP)
ACTIONS
Blood Frenzy. The high priestess has advantage on melee
attack rolls against any creature that doesn't have all its Multiattack. The wave shaper makes two attacks: one with its
hit points. bite and one with its claws.

Limited Amphibiousness. The high priestess can breathe air Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
and water, but she needs to be submerged at least once every 4 Hit: 10 (2d8 + 1) piercing damage plus l3 (3d8) cold damage.
hours to avoid suffocating.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Shark Telepathy. The high priestess can magically command Hit: 10 (2d8 + 1) slas hing damage plus 13 (3d8) cold damage.
any shark within 120 feet of her, using a limited telepathy.
Whirlpool (1/day). The wave shaper targets a body of water at
Spellcasting. The high priestess is a 7th-level spellcaste r. Her least 50 feet square and 25 feet deep, causing a whirlpool to
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with form in the center of the area. The whirlpool forms a vortex
spell attacks). She has the following cleric spells prepared: that is 5 feet wide at the base, up to 50 feet wide at the top,
25 feet tall, and lasts for 1 minute or until the wave shaper is
Cantrips (at will): guidance, mending, resistance, thaumaturgy inca pacitated. Any creature or object in the water and within
l st level (4 slots): bless, detect magic, guiding bolt 25 feet of the vortex is pulled 10 feet toward it. A creature can
2nd level (3 slots): hold person, spiritual weapon (trident) swim away from the vortex by succeeding on a DC 14 Strength
3rd level (3 slots): bestow curse.fear, mass healing word, tongues (Athletics) check.
4th level (l slots): banishment
When a creature enters the vortex for the first time on a turn
ACTIONS or starts its turn there, it must make a DC 14 Strength saving
throw. On a failed save, the creature takes 9 (2d8) bludgeoning
Multiattack. The high priestess makes two attacks with her damage and is caught in the vortex until it ends. On a success,
toothsome staff, or one attack with her bite and one with the creature takes half damage and isn't caught in the vortex. A
her claws. creatu re caught in the vortex can use its action to try to swim
away from the vortex as described above, but it has disadvan·
Toothsome Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., tage on the Strength (Athletics) check to do so.
one target. Hit: 11 (2d8 + 2) piercing damage.
The first time each turn that an object enters the vortex, the
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. object takes 9 (2d8) bludgeoning damage. This damage occurs
Hit: 4 (ld4 + 2) piercing damage. each round it remains in the vortex.

Claws. Melee Weapon Attack: +5 to hit. reach 5 ft., one target.
Hit: 4 (ld4 + 2) slashing damage.

APl'f:-:OIX < MONSTERS t\~O Nl'C'i

SANBALET SANBALET

Medium humanoid (human). neutral evil In The Sinister Secret ofSaltmarsh, Sanbalet is the

Armor Class 11 leader of the land-based half of a smuggling ring. He is a
Hit Points 27 (6d8) cunning narcissist with an interest in illusion and mind
control. He defends the contraband stored in the caves
Speed 30 ft. under the haunted house.

STR DEX CO N INT WIS CHA SEA LION

10 (+O) 12 (+1) 11 (+O) , 6 (+3) 13 (+1) 14 (+2) These large marine mammals live along coastal regions
and around islands at sea. One sea lion is kept in a cell
Skills Arcana +5 in the lowest reaches of the sahuagin fortress in The
Senses passive Perception 11
languages Common Final Enemy.
Challenge 1 (200 XP)
SHELL SHARK
Spellcasting. Sanbalet is a 3rd-level spellcas ter. His spellcas ting
abili ty is Intelligence (spel l save DC 13, +5 to hit with s pell at· These impressive creatures. swimming through the
tacks). He has the fol lowing wizard spells pre pared:
sahuagin stronghold in The Final Enemy. are chosen
Cantri ps (at will): dancing lights, minor illusion, ray offro st
1st level (4 slots): charm person, color spray, magic missile, by priestesses of Sekolah to serve as protectors and
messengers. The sharks are blessed in a ritual during
silent image which plates of shell and coral are permanently affixed
2nd level (2 slots): magic mouth, scorching ray to their bodies.

A CTIONS
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 3 (ld4 + 1) piercing damage.

SEA LION SHELL SHARK

Lorge beast, unaligned Medium monstros11y, unaligned

Armor Class 16 (natural armor) Armo r Class 18 (shell plate armor)
Hit Points 15 (2d10 + 4) Hit Points 32 (5d8 + 10)
Speed 15 ft., swim 30 ft. Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (- 3) 10 (+O) 12 (+1) 15 (+2) 3 (- 4) 10 (+O) 7 (-2)
17 (+3) 10 (+O) 14 (+2) 12 (+l) 14 (+2)

------------~~~~~~~
Saving Th rows Str +6

Saving Throws Dex +2, Con +4 Skills Athletics +6
Skills Athletics +5, Perception +2
Senses passive Perception 12 Senses darkvision 120 ft ., passive Perception 10
languages -
Challenge 1/2 (100 XP) languages -

Challenge 2 (450 XP)

Hold Breath. The sea lion can hold its breath for 15 minutes. Blood Frenzy. The shark has advantage on melee attack rolls
against any creature that doesn't have all its hit points.
A CTI O N S
Multiattack. The sea lion makes three attacks: one with its bite Magic Resistance. The shark has advantage on saving throws
and two with its claws. against spells and other magical effects.

Bite. Melee Weapon Attack: +5 to hit, reach S ft., one target. Water Breathing. The shark can breathe only underwater.
Hit: 7 (l d8 + 3) piercing damage.
ACTION S
Claws. Melee Weapon Attack: +S to hit, reach 5 ft., one target. Mutt/attack. The shark makes two bite attacks.
Hit: 5 (ld4 + 3) slashing damage, and the ta rget is pushed up
to 5 feet away from the sea lion. Bite. Melee Weapon Attack: +4 to hit, reach S ft., o ne target.
Hit: 13 (2d10 + 2) piercing damage.

SKELETAL A LCHEMIST SKELETAL J UGGERNAUT

This undead retains enough of its forme r self to con- As seen lumber ing across the beaches in Isle ofthe
tinue its alchemical work, often on behalf of necro- Abbey, a skeletal juggernaut is an oversized, bipedal
mancers or other sinister patrons. It toils in a dark assembly of bones that loses a portion of its mass with
each step. These skeletal guardians hold together for
laboratory (such as the one found in The Sinister Secret only a short time before disassembling into a gang of
ofSaltmarsh). often falling dormant for long peri- individual undead.

ods of time. SKELETAL JUGGERNAUT

SKELETAL ALCHEMIST Large undeod, lawful evil

Medium undead, lawful evil Armor Class 13 (armor scraps)
Hit Points 142 (19d10 + 38)
Armor Class 11 Speed 30 ft.
Hit Points 32 (5d8 + 10)
Speed 30 ft. STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
STR DEX CON INT WIS CHA
9 (-1) 13 (+l ) 15 (+2) 14 (+2) 10 (+O) 9 (-1) Damage Vulnerabilities bludgeoning
Damage Immunities poison
Skills Arcana +4 Condition Immunities exhaustion, poisoned
Damage Vulnerabilities bludgeoning Senses da rkvision 60 ft., passive Perception 9
Damage Immunities poison Languages -
Condition Immunities exhaustion, poisoned Challenge 5 (1,800 XP)
Senses darkv1sion 60 ft., passive Perception 10
Languages understands all languages it knew in life but can't Disassemble. If the juggernaut is reduced to 0 hit points, twelve
skeletons rise from its remains.
speak
Challenge 1/2 (100 XP) Falling Apart. If the Juggernaut does not have all of its hit
points at the start of its turn, it loses 10 hit points.
Magic Resistance. The skeletal alchemist has advantage on sav·
ing throws against spells and other magical effects. A CTION S

A CTI ON S Multiattack. The juggernaut makes two claws attacks.

Multiattack. The skeletal alchemist makes two Lob Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Acid attacks. Hit: 12 (2d8 + 3) slashing damage.

Claws. Melee Weapon Attock: +3 to hit, reach 5 ft. one target. Avalanche ofBones (Recharge 5-6). The jugge rnaut collapses
Hit: 4 (ld6 + 1) slashing damage. into a large heap before quickly reforming. Each creature within
10 feet ofthe juggernaut must make a DC 14 Dexterity saving
Lob Acid. Ranged Weapon Attack: +3 to hit, range 30/ 120 ft., throw, ta king 18 (4d8) bludgeon ing damage on a fai led save, or
one target. Hit: 5 (ld8 + 1) acid damage. half as much damage on a successful one. A creature that fa ils
this saving th row is also knocked prone.

\l'l'f '<I IX< MO:">'< HRS \).;fl ~pt,<:

:.! )

SKELETAL SWARM

This swarm of bones found rising out of the sand in Isle
ofthe Abbey is made from the remains of several ani-
mated skeletons. A skeletal swarm alternates its appear-
ance between partially formed humanoid shapes and a
chaotic, swirling mass.

SKUM

Severa l poor souls around the Styes have succumbed
to an aboleth's magic through its disease-bearing touch. ~ ...,

Transformed into creatures called skum. they barely ( \
resemble their past forms. their skin turning slimy and ....., •~---

translucent while their limbs warp to resemble those

of deep-sea oddities. The change makes them depen-

dent on water, which they must immerse themselves in

regularly lest they experience painful- and potentially SKUM
lethal- skin eruptions. Skum are bound to their aboleth
master not just by their cursed state, but by a psychic Medium aberration. lawful evil

bond that compels them to serve its every sinister whim. Armor Class 14 (natural armor)

Hit Points 93 (lld8 + 44)

SKELETAL SWARM Speed 20 ft., swim 40 ft.

Lorge swarm ofMedium undead, lawful evil STR DEX CON INT WIS CHA
9 (-1)
19 (+4) 11 (+O) 18 (+4) 7 (-1) 12 (+1)
Armor Class 13 (armor scraps)

Hit Points 60 (8dl0 + 16) Skills Perception +4
Speed 30 ft. Damage Resistances psychic

STR DEX CON INT WIS CHA Senses darkvision 120 ft., passive Perception 14
12 (+l) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Languages Common, Deep Speech. telepathy 60 ft.

Challenge 5 (1,800 XP)

Damage Vulnerabilities bludgeoning Abo/ethic Vassal. The skum is permanently charmed by its abo-
Damage Resistances slashing. piercing leth master.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, Amphibious. The skum can breathe air and water.

paralyzed, petrified, poisoned, prone, restrained, stunned Psychic Conditioning. The skum is immune to the frightened
Senses darkvision 60 ft., passive Perception 9 and charmed conditions unless they are from effects created by
Languages - an aboleth.
Challenge 2 (450 XP)
Water Dependency. The skum takes 6 (1dl2) acid damage every
Deafening Clatter. Creatures are deafened while in the 10 minutes 1t goes without exposure to water.
swarm's space.
ACTIONS
Swarm. The swarm can occupy another creature's space and Multiattack. The skum makes three attacks: two with its trident
vice versa, and th e swarm can move t hro ugh any opening large and one with its Mind-Breaking Touch.
enough for a Small humanoid. The swarm can't regain hit
points or gain temporary hit points. Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (ld6 + 4) piercing damage.
ACT IONS
Mind-Breaking Touch. Melee Weapon Attack: +7 to hit, reach
Slash. Melee Weapon Attack: +4 to hit, reach 0 ft., one ta rget 5 ft., one target. Hit: 18 (4d8) psychic damage, and the target
in the swarm's space. Hit: 11 (2d8 + 2) slashing damage, or has disadvantage on Wisdom saving throws until the end ofthe
6 (ld8 + 2) slashing damage ifthe swarm has halfofits hit skum's next turn.
points or fewer.

APl'ENUlX ( MONSTfl{<; \NI) Nl'f~

STORM G IANT QUINTESSENT SWARM OF ROT GRUBS

Some storm giants approaching the end of their natural Rot grubs are finger-sized maggots that eat living or
life spans seek an escape from death. They plumb the dead flesh, although they can subsist on plant matter.
depths of their powerful connection to the elements and They infest corpses and piles of decaying matter and at-
disperse themselves into nature. literally transforming tack living creatures that disturb them. After burrowing
into semiconscious storms. into the flesh of a living creature, a rot grub instinctively
chews its way toward the heart in order to kill its host.
STORM GIANT QuINTESSENT
Rot grubs pose a threat both singly and as a swarm.
Huge giant (storm giant), chaotic good See the accompanying stat block for the mechanics of a
swarm of rot grubs.
Armor Class 12
Hit Points 230 (20d12 + 100) A single rot grub has no stat block. Any creature that
Speed SO ft., fly SO ft. (hover), swim SO ft. comes into contact with one must make a DC 10 Dex-
terity saving throw. On a failed save, the rot grub bur-
STR DEX CO N INT WIS CHA rows into the creature's Oesh and deals 3 (ld6) piercing
29 (+9) 14 {+2) 20 (+S) 17 (+3) 20 (+S) 19 (+4) damage at the start of each of the host creature's turns.
Applying fire to the wound before the end of the host
Saving Throws Str +14, Con +10, Wis +10, Cha +9 creature's next turn deals 1 fire damage to the host and
Skills Arcana +8, History +8, Perception +10 kills the infesting rot grub. After this time. the rot grub
Damage Resistances cold; bludgeoning, piercing, and slashing is too far under the host creature's skin to be burned.
If a creature infested by one or more rot grubs ends its
from nonmagical attacks turn with 0 hit points. it dies as the grubs burrow into its
Damage Immunities lightning, thunder heart and kill it. Any effect that cures disease kills all rot
Senses truesight 60 ft. , passive Perception 20 grubs infesting the target. Burning a body kills any rot
Languages Common, Giant grubs infesting it.
Challenge 16 (1 S,000 XP)
SWARM OF ROT GRUBS
Amphibious. The giant can breathe air and water.
Medium swarm ofTiny beasts, unaligned
A CTION S
Armor Class 8
Multiatta ck. The giant makes two Lightning Sword attacks or Hit Points 22 (Sd8)
uses Wind javelin twice. Speed S ft ., climb S ft.

Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., STR DEX CON INT WIS CHA
one target. Hit: 40 (9d6 + 9) lightning damage. 2 (- 4) 1 (-5)
7 (-2) 10 (+O) 1 (-S) 2 (-4)
Windjavelin. The giant coalesces wind into a javelin-like form
and hurls it at a creature it can see within 600 feet of it. The Damage Resistances piercing, slashing -I
javelin is considered a magic weapon and deals 19 (3d6 + 9) Condition Immunities charmed, frightened, grappled,
piercing damage to the target, striking unerringly. The javelin ...J
disappears after it hits. paralyzed, petrified, prone, restrained
Senses blindsight 10 ft., passive Perception 6 .,...
LEGENDARY ACTIONS Languages -

The giant can take 3 legendary actions, choosing fro m the op- Challenge 1/2 (100 XP)
tions below. Only one legendary action option can be used at
a time and only at t he end of another creature's turn. The giant Swarm. The swarm can occupy another creature's space and
regains spent legendary actions at the start of its turn. vice versa, and the swarm can move through any opening large
enough for a Tiny maggot. The swarm can't regain hit points or
Gust. The giant targets a creature it can see within 60 feet of it gain temporary hit points.
and creates a magical gust ofwind around it. The target must
succeed on a DC 18 Strength saving throw or be pushed up ACTION S
to 20 feet in any horizontal direction the giant chooses.
Bites. Melee Weapon Attack: +Oto hit, reach 0 ft., o ne creature
Th underbolt (2 Actions). The giant hurls a thunderbolt at a in the swarm's space. Hit: The target is infested by l d4 rot
creature it can see within 600 feet of it. The target must make grubs. At the start of each of the target's turns, the target takes
a DC 18 Dexterity saving throw, taking 22 (4d10) thunder ld6 piercing damage per rot grub infesting it. Applying tire to
damage on a fai led save, or half as muc h da mage on a suc- the bite wound before the end of the target's next turn deals
cessful one. 1 tire damage to the target and kills these rot grubs. After this
time, these rot grubs are too far under the skin to be burned.
One with the Storm (3 Actions). The giant vanishes, dispersing
itself into the storm surrounding its lair. The giant can end Ifa target infested by rot grubs ends its turn with 0 hit points,
this effect at the start ofany of its turns, becoming a giant it dies as the rot grubs burrow into its heart and kill it. Any ef·
once more and appearing in any location it chooses within feet that cures disease kills all rot grubs infesting the target.
its lair. While d ispersed, the giant can' t take any actions other
than lair actions, and it can't be targeted by attacks, spells, or
other effects. The giant can't use th is ability outside its lair,
nor can it use this ability if another creature is using a control
weather spell or similar magic to quell the storm.

\Pl'fNllfX ( MUNsTl·R'> AKI• 'll'(S

THOUSAND TEETH THE DEVOURER VAMPIRIC JADE STATUE

Thousand Teeth is an ancient crocodilian nightmare A large, exquisitely carved jade statue of a vampire
that has served as the apex predator in the swamps near guards the tunnels in Isle ofthe Abbey, having been
Saltmarsh for as long as anyone can remember. This brought to life by dark magic. Its stone fangs draw blood
monster recently fought a number of lizardfolk and lost that it then uses to work a curse on its victims.
one of its teeth. Angered and hungry, it sulks in its lair,
lost in primal dreams of rending and tearing. It is found VAMPIRICjADE STATUE
in the deep marshes in Danger at Dunwater.
Large construct, unaligned

THOUSAND TEETH Armor Class 14 (natural armor)
Hit Points 114 (12dl0 + 48)
Large monstrosity, neutral evil Speed 30 ft.

Armor Class 12 (natural armor) STR DEX CON INT WIS CHA
Hit Points 93 (lldlO + 33) 16 (+3) 14 (+2) 18 (+4) 6 (-2) 10 (+O) 5 (-3)

Speed 30 ft., swim SO ft. Damage Vulnerabilities force
Damage Immunities lightning, poison
STR DEX CON INT WIS CHA Condition Imm un ities charmed, exhaustion, frightened,
19 (+4) 10 (+0) 17 (+3) 2 (-4) 10 (+O) 7 (-2)
paralyzed. petrified, poisoned
Saving Throws Str +7, Con +6 Senses darkvision 60 ft., passive Perception 10
Skills Athletics +7, Stealth +3 Languages understands the languages of its creator but can't
Senses passive Perception 10
speak
languages - Challenge 8 (3,900 XP)
Challenge 6 (2,300 XP)
Immutable Form. The statue is immune to any spell or effect
Hold Breath. Thousand Teeth can hold its breath for that would alter its form.
30 minutes.
Legendary Resistance (3/Day). If the statue fails a saving throw,
Legendary Resistance (2/Day). lfThousand Teeth fails a saving it can choose to succeed instead.
throw, it can choose to succeed instead.
ACTIONS
ACTI O N S
Multiattack. Thousand Teeth makes two attacks: one with its Multiattack. The statue makes th ree attacks: one with its bite
bite and one with its tail. and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach S ft., one target. Hit: Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
l 5 (2dl0 + 4) piercing damage. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
that creature becomes cursed by the statue. The curse lasts for
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft .. one target. 10 minutes. Whi le the creature is cursed, the statue has advan·
Hit: 8 (ld8 + 4) bludgeoning damage. If the target is a crea- tage on all attacks agai nst it.
ture, it must succeed on a DC 15 Strength saving throw or be
knocked prone. Claws. Melee Weapon Attack: +6 to hit, reach S ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
LEG EN DA RY A CTI O N S
LEGE N DARY ACTIONS
Thousand Teeth can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be The statue can take 3 legendary actions, choosing from the op·
used at a time and only at the end of another creature's turn. tions below. Only one legendary action option can be used at a
Thousand Teeth regains spent legendary actions at the start time and only at the end of another creature's turn. The statue
of its turn. regains spent legendary actions at the start of its turn.

Detect. Thousand Teeth makes a Wisdom (Perception) check. Bite. The statue makes one bite attack.
Lunge. Thousand Teeth moves up to half its speed. Blood Reaper. All creatures cu rrently cursed by the statue and
Bite (Costs 2 Actions). Thousand Teeth makes a bite attack.
within 20 feet of it take 5 necrotic damage.
Move. The statue moves up to its speed without provoking op·

portunity attacks.

APl'rNIJJX C MCl1'STt 1-:5 \Nil >.;PCS


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