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Published by kfunk.sc, 2020-09-20 23:04:52

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.
DETERMINING HAZARDS
For example, only characters below deck might have a
Traveling by sea is an innately dangerous proposition.
chance to hear or spot a creature hiding on board.
When running an ocean adventure, you can select haz-
REPAIR (BOSUN ONLY) ards based on the needs of your campaign or generate
At the end of the day, the ship's bosun can make a them randomly.
Strength check using carpenter's tools. On a 15 or To determine hazards at random, roll a d20 at the
higher. each damaged component regains hit points start of each day of an ocean voyage. On a 20, the ship
equal to ld6 +the crew's quality score (minimum of 1 faces a hazard that day. Use the following two tables to
hit point). A component other than the hull that had 0 hit determine the nature of the hazard and the DC of the
points becomes functional again. threat it presents. Specifics corresponding to each of
these DC levels are detailed along with each of the fol-
STEALTH (CAPTAIN ONLY) lowing hazards.
The ship's captain can engage in this activity only if
the weather conditions restrict visibility, such as in HA ZARD TYPE
heavy fog. The shjp makes a Dexterity check with a
d20 Hazard Type
bonus equal to the crew's quality score to determine if
1-3 Crew conflict
it can hide.
4-6 Fire
HAZARDS 7-9 Fog
10- 12 Infestation
Sea travel is an innately dangerous proposition. A storm
on land might bog down a caravan, delaying its trip by a 13-20 Storm
few days, while at sea a storm can split a ship in two and
send everyone aboard to their doom. The close quarters HA ZAR D DC
of life aboard a ship leads to short tempers and brawls,
d20 Hazard DC
while a few rats that sneak aboard can spread disease
1-9 10
and spoil supplies. This section presents a variety of
10- 17 15
common hazards sailors might face on the sea.
18-19 20
GROUP CHECKS 20 25
To determine how a ship fares against these hazards,
each threat requires the ship's officers and crew to make
CREW CONFLICT
a special group check (see chapter 7 of the Player's
Sailors can be a rough-and-tumble bunch. and cram-
Handbook for how group checks work). The description
ming them into a ship's confined quarters leads to inev-
of a hazard specifies which officers can roll to contribute
itable rivalries, feuds, and petty crimes. If resentments
lo the group check. That description also states what
among the crew grow too strong, the officers must step
ability check an officer makes. Even if the officers make
in and set things right, lest they risk mutiny or worse.
different ability checks, their successes and failures con-
Each day a ship spends dealing with a crew conflict
tribute to the one group check.
requires those aboard to make a group check. The
Additionally, all the non-officer members of the crew
check's DC is randomly determined or chosen from the
make a single check, a d20 roll modified by the crew's
Crew Conflicts DCs table. The captain, first mate, and
quality. The success or failure of all these checks-both
cook each make an ability check, as shown on the Crew
the officers and the crew- determines the result of the
Conflict Checks table. This check takes the place of any
group check.
other activities that the officer might undertake that day.
While each hazard lists the officers assigned to partic-
representing their contribution lo placating the crew. If
ipate in a group check, anyone can attempt an officer's
no one makes the check for a particular officer, a failure
check in a pinch, with two exceptions: First, only the
is contributed toward the group check.
captain can make checks associated with the captain's
Even though the crew is causing trouble. some mem-
role; no one else can take the captain's place. Second,
bers help the officers. and thus the crew still contributes
only one character can attempt an officer's check; they
a roll to the group check. Roll a d20 for the crew. using
can't receive help.
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.
:::=- ----
,\1 1 l'EN llfX t\ I ()} SHIPS ,\Nil '1111' SI \
200
~

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-
1 S Brawl involving several people, theft of a valuable yond cosmetic damage.
20 Large brawl resulting in several injuries, theft of a Success The fire is extinguished, but the hull and
prized item ld3 other random components take 6d6
25 Murder, serious brawl involving most of the crew fire damage.
Failure The hull and 1d3 other random compo·
nents take 6d6 fire damage, and the fire
CREW CONFLICT CHECKS
continues. Make another set of checks.
Officer Check
Total Failure The crew's quality score decreases by 1
Captain Charisma (Intimidation) due to injuries, while the hull and ld3
First mate Charisma (Intimidation) other random components take 6d6 fire
Cook Intelligence (brewer's supplies) damage. The fire continues. Make another
set of checks.
CREW CONFLICT CHECK RESULTS
Result Effect Foo
Total Success The crew's quality score increases by 1 for Fog on land is usually an inconvenience, but at sea it can
prove disastrous. Decreased visibility makes navigation
ld4 days and the hazard ends.
more difficult and can cause a vessel to crash.
Success The hazard ends.
A group check determines how the officers and crew
Failure The crew's quality score decreases by 1.
manage through one day of fog. The check's DC is ran-
Total Failure The crew's quality score decreases by 1, domly determined or chosen from the Fog DCs table.
and the crew immediately mutinies. The captain and quartermaster each make an ability
check, as shown on the Fog Checks table. If no one
FIRE makes the check for a particular officer, a failure is con-
A fire at sea can turn a ship into a burned-out hulk, its tributed toward the group check. Also, roll a d20 for the
crew slain or forced overboard. crew, using its quality score as a modifier to the roll, and
If a fire erupts aboard a ship, its officers and crew compare that check to the DC.
must make a group check to coordinate efforts to ex- Determine how many of the group's checks suc-
tinguish it. The check's DC is randomly determined or ceeded- the officers' and the crew's- then consult the
chosen from the Fire DCs table. The group check rep- Fog Check Results table.
resents 5 minutes of work. The captain, first mate, bo-
sun, and surgeon each make an ability check, as shown FOG DCs
on the Fire Checks table. If no one makes the check DC Description
for a particular officer, a failure is contributed toward
the group check. Also, roll a d20 for the crew, using its 10 Light fog
quality score as a modifier to the roll, and compare that 15 Moderate fog
check to the DC. 20 Heavy fog
Determine how many of the group's checks suc- 25 Very heavy fog
ceeded- the officers' and the crew's- then consult the
Fire Check Results table.
FOG CHECKS
Officer Check
FIRE OCs
Captain Intelligence (water vehicles)
DC Description
Quartermaster Wisdom (Nature)
10 Small, contained fire, equivalent to an oil lantern
15 Dangerous flame, equivalent to a large campfire, or
FOG CHECK RESULTS
multiple, smaller fires ignited at once
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
hold filled with flammable cargo days.
Success The fog has no effect on navigation.
Failure The fog slows the ship, reducing its travel
FIRE CHECKS
pace and speed by half for the day.
Officer Check
Total Failure The fog slows the ship and disorients the
Captain Intelligence (water vehicles) crew, reducing the vessel's travel pace and
First mate Charisma (Intimidation) speed by half for the day and causing it to
Bosun Strength (carpenter's tools) move in a random direction.
Surgeon Intelligence (Medicine)

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

INFESTATION 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
Each day a ship spends dealing with an infestation for the crew, using its quality score as a modifier to the
requires those aboard to make a group check. The roll, and compare that check to the DC.
check's DC is randomly determined or chosen from the Determine how many of the group's checks suc-
Inf estation 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 DC Description
failure is contributed toward the group check. Also, roll
10 Heavy gale
a d20 for the crew, using its quality score as a modifier 15 Strong storm
to the roll, and compare that check to the DC.
20 Typical hurricane
Determine how many of the group's checks suc-
ceeded- the officers' and the crew's - then consult the 25 Overwhelming hurricane
Infestation Check Results table.
STORM CHECKS
INFESTATION DCs
Officer Check
DC Description Captain Intelligence (water vehicles)
10 Minor bug or rat infestation, common cold First mate Charisma (Intimidation)
15 Persistent bug or rat infestation, stomach ailment Bosun Strength (carpenter's tools)
or typical flu Quartermaster Wisdom (Nature)
20 Serious bug or rat infestation, contagious flu or
spoiled food
STORM CHECK RESULTS
25 Overwhelming bug or rat infestation, lethal plague
Result Effect
Total Success The ship survives unscathed. The crew's
INFESTATION CHECKS
quality score increases by 1 for ld4 days.
Officer Check Success The ship survives unscathed.
Captain Intelligence (water vehicles) Failure The ship's components each take 4d10
First mate Charisma (Persuasion) bludgeoning damage. The crew's quality
Surgeon Intelligence (medicine) score decreases by 1. The ship struggles,
Cook Constitution (cook's utensils) moving at half speed that day.
Total Failure The ship's components each take 10d10
INFESTATION CHECK RESULTS bludgeoning damage. The crew's quality
score decreases by 2, and 10 percent of
Result Effect
the crew is washed overboard and lost.
Total Success The crew's quality score increases by l for
The ship is blown off course and struggles
1d4 days, and the hazard ends.
to recover its bearings, moving in a ran-
Success The hazard ends.
dom direction.
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 OCEAN ENVIRONS
forces the ship to move at half speed that For those who dwell on land, the sea is an alien world
day. filled with unpredictable hazards. Yet rare treasures
hide in the depths, making such clangers well worth the
STORM risk for brave and brazen mariners. This section details
Winds and towering waves toss ships like bath toys. a variety of environmental 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 Treasure
l 2dl0 sahuagin
2 l giant octopus
3 ld4 + 1 chuuls
4 l sea hag and 2d4 merrow
S l plesiosaurus
6 ld4 swarms of quippers
7 2d4 reef sharks
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 Treasure Hoard: Challenge
0-4 table 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-
out using the creature's action. bonus action. or reac- SUBMERGED I N CURRENTS
tion- takes 3 (1d6) slashing damage per 5 feet of reef When a creature without a swimming speed is sub-
that it is pushed over. merged in a current. the creature must succeed on a
Strength (Athletics) check at the end of its turn or get
CURRENTS pulled l d4 x 5 feet in the direction of the current. The
DC for this check equals 10 + the number of miles per
Ocean water is moved by wind and tides to create con-
stant river-like flows called currents. Tidal currents are hour the current is moving.
typically the strongest. They're usually found within DEPTH
50 miles of shore and at depths of less than 300 feet.
T hese currents have a speed of ld6 miles per hour that The deeper a surface-dwelling creature travels into the
changes daily. sea, the more hostile the environment becomes. Those
Currents become weaker farther out to sea and venturing into the depths must keep the following natu-
deeper in the ocean. These currents have a speed of ral forces in mind.
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 above the water.
in a negative travel pace. the vessel or creature can Twilight Zone. The twilight zone is between the depths
let the current carry it. Alternatively. the crew of the of 650 and I ,000 feet. When the sunlight zone above
vessel or the creature can fight against the current by is bathed in natural bright light. the twilight zone is
rowing or swimming hard, moving at half the vessel or filled with dim light. lf the sunlight zone is filled with
creature's normal pace. Vessels and creatures fighting dim light or darkness, the twilight zone is dark.
:z against a current must make a Constitution saving Midnight Zone. Any depth below 1.000 feet is consid-
throw at the end of every hour traveled. with a bonus ered the midnight zone. since no natural light from
equal to the crew's quality (if they have crew). Vessels 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- Thickness Heavily Obscured Distance
ture or object, increases with depth. Conversely, tem- Light 30 ft.
perature decreases as depth increases. The pressure Moderate 20 ft.
and temperature's effects on creatures without a swim-
ming speed at depths below 100 feet can be found in Heavy 10 ft.
the "Unusual Environments" section in chapter 5 of the Very heavy Sft.
Dungeon Master's Guide.
GHOSTfOG
OPTIONAL RULE: PRESSURE AND OBJECTS Ghost fog contains the souls of murder victims whose
With this optional rule, characters who dive deep in bodies were thrown into the sea. A DC 15 Intelligence
the ocean require specialized equipment that can with- (Arcana) check reveals that this mist is ghost fog.
stand the ocean's pressure. Nonmagical objects not The souls of the dead want the living to join them. Ev-
made to withstand the water pressure are destroyed ery hour a ship is immersed in ghost fog, roll any die. On
at various depths, as determined by the material used an even number, 2d4 hostile specters appear and attack
to create them. This destructive depth is presented for those on the ship. If a humanoid creature dies in ghost
various materials on the Objects and Water Pressure fog, its spirit rises as a specter that is hostile toward all
table. Objects made of other materials break at the DM's creatures that aren't undead.
cliscretion. All non-undead creatures immersed in ghost fog are
vulnerable to necrotic damage.
OBJECTS AND WATER PRESSURE
SHADOWFELL Foe
Material Destructive Depth
Shadowfell fog seeps into the Material Plane at thin
Glass. crystal, ice 100 ft. points in the boundary between the two planes. A DC
Wood, bone 500 ft. 15 Intelligence (Arcana) check reveals that this mist is
Stone 1,000 ft. Shadowfell fog.
Iron, steel l ,SOO ft. When a vessel travels through this oppressive,
Mithra! 2,000 ft. shadow-haunted miasma, its crew and passengers feel
Adamantine 2,500 ft. despair. Each hour a vessel is immersed in the fog, the
crew must make a quality score check by rolling a d20
ELDRITCH MIST and adding their quality score to the number. The DC
for this check is 10 +the number of hours the ship has
While natural fog on the ocean can be a nuisance to been immersed in the ShadowfeU fog. If the crew fails
ship crews, eldritch mist strikes fear into sailors every- this check, their quality score decreases by 1 while
where. These rare, mysterious mists are almost indis- within the Shadowfell fog and for 1 day afterward.
tinguishable from the naturally occurring variety until
it's too late. WILD MAGIC FOG
If a ship encounters eldritch mist. choose a type or roll Few know the origins of wild magic fog, with some
for one on the Eldritch Mist Types table. claiming it is the creation of capricious gods while oth-
ers believe it is the result of magical experimentation
ELDRITCH MIST TYPES gone wrong. A DC 15 Intelligence (Arcana) check re-
d6 Mist Type veals that this mist is wild magic fog.
Whenever a creature in wild magic fog casts a spell of
1- 2 Ghost Fog
1st level or higher. roll on the Wild Magic Surge table in
3- 4 Shadowfell Fog
chapter 3, "Classes," of the Player's Handbook to create
5-6 Wild Magic Fog
a magical effect.
MIST THICKNESS
KELP FORESTS
Mist lightly obscures the area it fills. Depending on its
density, it heavily obscures an area beyond a certain Kelp grows in dense forests across the ocean floor. Most
forests are found within depths of less than 100 feet
distance from creatures within. Use the Mist Thickness
near the shoreline, and range from 10 feet to over 100
table to determine a mist's thickness at random. The
miles in length and width. The kelp grows in vines up to
Mist Obfuscation table notes how far a creature in mist
175 feet in length.
can see before the area beyond is heavily obscured.
Kelp roots are shallow, and a whole forest can be up-
rooted by a strong storm. But it grows at a rapid pace,
MIST THICKNESS
sometimes as much as 18 inches a day, meaning that a
dlO Thickness
kelp forest can spring up quickly. Such forests can hide
1-3 Light thousands of small fish and other prey animals, which
4- 7 Moderate attract predators. The forest is so dense that anything
8- 9 Heavy within it is heavily obscured to an observer more than
10 Very Heavy 10 feet away, and the whole area is difficult terrain.

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

KRAKEN's GRAVE ABJU RATION
A storm infused with abjuration magic repels ships, as if
When krakens die, their bodies often rot on the seaftoor.
protecting something in the sea. Right before the storm
lo such cases. the ground absorbs the decaying kraken·s
ends, a ship within it is teleported Sd20 miles in a ran-
supernatural energy, marking the area with a dark stain
dom direction.
in the shape of the kraken's body. This stain is called a
kraken's grave. CONJ URATION
When a creature moves within 30 feel of a kraken's When conjuration magic churns within a storm·s heart,
grave or starts its turn there. that creature must succeed creatures of wind and rain emerge from distant realms
on a DC 14 Dexterity (Stealth) check or it disturbs the to attack anything they encounter. The ship encounters
grave. lf a creature disturbs the grave, a tendril made ld3 hostile air elementals.
of lightning stretches from the ground and attacks the
creature with a +7 bonus to hit. On a hit. the target takes DIVINATION
10 (3d6) lightning damage. and it must succeed on a DC When divination magic seeps into a storm. howling
14 Constitution saving throw or become blinded for the winds and residual whispers temporarily scramble the
next 2d4 hours. knowledge of a ship's crew; for ld3 days, the ship's crew
suffers disadvantage on all quality checks.
LURE LIGHTS
ENC HANTMENT
When aboleths die, their souls sometimes gather in clus-
Storms infused with enchantment magic disarm a crea-
ters called lure lights. These 100-foot-diameter collec-
ture's sense of danger, enthralling mariners and causing
tions of pale, yellow lights arc found in the deep ocean
them to speed into danger. During the storm, any checks
below depths of 1,000 feet. They glow with bright light
made to resolve hazards or manage the ship are made
in a 100-foot radius and dim light for another 100 feet.
with disadvantage.
Any creature that can see the lure lights must succeed
on a DC 14 Wisdom saving throw or be charmed by the
EVOCATION
lights for 24 hours or until the lights are desrroyed. A
These ferocious st0rms are wracked with thunderbolts,
creature that succeeds on the saving throw is immune
driving sheets of acid rain, exploding meteors, and other
to the effect of the lure lights for 24 hours.
dangers. After each day of the storm, every component
While charmed by the lights. a creature can't willingly
aboard the ship takes JdlO fire. ldlO acid. and ldlO
move out of line of sight of them and defends them to the
lightning damage. In addition, roll a d20 and add the
death. If forcibly moved away from the lights, the crea-
crew's quality. On a 10 or less, the crew's quality de-
ture tries to find its way back to them. The creature can't
creases by l, and ld6 members of the crew are killed.
take a short or long rest while under this effect. After 24
hours. the charmed creature gains one level of exhaus-
ILLUSION
tion and must repeat the saving throw if it is within line A storm brimming with illusions poses little direct harm
of sight of the lights. ending the effect on itself on a suc-
to a ship, but experienced navigators know it poses an
cess. If the lights aren·t within line of sight at this time. insidious threat. During the storm, the ship travels in a
the creature succeeds automatically. random direction that isn't its intended course.
Each cluster of lure lights has AC 17, 100 hit points.
and immunity to necrotic and poison damage. NECROMANCY
Ghosts howl and whirl in this storm's wind, while the re-
MAGICAL STORMS mains of long-dead mariners stir in their watery graves.
Even worse than the threat of storms is the menace During the storm, ld4 specters, 2d4 ghouls, and 4d6
of weather imbued with magic. When a ship enters a zombies emerge from the waves to attack the ship.
storm, roll a d20. On a 20, the storm churns with magi-
TRANSMUTATION
cal energy. Pick or randomly determine the type of mag-
These violently unpredictable storms cause the waves to
ical energy brimming within the storm, consulting the
warp and twist. The storm transforms the water around
Magical Storm Type table.
the ship into an amalgamation of ice, stone. and stranger
materials, making travel difficult and damaging the ship.
MAGICAL STORM TYPE
The ship's hull takes 4dJO bludgeoning damage, and the
d8 Magic ship's speed decreases by half during the storm.
Abjuration
2 Conjuration SANDBARS
3 Divination
Waves and currents deposit sand in shallow water near
4 Enchantment the shoreline. These sandbars form a line that can be
5 Evocation between 10 feet and 3 miles in length and width. During
6 Illusion high tide. sandbars are below the ocean's surface, while
7 Necromancy they peek above the water during low tide.
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-
Shipwrecks at the bottom of the ocean make the perfect
ticularly at high tide when they are less noticeable. The
locations for monsters· lairs and lost treasures. The
crew of a ship moving toward a sandbar beneath the
Shipwreck Contents table provides ideas for the crea-
waves must have a passive Wisdom (Perception) score
tures and treasure within these wrecks.
of 12 or higher or fail to see the sandbar in the way (see
"Noticing Threats,'' page 200). When a ship passes
SHIPWRECK CONTENTS
over a submerged sandbar, the sandbar counts as diffi-
cult terrain, and the ship must succeed on a Dexterity dl 0 Creatures or Treasure
saving throw. The DC of this save corresponds with 1 sahuagin priestess and 2d10 sahuagin
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
DC Description
9 ld6 items from Magic Item Table B in chapter 7,
10 Deep sandbar
"Treasure," of the Dungeon Master's Guide
15 Moderate sandbar
10 Treasure rolled on the Treasure Hoard: Challenge
20 Shallow sandbar 5-10 table in chapter 7, "Treasure," of the Dungeon
Masier's Guide
SAPPING SNOW
Sapping snow- that's what aquatic explorers call the WHIRLPOOLS
powdery remains of dead organisms that cover the
In areas where storms or opposed currents drive pow-
ocean floor. When this substance is imbued with necro-
erful waters together, violent maelstroms might form.
mantic magic, it becomes a life-leeching detritus.
Whirlpools are difficult terrain. Each whirlpool has a
Whenever a creature starts its turn touching sapping
rank. which determines its size and strength, as shown
snow, that creature must succeed on a DC 15 Constitu-
on the Whirlpool Rank table. A whirlpool's depth equals
tion saving throw or take 10 (3c16) necrotic damage. The
half its diameter.
creature's hit point maximum decreases by an amount
equal to the necrotic damage taken. This reduction
WHIRLPOOL RANK
lasts until the creature finishes a long rest. If this effect
reduces the creature's bit point maximum to 0, the Rank Diameter Velocity DC
creature dies. and its body immediately crumbles into 1 22 (4d10) ft. Sft. 5
sapping snow. 2 55 (10d10) ft. 15ft. 10
3 110 (20dl 0) ft. 25 ft. 15
4 165 (30dl0) ft. 35 ft. 20
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
mate, bosun. and quartermaster each make an ability
check, as shown on the Whirlpool Checks table. If no
one makes the check for a particular officer, a failure is
contributed toward the group check. Also, roll a d20 for
the crew, using its quality score as a modifier to the roll,
and compare that check to the DC. ENCOUNTERS AT SEA
Determine how many of the group's checks suc-
ceeded- the officers' and the crew's- then consult the The open seas provide endless opportunities for adven-
Whirlpool Check Results table. ture. This section supplies you with a variety of random
tables, perfect for detailing the challenges awaiting your
characters on and beneath the waves.
WHIRLPOOL CHECKS
Officer Check
RANDOM ENCOUNTERS
Captain Intelligence (water vehicles)
For each day of a voyage, in addition to checking for
First mate Charisma (Intimidation)
hazards, roll a d20. On a 19 or 20. the ship has a ran-
Bosun Strength (carpenter's tools)
dom encounter. If you roll both a hazard and a random
Quartermaster Wisdom (Nature)
encounter, the ship experiences both. They might occur
simultaneously or in an order of your choice.
WHIRLPOOL CHECK RESULTS The levels given on the following tables allow you to
Result Effect sculpt what dangers the characters face. The low-level
table is useful for when a ship travels in safe waters,
Total Success The vessel uses the whirlpool to its ad-
vantage and increases its speed by 20 ft. while the higher-level ones are suited for primeval wa-
ters, far from well-trafficked sea lanes. The tables also
during its current turn.
allow for encounters with other ships and the discovery
Success The vessel can move normally on its turn.
of mysterious. uncharted islands. Additional tables for
Failure The vessel 1s immediately moved toward further detailing such encounters are included later in
the vortex's center at the whirlpool's ve- this appendix.
locity, and the vessel is restrained by the
whirlpool until the start of its next turn. OPEN WATER ENCOUNTERS (LEVELS 1-4)
Total Failure As a failure. Additionally, if the vessel is in dl 00 Encounter
the whirlpool at the start of its next turn,
01-03 3d6 quippers
all checks the vessel makes to determine
04-08 1 swarm of quippers
the whirlpool's effects are made with dis·
09-12 3d10 dolphins (see appendix C)
advantage on that turn.
13-14 1 giant octopus
15-16 ld4 killer whales
WHIRLPOOL D ESTI NATIONS
17- 18 ld6 merfolk
While a whirlpool might be a short-lived hazard that
drags things into the depths, they might also serve as a 19- 20 ld6 giant sea horses
violent passage to another realm. In such cases, things 21 - 24 ld8 giant crabs
dragged into a whirlpool are deposited elsewhere, be it 25-28 ld4 reef sharks
through a crack in the scaOoor leading to an Underdark 29 1 hunter shark
ocean or a portal to a different plane of existence. Use 30-34 ld4 sahuagin
the Whirlpool Destinations table to choose or randomly 35-37 1d4 koalinth (see appendix C)
determine where a whirlpool leads. usually to a body of 38-40 A rank 1 whirlpool connected to the Elemental
water in that destination. See chapter 2 of the Dungeon Plane of Water (see "Whirlpools," page 206)
Masters Guide for information about the destinations 41-45 1d4 locathahs (see appendix C)
on other planes.
46-51 1d3 harpies
52-54 2 merrow
WHIRLPOOL DESTINATIONS
55-57 1 sahuagin priestess and 1d4 sahuagin
dl 0 Destination
58- 59 1 koalinth sergeant and 2d4 koalinth (see appen·
1-3 Underdark
dix C for both)
4 Elemental Plane of Water 60-62 1 plesiosaurus
5 Elemental Plane of Earth 63- 64 ld3 sea hags
6 Feywild 65-67 1d4 blood hawks
7 Shadowfell 68- 70 1 sahuagin champion (see appendix C)
8 Astral Plane 71-74 1 giant shark
9 Ou ti ands 75 1 young bronze dragon
10 Outer Plane of the DM's choice 76-00 A ship (generated at random)




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

OPEN WATE R ENCOUNTERS (LEV ELS 5- 10)
dlOO Encounter
dl OO Encounter 58-60 A coven of 3 sea hags
01-03 1 giant shark 61-63 1 dragon turtle
04-07 1 d4 swarms of quippers 64 1 ancient bronze dragon
08-11 ldlO killer whales 65- 75 A ship (generated at random)
12- 17 3d6 merfolk 76-00 A mysterious island (generated at random)
18-25 1 sahuagin high priestess and 1 sahuagin wave
shaper (see appendix C for both)
RANDOM SHIPS
26- 30 2d8 giant crabs
The characters aren't the only sailors traveling the high
31-35 2d4 reef sharks
seas. Each new vessel they encounter presents an op-
36-38 1 d4 hunter s harks
portunity for adventure. The following rules can be used
39-40 1 d4 water elementals to generate other ships met on the open seas.
41 A rank 2 whirlpool connected to the Elemental
Plane of Water (see "Whirlpools," page 206) SHIP TYPE
42-45 2d4 locathahs (see appendix C) The type of ship the characters meet determines the
46- 47 1 harpy matriarch (see appendix C) and ld4 vessel's statistics, along with how many creatures and
harpies how much cargo it can carry.
48-49 2d4 merrow
S H IP TYPE
50- 52 1 sahuagin baron and l d4 sahuagin
53-57 1 koalinth sergeant and 2d4 koalinth (see ap- dlOO Ship
pendix C for both) 01-09 Rowboat
58-59 2d8 giant crabs 10- 25 Keel boat
60-61 1 d4 plesiosauruses 26- 38 Longship
62-63 A coven of 3 sea hags 39-60 Sailing ship
64- 65 1 d4 sahuagin blademasters (see appendix C) 61-79 Galley
66-69 1 hydra 80- 00 Warship
70-71 1 marid
72 1 storm giant SHIP NAME
73 1 adult bronze dragon Every ship has a name, which you can create yourself or
74 1 dragon turtle randomly generate using the Ship Names table. Roll on
75-90 A ship (ge nerated at random) the table- once for an adjective and once for a noun- to
create a ship name.
91 - 00 A mysterious island (generated at random)
S HI P N A MES
O PEN WATER ENCOUNTERS (L EV ELS 11-20)
d20 Adjective Noun
dlOO Encounter
1 Beautiful Adventure
01-03 1 storm giant
2 Bilious Barnacle
04- 07 2d6 giant sharks
3 Bold Brawler
08- 11 1 marid
4 Cold Devil
12-18 1 sahuagin high priestess and 2d4 sahuagin
5 Dandy Dragon
champions (see appendix C for both)
6 Dawn Gem
19-25 1 sahuagin baron and ld4 sahuagin blademas-
7 Drunken Flower
ters (see appendix C)
8 Fiery jester
26-28 3d6 reef sharks
9 Furious Kraken
29- 32 2d6 hunter sharks
10 Grinning Leviathan
33- 39 A rank 3 whirlpool connected to the Elemental
11 Intrepid Mermaid
Plane of Water (see "Whirlpools," page 206)
12 jolly Prince
40-43 A rank 4 whirlpool connected to the Elemental
13 Misty Princess
Plane of Water (see "Whirlpools," page 206)
14 Rambunctious Revenge
44-45 ld3 hydras
15 Red Saber
46- 48 ld4 koalinth sergeant (see appendix C) and
16 Royal Shark
3d10 koalinth (see appendix C)
17 Salty Tide
49-50 2d4 plesiosauruses
18 Sinful Treasure
51-53 3d6 merrow
19 Twilight Victory
54- 57 l harpy matriarch (see appendix C) and 2d8
20 Zealous Wanderer
harpies
\f'l'f:-<IJIX ·\ Of" S lll PS ~NI> IJIE St\

ment. racial makeup, and disposition guide what a ship
CREW
might carry as cargo.
Unless you decide otherwise, each ship encountered on Most crew members and officers on cargo ships are
the sea has its full crew and enough food and warer ro commoners. Vessels with valuable cargo may carry
sustain that crew and any passengers for the duration 2dl0 guards wirh a veteran guard captain. Cargo ships
of the ship's journey. You can generate a crew using the that transport livestock may have goats. camels, draft
suggestions in the "Ship Purpose" section below or by horses, mules, and other beasts, in addition to their
using the suggesred crew for a ship's type. crews and passengers.
CREW MEMBER NAMES PASSENGER
Should you need to quickly generate the name of a mem- Passenger ships carry travelers. Such vessels are char-
ber of a ship's crew, the following table makes it easy to tered for journeys or pleasure cruises or carry refugees.
produce a two-part name that could apply to any mem- religious missionaries, or some other peaceful group
ber of a crew, regardless of gender or race. traveling to an important destination.
Most crew members and officers on passenger ships
CREW MEMBER NAME are commoners. Vessels carrying important people
d20 First Half Second Half may carry 2d10 guards with a veteran guard captain.
The passengers on a passenger ship generally consist of
Salty Beard
commoners and nobles. though many creatures have
2 01' Eye
the need to travel by ship.
3 Silver Copper
4 Golden Fish FISHING
s Black Whale Fishing ships include commercial vessels that carch fish
6 Blue Dog and crustaceans to sell at market, whaling boats, and
trophy hunters stalking sharks, giant octopuses, and
7 Silky Cur
other sea monsters. Any vessel that hunts sea life for
8 Heartless Fingers
profit, survival, or sport has this purpose.
9 Drizzly Patches
Most crew members and officers on commercial
10 Thirsty Hook fishing ships are commoners , but whaling vessels and
11 Rum Salt sport hunters often have scouts among their ranks.
12 Gloomy Rat
MlLlTARY
13 Handsome Charm
Military vessels carry soldiers to war and are equipped
14 Wee Beast
for battle on the sea. These vessels hunt pirates, defend
15 Clever Devil and invade territory, carry important government cargo,
16 Ugly Liar escort officials, transport prisoners, and do anything
17 Pretty Angel else their commanders require.
18 Lost Blood Most crew members on military ships are guards or
19 Mad Maps scouts. Officers are veterans. Many military ships carry
extra guards as passengers for invasion, boarding. and
20 Poor Mast
operating siege weapons. A military ship may also carry
ld4 bandits or guards as prisoners.
SHIP PURPOSE
Every ship has a reason for its voyages, which can be PIRACY
rolled or chosen on the Ship Purpose table. Each pur- Pirates smuggle contraband goods and rob other ships,
pose is described after the table. seaside towns. and outposts. They engage in criminal
operations, but not all are evil. Many have an ethical
SHIP PURPOSE code. Some serve governments as privateers, harming
only these masters' adversaries, while others rob only
dlOO Purpose
the corrupt and give their ill-gotten gains to the needy.
01- 17 Cargo
Most crew members on pirate ships are bandits. Of-
18- 34 Passenger ficers are bandit captains and could include a pirate
35-51 Fishing captain (see appendix C) and a pirate bosun (see ap-
52-68 Military pendix C). Many pirate ships carry extra bandits and
at least one pirate deck wizard (see appendix C) as
69- 85 Piracy
passengers.
86- 95 Mercenary
96-00 Ghost
MERCENARY
Mercenary crews travel the world in search of adventure
CARGO and pay. They explore uncharted territories. fight wars,
Cargo ships haul mercantile goods, emergency relief slay monsters, transport special cargo or people, and
supplies, traveling carnivals, and any other materials undertake any quest for the right cost.
that need to move across the seas. Let the ship's align- 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 if you 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 Dragonborn
terial Plane. They sometimes serve necromancers. but 06-10 Dwarves
more often these crews are beholden to no master. 11-30 L1zardfolk
A ghost ship has the same statistics as a normal ship 31- 40 Hobgoblins
of its ship type with the following changes: 41-50 Ores
The ship has resistance to the following damage 51- 60 Halflings
types: acid, fire. lightning, and thunder, as well as 61-00 Humans
bludgeoning, piercing, and slashing from nonmagi-
cal attacks.
HOSTILE SHIP
• The ship is immune to cold, necrotic, poison, and psy-
chic damage. dlOO R ace
The ship can move through other creatures and ob- 01-05 Frost giants
jects as if they were difficult terrain. It takes 5 (ldlO) 06- 10 Kobolds
force damage if it ends its turn inside an object. 11-30 Ores
31- 40 Hobgoblins
Crew members and officers on good and neutral
ghost ships are ghosts. On evil ghost ships, the crew 41-50 Un dead
members are 90 percent skeletons and zombies (even 51 - 60 Gnolls
mix of each). JO percent are specters, and the officers 61-00 Humans
are wraiths.
SHIP DTSPOSfTION
ATTITUDE AND RACE Each ship has a disposition that determines events hap-
pening aboard the ship when the characters encounter
Each ship's crew and passengers have an attitude that
it. Choose or roll for a ship's disposition on the Ship
guides how they interact with the characters. Friendly
Disposition table. Each disposition is described after the
ships seek to trade or share news. neutral ones attack if
table. If you roll no special disposition. the ship is under
they feel threatened and otherwise try to avoid contact.
no unusual stress and reacts based on its attitude.
and hostile ones seek to attack and seize the charac-
ters' ship.


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

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
l Diseased trade. evil-aligned crews and passengers might attack to
2 Emergency get what they want.
3 Help with purpose
4 Mutiny MYSTERIOUS ISLANDS
s Trading Small islands dot most oceans, distant or unexplored
6-10 No special disposition locales that might host all manner of adventures. The
following rules can be used to generate any islands the
DISEASED characters might encounter.
Roll percentile dice. The result reveals the percentage of
the ship"s crew and passengers infected with a disease ISLAND SIZE
of your choice from "'Sample Diseases" in chapter 8, These rules are used to generate islands with areas
"Running the Game," of the Dungeon Master's Guide. roughly ld6 miles long and ld6 miles wide. Most is-
This ship approaches the characters, begging for or de- lands aren't perfect rectangles, and most coastlines
manding help with the infection. aren't perfectly straight, so feel free to make areas of the
Ghost ships can't be diseased; if you get this result for island shorter, longer, thinner. or wider as you see fit.
a ghost ship, ignore it and roll again.
ISLAND HABITAT
EMERGENCY
A ship experiencing an emergency is suffering some An island can have any habitat that seems appropriate
sort of crisis. The crew and passengers beg or demand for the clime it occupies. For example, islands of floating
the characters' help in getting out of the situation. ice are found in arctic seas, while islands with jungle
Choose or roll for an emergency on the Ship Emergency habitats are found in tropical waters. Not all islands are
table to determine the vessel's crisis. created by nature, though. A powerful spellcaster or di-
vine being could conjure an island made of crystal. iron,
or any material you choose.
SHIP EMERGENCY
d4 Emergency
ISLAND THEME
l The ship's crew is lost. Each island encountered has a theme chosen or rolled
2 The ship is damaged and can't be steered as it on the Island Theme table. This theme defines the is-
drifts with the current. land's story in one broad stroke. Once you have a theme,
3 The ship is stuck on a sandbar. consult its section after the table to determine related
4 The ship is sinking. details and story hooks.

HELP WITH Pu RPO SE ISLAND THEME
Ship crews looking for help with their purpose ap- d6 Theme
proach the characters asking for direct aid in a task. Alien
For instance, mercenaries ask for help mapping an
unexplored area while a cargo ship's crew asks the char- 2 Cursed
acters to serve as guards. Most crews offer compensa- 3 Hostile
tion in return for the characters' services, though some 4 Sanctum
might threaten or beg for charity to get help. s Welcoming
6 Wild
MUTINY
The crew of ships ready to mutiny are unhappy with ALIEN
the leadership of their officers and plan to overthrow Alien islands are inhabited by isolated creatures with
them. The officers approach the characters. asking for ways of life beyond most beings' comprehensions. Ev-
or demanding help quelling the uprising, or the crew ap- erything about the cu I tu re of the island, from architec-
proaches, requesting aid with their uprising or attempt- ture to food, is unfamiliar and unsettling to outsiders.
ing to trick the characters into killing the officers.
At your discretion the inhabitants of the island might
speak. read. and write a language all their own.
TRADING
Ship crews and passengers looking to trade offer their
cargo or services lo the characters in exchange for ALIEN ISLAND LEADER
deeds. items. or coin. Use the ship's purpose to guide d4 Leader
what they have to trade. For instance, commercial Aboleth
fishermen might offer a crate of valuable crabs in ex- 2 Beholder
change for the head of a shark that keeps consuming
3 Death slaad
4 Kraken



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

A LIEN ISLAND IN H ABITANTS
d6 Curse
d6 Inhabitants
3 Each day at dawn, the island conjures 2dl0 magma
1d6 berserkers and SdlO tribal warriors mephits, which are hostile toward creatures that
2-3 1 d6 cult fanatics and Sdl 0 cultists aren't inhabitants of the island.
4 ld6 lizardfolk shamans and SdlO lizardfolk 4 When a creature that isn't an inhabitant of the is-
S 1d6 bullywug croakers (see appendix C) and SdlO land completes a long rest there, it must succeed
bullywugs on a DC 15 Wisdom saving throw or be blinded for
6 ld8 locathah hunters (see appendix C) and 3d10 8 hours.
locathah (see appendix C) s Creatures must succeed on a DC 10 Constitution
saving throw at the end of each hour they spend
ALIEN I NH AB ITANT REACTIONS on the island. If they fail, they gain a 1-inch scar in
a random place on their body. Only a remove curse
d6 Reaction
spell or similar magic removes the scar.
The inhabitants try to force the characters to serve
6 When a creature that isn't an inhabitant of the is-
their leader.
land completes a long rest there, it must succeed
2 The inhabitants demand the characters give their
on a DC 15 Wisdom saving throw or gain a random
leader an item worth lOdlO x 100 gp.
form of long-term madness (see "Madness" in
3 The inhabitants wish to devour the characters.
chapter 8, "Running the Game," of the Dungeon
4 Some inhabitants are planning to rise up against
Master's Guide).
their leader and ask the characters fo r help.
s The inhabitants see the characters as no more than
CURSE D I SLAND I NHABITANTS
insects and refuse to interact with them unless
forced. d6 Inhabitants
6 The inhabitants see the characters as gods and can Sd 10 specters
be convinced to worship them. 2 lOdlO zombies
3 A coven of 3 sea hags and 1 d4 flameskulls
ALIEN I SLAND STORY HOOKS 4 1 medusa and 3d10 skeletons
s 1 vampire and 2d6 vampire spawn
d4 Story Hook
6 1 demilich and 2dl0 wraiths
The leader has a spell scroll of true resurrection
among its belongings.
CURSED ISLAND STORY H OOKS
2 The island contains a piece of a tablet with instruc-
tions on how to open a portal to the Far Realm. d4 Story Hook
3 The island's leader knows how to end a planar dis- The island contains rare spell components the
ease infecting a humanoid settlement. characters need.
4 A mage with information the characters need hides 2 Pirates buried treasure worth Sd6 x 1.000 gp on
among the ranks of the inhabitants, learning their the island.
ways. 3 A keelboat carrying 1d6 commoners crashed on the
island. The commoners are struggling to survive.
CURSED 4 The ghost of a character's loved one is trapped on
Cursed islands are steeped in dark magic from a the island.
ritual cast by necromancers. hag covens, evil spell-
casters. foul deities, or worse. The island might still HOSTILE
hold some hint as to why it was cursed. or all trace of
Hostile islands contain creatures that want to harm the
those who brought down the affliction might have been
characters. These creatures fill their islands with traps
scoured away.
and attack outsiders out of hunger, boredom, or fear.
ISLAN D CURSES
HOSTILE ISLAND LEADER
d6 Curse
d6 Leader
When a creature dies on the island, its spirit rises
Cloud giant
as a specter 1 d4 hours after death. The specter is
2 Hill giant
obsessed with killing its former friends.
3 Oni
2 Creatures that aren't inhabitants of the island must
4 Spirit naga
succeed on a Constitution saving throw at the end
5 Werewolf
of each hour they spend on the island. If they fail,
6 A chromatic dragon of the DM's choice
they gain one level of exhaustion. The DC for this
check equals 10 + the number of hours spent on
the island.
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 guardian, 2d4 knights, 2d6 priests, and
quer other islands. 6dl 0 commoners
2 The leader takes all treasure gained by its follow-
ers, growing rich off their brutality. SANCTUM I SLA N D R EACTIONS
3 The leader needs humanoid remains to perform a
d6 Reaction
ritual with a dark purpose.
The characters are allowed on the island, but the
4 The leader never ages because it consumes the inhabitants don't allow the characters into any
souls of creatures its followers kill.
buildings.
2 The inhabitants like the characters and give them
H OSTI LE INH ABITANTS advice to help them impress the island's leader.
d6 Inhabitants 3 Some unhappy inhabitants believe the characters
3dl 0 winged kobolds and l OdlO kobolds are their ticket off the island. They flirt, lie, bribe,
2 1 goblin boss and 8dl0 goblins and beg to be taken away.
3 l d6 berserkers and SdlO tribal warriors 4 The inhabitants attempt to convince the characters
4 1 ore chieftain, 2dl0 orogs, and SdlO ores to use the island as a base of operations and con-
5 4dl0 ogres tribute to the community.
6 3dl0 trolls 5 The inhabitants hunger for information about the
outside world and allow the characters to use news
as currency.
H OSTIL E I SLAND STORY H OOKS
6 The inhabitants don't trust the characters. All Cha·
d4 Story Hook
risma checks made to influence the inhabitants
The island's leader killed an N PC the characters
have disadvantage.
admired.
2 The island's leader has a headband of intellect.
SA N CTUM I SLAND STO RY H OO KS
3 The characters are challenged by rivals to survive a
d4 Story Hook
night on the island.
A spy among the inhabitants needs extraction from
4 An eloquent invitation from the island's leader in·
the island.
vites the characters for a hunt.
2 The island's leader misses an item (such as a
SANCTUM flower or a particular food) that can't be found on
The inhabitants of sanctum islands use the seas to pro- the island and offers a reward for the item.
tect themselves and their property, or they simply enjoy 3 The island asks for aid against an adult green
the isolation a remote island affords. The creatures on dragon that regularly raids it.
sanctum islands usually live in permanent structures
4 The island has an armory full of legendary adaman-
like abbeys, fortresses, libraries, or towers.
tine and silvered weapons.
SA N CTU M I SLAND LEADE R
WELCOMING
d6 Leader Welcoming islands host creatures that are friendly to-
l Archmage ward the characters. These creatures provide what aid
2 Lich they can and might even put themselves in harm's way
for the characters if a friendship is established.
3 Night hag
4 Noble
WELCOM I NG ISLAND L EADER
5 Rakshasa
d6 Leader
6 Werebear
Bard (see appendix C)
2 Druid
S ANCTUM I SLAND INHABITANT S
3 Guardian naga
d6 Inhabitants
4 Treant
Sdl O guards and l OdlO commoners
5 Unicorn
2 l pirate captain (see appendix C), 1 pirate bosun
6 A metallic dragon of the DM 's choice
(see appendix C), 2d4 pirate deck wizards (see ap·
pendix C), and 8dl0 bandits
3 l d6 flesh golems, ld4 priests, and 2dl0 acolytes
4 2d4 veterans, 2dl 0 scouts, 4dl 0 guards



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

WELCOM ING ISLAND INHABITANTS
d20 Encounter
d6 Inhabitants 13 2d4 centaurs
SdlO aarakocra 14 1 ankheg
2 8d8 pixies and 8d8 sprites 15 ldlO giant boars
3 ld6 lizardfolk shamans and SdlO lizardfolk 16 2d6 giant eagles
4 ld6 druids and SdlO tribal warriors 17 1 d4 giant apes
S 3dl0 centaurs 18 1d4 treants
6 3dl0 scouts and SdlO commoners 19 1 roe
20 l d4 veteran explorers
WELCOMING ISLAND STORY HOOKS
d4 Story Hook WILD ISLAND STORY HOOKS
The island is a colony or outpost sponsored by a d4 Story Hook
nation or wealthy noble the characters are associ- The island hides a spring that restores life to any-
ated with. one washed in it, as per the raise dead spell. A crea-
2 The island's residents swear a character looks like ture can only benefit from the spring once.
a beloved past leader. Melancholy, they treat the 2 A djinni recluse dwells on the island and grants
characters as they would their lost hero. favors.
3 The island never gets visitors. The characters' ar- 3 Pixies beg the characters to help them oust a
rival is cause for a peculiar but earnest celebration. group of 3dl 0 trophy hunters (scouts) from the
4 The island's leader is a long-lost relative or friend island.
of a character's family. 4 The island holds the tomb of an archdruid, which
contains a portal to the Feywild.
WILD I SLAND
Nature reigns on wild islands. The creatures on the
island respond to the ebb and flow of the natural world UNDERWATER LOCATIONS
rather than trying to tame the environment. The underwater locations in this section can be used for
single-session adventures or as side treks to help you
W ILD ISLAND FEATURES fill out the story of Saltmarsh. Each location includes
d6 Feature a map. a description, story hooks, and encounters. You
can place these locations anywhere near Saltmarsh or
l A waterfall Aows up a mountainside.
off distant shores of your choosing.
2 The island slowly rotates clockwise.
3 Geysers shoot bright light into the sky at night.
COVE R EEF
4 Razorvine (see "Wilderness Hazards" in chapter S,
Near the shore of a cove. a coral reef built around an
"Adventure Environments," of the Dungeon Mas-
alien idol teems with life. Long ago the reef was the
ter's Guide) grows in 10-foot-tall hedges shaped
home of merfolk enslaved by an aboleth named Ogrorlo.
like animals.
Lenth. a merfolk cleric of the ocean deity Eadro, killed
5 Rain on the island creates a beautiful melody.
Ogrorlo and freed the merfolk, but the influence of the
6 All beasts on the island have truesight out to a aberration still lingers around the reef and in a nearby
range of 120 ft. gorge that descends into darkness.
C OVE REEF FEATU RES
W ILD ISLAND ENCOUNTERS
d20 Encounter The cove reef has the following features:
l 2d8 baboons Depth. The reef and the area around it are 50 feet below
2 ld4 brown bears the surface of the water. The depths of the rock forma-
3 l owlbear tions around the reef are noted on map A.5.
Light. Unless otherwise noted in an area's description,
4 2d6 giant toads
the cove is brightly lit by the sun during the day and
S 2dl 0 giant wasps
dimly lit by the moon at night.
6 2d4 giant spiders
7 4d4 pixies or 4d4 sprites C OVE REEF AREAS
8 ld4 blink dogs
The following areas are keyed to map A.5.
9 l pirate captain (see appendix C) and 3dl0 bandits
digging up buried treasure Cl. BLOOD H AWK R OOST
10 3d6 tribal warriors Twelve blood hawks hunt fish in the cove and roost in
six nests atop a rock formation that peeks above the sur-
11 2d4 druids
face of the water. The blood hawks attack any creature
12 ld6 dryads

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- Whispered Message. A creature that touches the
ing into the water. 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
cube 10 feet on a side. lies 12 feet beneath the floor of
C2. CRYSTAL CAVE the reef. It is adorned with large clamshell carvings and
This cave has a single spherical room with a radius of weighs 2,000 pounds. A character who makes a suc-
15 feet. Ogrorlo's merfolk slaves carved this cave. The cessful DC 20 Intelligence (History) check knows that
aberration used the cave to meditate and rest. the clam is the symbol of the aboleth Ogrorlo.
Glowing Mosaic. Pink. purple, and blue crystals cover If the coffin is opened while underwater, it releases a
the walls in a mosaic that depicts merfolk raising their cloud of mucus in a 15-foot sphere that rises 10 feet to·
hands toward an aboleth. These crystals give off dim ward the water's surface every round on initiative count
light that fills the cave. A detect magic spell or similar 20. Creatures that touch the cloud must make a DC 14
effect reveals an aura of divination magic radiating from Constitution saving throw. On a failed save, the crea-
the mosaic. 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 only 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- The coffin holds the bones of Ogrorlo and the aboleth's
ness (see "Madness" in chapter 8 of the Dungeon Mas- treasure (see "Treasure").
ter's Guide). Treasure. Ogrorlo's coffin holds a trident of fish com-
Removing a crystal from the wall causes that crystal mand left behind as tribute by loyal merfolk slaves.
to stop glowing and become worthless. Removing all
of the crystals from the wall by hand takes 24 hours of C5. GIANT ANEMONE
work divided by the number of creatures performing This enormous orange, red, and purple anemone an-
the task (rounded down). As long as at least one crys- chored to the side of a boulder is a trap from the time of
tal remains embedded in the wall, the mosaic's magic Ogrorlo meant to guard the cove.
functions. When a creature starts its turn within 20 feet of the
anemone, it must make a DC 14 Wisdom saving throw.
C3. CORAL REEF On a failure, the creature abandons whatever it is doing
The reef teems with lOdlO x 10 fish of various species and gives in to a sudden overwhelming urge to touch
and 5d 10 crabs. Each fish has the statistics of a quip- the anemone, attacking creatures that get in its way. A
per, but it doesn't have the Blood Frenzy feature and creature can repeat the saving throw at the end of each
can't make attacks. of its turns, ending the effect on itself on a success. Ab-
See "Coral Reefs" earlier in this appendix. errations, beasts, and creatures that can't be charmed
Stone Clam. A pedestal-like rock near the middle are immune to this effect. If a creature's saving throw
of the reef rises 5 feet above the coral. The rock holds is successful or the effect ends for it, the creature is im-
an algae-covered stone statue of an enormous clam. A mune to this effect for the next 24 hours.
character who makes a successful DC 20 Intelligence The anemone's tentacles deliver a poisonous sting.
(History) check knows that the clam is the symbol of the A creature that touches the anemone must make a DC
aboleth Ogrorlo. 12 Constitution saving throw, taking 11 (2d10) poison
A detect magic spell or similar effect reveals an aura damage on a failed save, or half as much damage on a
of enchantment magic emanating from the statue. Every successful one.
night at midnight the statue sheds bright green light The anemone has AC 10 and 45 hit points.
in a 20-foot radius and dim light for another 20 feet
for 4 hours. C6. MERFOLK MASS GRAVE
A creature that touches the statue feels bolstered and Fifty merfolk skeletons are buried in a mass grave 12
happy, gaining 10 temporary hit points. This feeling also feet beneath the seafloor. These bones are the remains
makes the creature more likely to trust others, giving of Ogrorlo's slaves that died in the ancient battle with
it disadvantage on Wisdom (Insight) checks and saving Lenth's forces. The top layer of skeletons peeks through
throws against being charmed for the next 24 hours. the seafloor. The merfolk bones float if they are un-
The statue can affect a creature only once every 24 earthed from their resting place.
hours. Aberrations and creatures that can't be charmed A giant white moray eel hides coiled up in the
are unaffected if they touch the statue. 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 characters, 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 If 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
carved with the image of a clam that contains a hundred and makes a successful DC 12 Charisma (lntimidation)
tiny white pearls (10 gp each), five large pink pearls (100 check convinces the merfolk to reveal the truth about
gp each), and a single black pearl (500 gp). the floating bones. Otherwise the merfolk deny knowing
anything about the bones.
COVE REEF A DVENTURES Disturbed Grave. If a character examines the merfolk
mass grave, a successful DC 12 Intelligence (I nvestiga-
You can create your own stories for adventuring at this
tion) or Wisdom (Survival) check reveals marks in the
site or use the information in the Cove Reef Encounters
mud on the ground- some of the bones were recently
table to create an adventure. You can roll randomly or
dug up by webbed humanoid hands.
choose an encounter appropriate for the average level
of the characters. Each encounter is described in detail WORSHI PERS OF KOOLOOSHIDOOP
after the table. The middle of the gorge (area C7) is connected to a lake
in the Underdark by way of a tunnel. Fuuna, a female
COVE REEF ENCOUNTERS kuo-toa monitor. and her retinue used the tunnel to
d4 Encounter Level reach the surface after she ordered the group to find
1 Tentacle Trap 3rd new gods to add to their pantheon. After the kuo-toa
found the stone clam in the reef (area C3), they named
2 Worshipers of Koolooshidoop 5th
it Koolooshidoop and believed it to be a god. Before re-
3 Coven of Wet Rot 7th
turning to the Underdark with the clam, Fuuna feels she
4 Elkahraal 9th must make a sacrifice to Koolooshidoop to avoid anger-
ing the clam.
TENTACLE TRAP Saltmarsh Story Hook. The crew of jolly Good, a
Two female merfolk named Talnad and Valas were Solmor fishing boat, went for a swim in the cove, and six
kicked out of their tribe for stealing. Together with their of the sailors never returned. Anders Solmor offers the
pet giant octopus Allero. the merfolk plan to set a trap in characters 200 gp to find out what happened to the six
the cove to attract adventurers and steal from them. human sailors.
Saltmarsh S tory Hook. To help draw the characters Confronting the Kuo-toa. During the day, the kuo-toa
to the cove, Talnad and Valas unearth merfolk bones monitor Fuuna, two kuo-toa whips, and eight kuo-toa
from the mass grave (area C6), which causes the re- rest in the gorge at a depth of 1,000 feet. At night they
mains to Roat to the surface. Fishers working in the cove form a circle around Koolooshidoop and pray. If the kuo-
find the bones and refuse to continue fishing in these toa spot the characters, they attack, believing the char-
waters. Eda Oweland offers the characters a special acters to be a worthy sacrifice to their new deity. The
favor (see "Special Favors" in chapter 7 of the Dungeon kuo-toa aim to capture the characters and sacrifice them
Masters Guide) to discover the source of the problem when the clam is glowing.
and end it. Corpses in th e Reef. A character who searches
Clever Ruse. Talnad and Valas stay near the top of the the reef (area C3) and makes a successful DC 12 In-
gorge (area C7), looking for creatures that have equip- telligence (Investigation) check finds a shallow grave
ment they can steal. Allero, a giant octopus, hides in the beneath the reef that holds the remains of six sailors
darkness of the gorge at a depth of 1,000 feet. from jolly Good. The sailors were obviously killed by
Talnad and Valas have the statistics of scouts. with the weapons of the kuo-toa (part of the sacrifice to Koo-
the following changes: looshidoop).
Their alignment is chaotic evil.
COVEN OF WET ROT
• They have a walking speed of 10 feet, a swimming
The Wet Rot Coven is a group of three sea hags named
speed of 40 feet. and can breathe air and water.
Driftwood Moist rot. Rotten Blubbersore, and Auntie
They don't carry longbows.
Canker. The group wants to depose Granny Nightshade
(see "The Dreadwood"). The coven used w work for

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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'
Saltmarsh Story Hook. The presence of the bags tools can pick the lock, freeing Dalixiateara. If freed,
pollutes the water in the cove, killing the fish, which the dragon attacks the hags and rewards the charac-
then wash up on shore. Ferrin Kastilar (see location 29 ters who freed her with a cloak of the manta ray from
in Saltmarsh) offers the characters four potions of water her hoard.
breathing to find and end the source of this problem. Polluted Water. At the end of every hour spent im-
Help from New Friends. If the three sea hags spot mersed in the cove's water. a creature that isn't a hag
the characters. they approach in the guise of three must succeed on a Constitution saving throw or become
merfolk named Ranna, Caulau, and Vira. who claim poisoned for I hour. The DC for this saving throw
that the rest of their tribe was killed by the minions of equals 10 +the number of continuous hours spent in the
Granny Nightshade. They try to convince the charac- cove's water. If the hags die or leave the cove. this effect
ters to attack the night hag's fortress. A character who ends 1d10 days later.
makes a successful Wisdom (Insight) check contested
by the hags' Charisma (Deception) checks discerns that ELKAHRAAL
the "merfolk" aren't telling the truth about their tribe. If Elkahraal is a marid in search of skilled and accom-
called out on their lies, the hags reveal their true nature plished slaves to help him rob Favnahva, a rival genie
and ask for the characters' help in overthrowing Granny who has a larger treasure hoard than Elkahraal does.
Nightshade. They agree to give the characters a share of The marid knows the history of the cove and believes
the night hag's treasure when they depose her. that his schemes can attract adventurers to the area for
If the characters attack, the hags fight back until one him to kidnap.
of them falls, and then the other two Ree. Saltmarsh Story Hook. Fishers in the area report
Dalixiateara. Recently the hags captured a female seeing tendrils made of water rise out of the sea and
young bronze dragon named Dalixiateara. The dragon crash onto their boats. So far only minor damage has
is chained to the side of the gorge (area C7) at a depth of been caused, but rumors about these incidents have
1,200 feet. muzzled, and restrained. The hags are trying spread wildly and the local fishing crews are spooked.
to break the dragon's mind to force it to serve them but Keledek the Unspoken (see location 6 in chapter 1)
have had no luck so far. promises the characters a cap of water breathing if
they can discover what the shapes are and report
back to him.
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 years 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:
ship and the ram suffer no damage in the crash. These
Barnacles. The outside of the Marshal is covered in all benefits don't apply if another vessel crashes into the
manner of sharp barnacles. A creature that is pushed ship with the naval ram attached.
against the outside of the ship by magic like the thun-
derwave spell, or by a shove attack, or that falls prone M3. CARGO HOLD
onto a barnacle-covered surface takes 3 (ld6) slash- The cargo hold has the following features:
ing damage. Debris. Broken crates and barrels that once held food
Ceilings. The ceilings of the Marshal's lower deck are and fresh water litter the ground.
8 feet high, with 6-foot-high doorways connecting Statue. A 25-foot-tall marble statue of St. Cuthbert
the chambers. is laid horizontally and attached to the floor with
Depth. The sea floor is 40 feet below the surface of the rusty chains.
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
Light. The exposed decks of the Marshal and areas out-
side the ship are brightly lit by the sun during the day solidly locked. A character can pick the lock with a suc-
and dimly lit by the moon at night. The interior of the cessful DC 15 Dexterity check using thieves' tools. A
ship and the sea cave are concealed in darkness. character can break the chains with a successful DC 14
Structure. The wood of the Marshal's hull, deck, and Strength check.
doors is rotting. Unless otherwise noted, a door or a Statue of St. Cuthbert. The missionaries of St. Cuth-
5-foot-square section of wall, ceiling, or floor of the bert planned to stay for months or years in most ports,
ship has AC 10, 10 hit points, and immunity to poison so they brought along a statue of their sacred deity to
and psychic damage. display at each stop. The statue weighs 1,500 pounds.
A detect magic spell or similar effect reveals auras
WRECK AREAS of enchantment and necromancy magic radiating from
the statue. A creature of any nonchaotic alignment that
The following areas are keyed to map A.6. prays to St. Cuthbert for 1 minute while within 10 feet of
the statue is affected as if it just drank a pob"on of hero-
Ml. HARPY ROCK
ism. The statue grants this benefit to no more than one
Eight har pies lurk in their bone-covered nests on this
creature every 24 hours.
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.
Treasure. If the characters search the harpy nests,
they find a holy symbol of St. Cuthbert made with gold M4. ST. CuTHBERT's SHRINE
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.
The upper decks of the Marshal have the follow- Cuthbert stands at the west end of the room.
ing features: Benches. Four rotting benches are attached to the floor.
Barnacles. The upper decks are covered in barnacles Altar. A detect magic spell or similar effect reveals
(see "Wreck Features"). an aura of divination magic radiating from the altar. A
Cabins. Doors leading fore and aft from the central character who examines the altar and succeeds on a
portion of the deck give access to cabins that once DC 15 Intelligence (Investigation) check finds a hidden
were occupied by the ship's officers. These cabins (not lid that allows the altar to open. The inside of the lid is
depicted on the map) were emptied of their belong- mirrored. The altar's inner compartment holds a carved
ings long ago. indentation of a holy symbol of St. Cuthbert and a coiled
Naval Ram. The ship's iron naval ram is shaped like an iron cobra that attacks any creature not wearing a sym-
enormous cudgel, the chosen weapon of St. Cuthbert. bol of St. Cuthbert.
Pit. A 15-foot-wide, 10-foot-long pit leads 10 feet down to When a creature places the symbol of St. Cuthbert's
the cargo hold (area M3). It is half covered with a net knowledge (see area M8) in the indentation, that crea-
overgrown with algae. ture can touch the mirrored lid and cast a scrying spell
Trapdoors. Two trapdoors lead down to steps that end (DC 17) with the altar. The altar can be used to cast this
in area M3. spell only once every 24 hours.
Cudgel Ram. A detect magic spell or similar ef-
M5. CREW QUARTERS
fect reveals an aura of evocation magic around the
The crew quarters are a mess of rotted mattresses, bro-
1.000-pound naval ram. A ship with the naval ram at-
ken furniture, and ruined belongings .
.\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
dom (Perception) check while searching the room finds memories that come from looking at their old ship.
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
Crab of Cuthbert. The day before the Marshal sank. well as the bones of their friends in the harpy nest (area
Clergol of the Viola. a bard and a follower of St. Cuth- M 1) and the brig (area M8) and give them a proper
bert, cast the awaken spell on a crab he named Barnacle burial. If the characters perform this task. the ghosts
Bess. Bess has the statistics of a giant crab, with the give them permission to take treasure from the Marshal.
following changes: after which they share their knowledge of the ship's
original purpose and then fade into the afterlife.
• She is lawful neutral.
• Her Intelligence score is lO (+O). and she can speak
and understand Common. WRECK ADVENTURES
You can create your own stories for adventuring at this
Bess hides beneath the broken pieces of furniture.
site or use the information in the Marshal Wreck En-
She is timid and knows very little about the ship's
counters table to create an adventure. You can roll ran-
history, though Clergol did teach her the tenets of St.
Cuthbert and how to sing a few of the god's hymns. If domly or choose an encounter appropriate for the aver-
age level of the characters. Each encounter is described
the characters find Bess, she tries to flee unless one of
in detail after the table.
them wears a symbol of St. Cuthbert. in which case she
follows that character around singing and obeys orders
MARSHAL WRECK ENCOUNTERS
given to her by that character.
d4 Encounter Level
M7. MISSIONARY CARGO Vecna's Twist 5th
The door to this area is locked. A character can pick 2 Merrow Mayhem 7th
the lock with a successful DC 15 Dexterity check using Golem Diver 11th
thieves' tools. A character can break the door open with 3
4 Dragon Turtle Bandit 15th
a successful DC 12 Strength check.
This cabin contains fifteen watertight crates of various
sizes, which hold hundreds of copies of St. Cuthbert and VECNA'S TWIST
Common Sense, a short book used to explain the tenets The town guard of Saltmarsh recently broke up a secret
of the deity's faith to nonbelievers. cult of Vecna, an enemy of St. Cuthbert. jander Caudron
(NE male human cult fanatic) was the leader of the cult.
M8. BRIG During interrogation.jander revealed that the cult hon-
The brig·s door is made of rusted iron. Inside is a broken ored Vecna by using a cursed ceremonial dagger to twist
chamber pot and four skeletons wearing torn and rotted the souls of St. Cuthbert's faithful killed on the Marshal
priest robes and manacles with broken, rusty chains. into warriors of the Maimed God meant to assault Salt-
Skeletons. The skeletons are the remains of the marsh. The dagger is hidden somewhere in the wreck.
missionaries that overcame the allure of the harpies' Saltmarsh Story Hook. Eliander Fi reborn asks the
song and tried lo convince the others to put the Marshal characters lo investigate the matter, offering 300 gp if
back on course. Their pleas failed, and these mission- they neutralize the threat and recover the dagger.
aries were imprisoned in the brig, where they ulti- Cursed Dagger. The cursed dagger. decorated with
mately drowned. the hand and eye symbol ofVecna, is hidden beneath the
Symbol of St. Cuthbert's Knowledge. One of the skel- statue of St. Cuthbert in area M3. A character can spot
etons is that of Uzol Telmock, a high priest of St. Cuth- it with a successfu I DC 17 Wisdom (Perception) check.
bert. It still carries the symbol of St. Cuthbert's magic A detect magic spell or similar effect reveals an aura of
inside its robes. A detect magic spell or similar effect necromancy magic radiating from the dagger.
reveals an aura of divination magic emanating from chis Whenever an undead creature is destroyed within 500
jade symbol of St. Cuthbert. The symbol can activate the feet of the dagger. the creature's essence is trapped in
altar in area M4. the blade, and Id I 0 days later the creature re-forms with
all its hit points in a space within 10 feet of the dagger.
M9. CAVE OF LOST SOULS When a creature that is not undead and does not wor-
This sea cave has the following features: ship Vecna touches the dagger. that creature must suc-
Al gae. The sea cave is covered in phosphorescent algae. ceed on a DC 12 Constitution saving throw or become
which fills the cave with dim green light. paralyzed for I hour. If the creature is still touching the
Ceiling. The ceiling is 10 feet high. dagger when the condition ends. that creature must
repeat the saving throw. becoming subject to the effect
Ghosts. Calimara and Alina are the ghosts of mis- again on a fai lure.
sionaries that died in the brig (area M8) along with the A character who examines the dagger and succeeds
high priest when the ship sank. The ghosts spend most on a DC 15 Intelligence (Arcana) check discerns that


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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 souls return to the pies and are waiting for the construct to return.
afterlife. 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
missionaries, turning them into one wraith and four Charisma (Deception or Persuasion) check convinces
specters that haunt the lower deck of the Marshal. The the mages to allow the characters to recover the statue
undead attack the characters when they come below, for them. The wizards are willing to give 500 gp to the
fighting co che death. characters if they help with the recovery.
Ignoring the Threat. If the characters don't kill the If the characters recover the statue without talking to
undead and recover the dagger, the undead attack the wizards, the mages attack the characters, demand-
the town during the next festival thrown by Gellan ing the statue be given to them. The mages fight until
Primewater. one of them falls.
Iron Go/em. When the characters arrive at the wreck
MERROW M AYH EM of the Marshal, Arla and Vengrs iron golem is in area
Calimara Deswin (see area M9) was a warrior who M3. breaking the chains that bind the statue before it
fought the forces of Demogorgon in life. The Prince of attempts to lift it out of the ship. If the characters try to
Demons wants to keep Calimara's soul trapped in her hinder the golem. it attacks, fighting until the characters
watery grave and has sent merrow to guard the wreck. retreat. The golem allows the characters to help it bring
Saltmarsh Story Hook. Gellan Primewater's smug- the statue back to the Bat Guano.
glers bring in goods by moving through the waters
near the wreck of the Marshal, since they know other DRAGON TuRTLE BAN DIT
people avoid the place for fear of the harpies. One of Those who fish in the waters around Saltmarsh know
these boats, posing as a merchant vessel. was attacked that a dragon turtle called Xalatamos claims the wreck
by merrow while traveling near the wreck and barely of the Marshal as part of its domain. As long as the
escaped. Gellan offers the characters a letter of recom- wreck was undisturbed, Xalatamos kept to itself-until
mendation (see "Letter of Recommendation" in chapter recently, when it began threatening fishers to hand over
7 of the Dungeon Master's Guide) if they can end the their daily catches to pay for the theft of his treasure.
merrow threat. Saltmarsh Story Hook. Anders Solmor can't turn
Merrow. Relzagon is a muscular merrow (with 72 hit a profit with his fishing vessels if Xalatamos keeps de-
points), missing one eye, who spends most of her time manding the haul. He offers the characters 1,000 gp,
in area M3 with four other merrow. Another three mer- plus the recovery of any expenses they incur, to discover
row patrol the water just outside the Marshal. These why the dragon turtle is angry and mollify it.
monstrosities are on a mission from Demogorgon and Xalatamos. The dragon turtle spends most of its
fight to the death. time within 60 feet of the wreck, watching the Marshal.
Extra Reward. If the characters kill the mer row and When the characters enter the area, the dragon turtle
fulfill the ghost's request to lay the missionaries to approaches, demanding to know what they are doing in
rest (see ''Ghosts'' in area M9), the ghosts reward the its domain. A character who succeeds on a DC 15 Cha-
characters with a charm of heroism as they depart (see risma (Persuasion) check convinces Xalatamos to speak
"Charms" in chapter 7 of the Dungeon Master's Guide). with them. Otherwise. Xalatamos demands tribute in
the form of coins and gems worth no less than 500 gp
G OLEM DIVER before speaking further with the characters.
Captain Xendros (see location 7 in Saltmarsh) wants lf the tribute is forthcoming, Xalatamos tells the char-
the statue in the cargo hold (area M3) of the Marshal acters that it kept a staff of power in the crew quarters
because he knows the gift would please luz, an enemy of (area MS), but the item went missing ten days ago. The
St. Cuthbert. At the same time, Arla and Vengi Carma- creature is certain a thief from Saltmarsh took the staff,
clo, twin mages and worshipers of St. Cuthbert, want to and it intends to make the fishers of the town pay until
recover the statue for themselves. the item is returned. A character who succeeds on a DC
Saltmarsh Story Hook. Captain Xendros asks the 13 Charisma (Persuasion) check convinces Xalatamos
characters to recover the statue from the wreck, offering to let the characters explore the wreck for clues of where
a box of Nolzur's marvelous pigments in exchange for the lost staff could be.
the likeness of St. Cuthbert. Xendros warns the charac- If the characters try to explore the wreck without its
ters that bandits might try to recover treasure from the permission, Xalatamos attacks. Jt fights until reduced to
wreck and to be on the lookout. 100 hit points and then flees.
If the characters recover the statue but don't give it to What Real/y Happened. The culprit is none other
Xendros, he sends two glabrezus to attack the charac- than Keledek the Unspoken (see location 6 in Salt-
ters while they rest. marsh). After using research and magic to discern that
Wizards. When the characters approach the wreck, an item of power was likely buried somewhere aboard
they notice a keelboat. the Bat Guano. anchored in the the Marshal, he conjured a water elemental and sent it
distance. The boat belongs to the twins Arla and Vengi forth to uncover what it could. The elemental found the


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 (area 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
harassing 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.
Structure. 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
These cliffs once held the town of Warthalkeel. Climb- tendril hits, it deals 11(2d6+4) psychic damage.
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-
ship 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
entrance to the kraken's lair lies somewhere in the deep- W6. HOUSE OF PROCAN
The house of Procan was erected to replace the Temple
est part of the trench.
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 religion 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, W6a. Chamber of Prayer. A chipped statue of Procan
but it doesn't have the Blood Frenzy feature and can't holding a trident in one hand and a piece of coral in the
make attacks. 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- W6b. Reflection Chamber. A glass fish tank over-
jects table. grown with kelp stands on the east wall. and a mosaic
of Procan's coral trident holy symbol is built into the
RUIN OBJECTS ceiling. A giant crab hides in the kelp and attacks any
creature that disturbs it.
dlO Object
W6c. Priest's Office. Broken wood furniture lies on
Human bones 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
3 A tin toy kraken exit to the swarm of quippers that lives here.
4 A rusted blade engraved with a tentacle A character who searches through the debris on the
5 The cover of a book of hymns to Procan floor finds a gold holy symbol of Procan (15 gp).
W6d. Priest's Room. Broken wood furniture and
6 A rusty tool, weapon, or armor
rusty mattress springs cover the floor.
7 An engraving, sculpture, or other work of art de-
A character notices the outline of a secret compart-
picting a kraken
ment in the wall with a successful DC 15 Wisdom (Per-
8 An engraving, sculpture, or other work of art de- ception) check. The compartment holds an iron holy
picting Procan symbol of Erythnul.
9 A broken piece of a 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 among 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 line a path leading up to a stone altar of Procan on a
promises of treasure. 2-foot-high dais at the south end of the room. Four hu-
man skeletons lie on the floor.
W5. KRAKEN'S VAULT
The people ofWarthalkeel built a vault to store the trea- W7. TEMPLE OF VAALASTROTH
sures earmarked for Vaalastroth. A four-story temple honoring Vaalastroth served as
WSa. Guard Post. Stone benches line the walls, and Warthalkeel's house of worship and seat of government
a stone counter stands before the vault doors. Three hu- for years. After Malek Trandence converted most of the
man skeletons in rusted chainmail lie on the floor. 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.
successful DC 25 Dexterity check using thieves' tool or W7a. Entry Chapel. The chapel's floor, walls,
force the door open with a successful DC 30 Strength ceiling, and columns are painted with a mosaic of a
check. Touching the door with a bone from the high kraken reaching its tentacles up into a stormy sky. An
priest's skeleton (in area W7d) unlocks the door. 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.


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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 kraken (750
and liturgical materials that were lost to or broken by gp) hangs from the ceiling. A character who succeeds on
the sea. A closet has a 25 percent chance of containing a DC 15 Dexterity check using mason's tools can safely
a hungry quipper and a 10 percent chance of containing remove the chandelier from the ceiling. The chandelier
an object from the 25 gp Art Objects table in chapter 7 is fragile. If takes any damage. it becomes worthless.
of the Dungeon Master's Guide. W7i. Private Room. This room offered privacy to
important ballroom guests. A stone table shaped like a
W7c. Meditation Chamber. Tattered tapestries and
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.
Wlj. Tower Roof. The top of this tower holds an
She is a drow priestess ofLoltb, with the follow-
indentation of one ofVaalastroth's tentacles. marking
ing changes:
where the kraken touched the building to bless it. A
Yalaga is undead. creature that touches the indentation feels an over-
She doesn't have the F'ey Ancestry trait or the Sum- whelming desire to pray to the kraken. If a creature
mon Demon action option. offers a prayer to Vaalastroth, the creature must make
a DC 15 Wisdom saving throw. On a successful save,
Yalaga was a loyal priestess of Vaalastroth until the
the creature gains a charm or animal conjuring (see
end of her life and continues to be so in undeath. She
''Charms" in chapter 7 of the Dungeon Master's Guide),
meditates in this chamber trying to hear the voice of
but can conjure only octopuses and giant octopuses.
Vaalastroth, which has been silent for her since Warthal-
On a failed save, the creature takes 16 (3d10) psy-
keel's destruction.
chic damage.
If she notices the characters, Yalaga immediately be-
gins asking why they have come to Warthalkeel. A char- WARTHALKEEL ADVENTURES
acter who succeeds on a DC 14 Charisma (Deception or
You can create your own stories for adventuring at this
Persuasion) check convinces her they mean no harm. If
site or use the information in the Warthalkeel Encoun-
convinced. Yalaga shares Warthalkeel's history and al-
ters table to create an adventure. You can roll randomly
lows the characters to explore the temple as long as she
or choose an encounter appropriate for the average level
can escort them.
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
d4 Encounter Level
characters if they flee).
W7d. High Priest's Chambers. The door to these l Mephit Mischief lst
chambers is locked. A character can pick the door's lock 2 Lizardfolk Games 3rd
with a successful DC 15 Dexterity check using thieves' 3 Release the Kraken 11th
tool or force the door open with a successful DC 20 4 Extended Life 13th
Strength check.
Halkal Kyrith. the high priest ofVaalastroth, died cow- M EPHlT MISCH! EF
ering in his chambers for failing to defend the worship Gali, a curious merfolk teenager, stumbled upon a green
of the krakcn. T he high priest's skeleton lies in rotting conch shell in Warthalkcel's ruins. When she blew on
robes amid debris on the floor, clutching a tentacle rod. the shell, a one-way portal from the Plane of Earth ap-
W7e. Balcony. The balcony is 10 feet above the sea- peared, and out of the portal came a mud mephit. T he
Aoor. The tops of the 3-foot-high parapets are carved to mephit stole the shell and dropped it somewhere in the
look like tentacles. ruins before heading to the surface. As the days passed,
W7f. Crumbling Hall. A crumbling mosaic depicts a more mephits emerged from the portal. heading to the
kraken devouring an entire planet on the ceiling of this mainland to cause mischief.
chamber. A creature that touches the walls, floor, or ceil- Saltmarsh Story Hook. Over several days recently,
ing of this chamber must succeed on a DC 12 Dexterity mud mepbits have appeared in Saltmarsh to steal food.
saving throw or cake 3 (ld6) damage from falling debris.
pull pranks. and annoy people. Wellgar Brinehanded
W7g. Grand Staircase. This staircase's stone railing
(see location 26 in Saltmarsh) tracked the mephits
is carved to look like a long tentacle. A giant octopus
back to Warthalkeel's ruins. He offers the characters
lives under the stairs and attacks only if disturbed. Yal- 100 gp to find and close the portal that the mephits are
aga Maladwyn (see area W7c) feeds this octopus and coming through. If the characters take the job, Wellgar
considers it a friend. A character can peacefully coax the gives each a potion o{ water breathing before they go to
octopus from its nest with a successful DC 15 Wisdom
the ruins.
(Animal Handling) check. Elemental Portal. The 2-foot-diameter portal is lo-
A gold kraken statuette (100 gp) lies amid the waste in cated on the sea floor just outside area W7. Every ld6
the octopus's nest. hours, a mud mephit emerges from the portal and

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

Muo MEPH1T






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 turtle 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 of climbing 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
crown made of quipper bones.
LIZARDFOLK GAMES
Water Sparring. Each competing character battles a
Wynce, queen of the Black Claw lizardfolk tribe, holds a
lizard folk in the water. The battle continues until a
series of athletic games every year to challenge her best
creature submits or is defeated. The lizardfolk sub-
warriors. These games are legendary among the Black
mit when reduced to 5 hit points, and if they reduce
Claw, for the grand prize is always an item of great
a character to 0 hit points with a weapon attack, the
power. This year the games take place in the water over character is automatically stabilized. The winner of
the ruins ofWarthalkeel. each match gets a pearl worth 10 gp as a prize.
Saltmarsh Story Hook. Eliander Fireborn tells the
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 of swimming is around one of fingers of the
Let the Games Begin! Wynce. a lizardfolk sha- 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
The Society of Tentacles is a group of cultists that wor-
ship krakens. Elagoth Rinecot, the cult's leader and a
descendant of the people of Warthalkeel. wants to call
forth Vaalastroth and apologize for her ancestors· be-
trayal. The priest also plans to offer the characters to the
kraken as tribute.
Saltmarsh Story Hook. Calduran Bravewater a
deep scion (see appendix C), approaches the ch~racters
posing as a rich noble and asks for their help in diving
into the ruins ofWarthalkeel to find lost treasure. He
offers to give the characters whatever it takes to per-
suade them to go to the ruins (since he has no intencion
of paying).
Society of Tentacles. Two kraken priests (see appen-
dix C) and a deep scion (see appendix C) desecrate area
W6f of the House of Procan while another four kraken
priests, including Elagoth Rinecot, hold hands in a cir-
cle and chant to perform the ritual in area W7h of the
Temple of Vaalastroth. The cultists attack the characters
with the intention of subduing them.
Yalaga Maladwyn (in area W7c) knows of the cult-
ists and allows them to perform the ritual, though she
suspects that wakfag the kraken could anger it. so she
avoids participating.
Calduran tries to steer the characters toward area
W6fbut turns on the characters when they find either
group of cultists.
The Kraken Cometh. If the cultists defeat the charac-
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 pend ix C), and the ruins of Warthalkeel are his lair. The
these powerful adventurers are the greatest threats to giant spends his days in area W7h making music with
Vaalastroth's takeover of the seulement. Vaalastroth his harp- the calm in the eye of the storm.
then attacks the cultists, calling them insolent for dis- Yalaga Maladwyn (in area W7c) knows she can't kill
turbing its slumber and offering such a paltry gift. If the giant, so she allows him to do whatever he wants.
the characters have not escaped by the time the kraken She would agree to ally with the characters in a plan to
kills the cultists, it demands all the characters' magic evict Brinecane.
items in exchange for their lives. When it is satisfied. the When the characters find Brinecane, the giant tells
kraken returns to its lair.
them of his plight. He is scared to die, but he knows that
without the magic ofWarthalkeel he would succumb
EXTENDED LIFE
1oold age.
The ancient storm giant Brinecane Ulganoth is terrified
of death. To cheat the inevitable. Brinecane drew on the If the characters offer to help Brinecane. he tells them
magic of Warthalkeel's ruins. transforming himself into he would agree to move to a new location touched with
magic that would allow him to continue to extend his
a mighty storm.
Saltmarsh Story Hook. For days, a powerful storm life. One such location that would put the storm far from
unlike any seen before rages over Saltmarsh. Ferrin Saltmarsh is Granny Nightshade's fortress, Castle Spi-
Kastilar (see location 29 in Saltmarsh) tells the charac- ral, in the Dreadwood. Of course, Brinecane requires
ters that he believes the cause of the storm is unnatural that Cranny Nightshade and her minions be removed
since its borders never move and the ruins ofWarthal- ' before he takes possession of the castle.
keel are at its center. The storm threatens everyone in A character can comfort Brinecane and convince the
Saltmarsh. so Ferrin has convinced the nobles to pledge storm giant to accept the inevitable. end the storm. and
3,000 gp to the characters if they can find and stop the move out of the area with a successful DC 22 Charisma
(Persuasion) check. If this check fail!>, Brinecane is in-
cause of the danger.
sulted and attacks the characters.
Calming a Storm. Brinecane Ulganoth has trans-
formed himself into a storm giant quintessent (see ap- If combat breaks out, the giant fights until reduced to
30 hit points and then Rees.
\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 l.Vondrous irem, common
item appears is given at the end of its description.
This long, delicate wooden pipe features a bowl made
from smooth river stone. When the pipe is lit. smoke
CHARM OF PLANT COMMAND
exhaled from it does not dissipate, instead lingering
Wondrous item, rare (requires attunement)
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 sive and heroic achievements for 5 minutes. When this
thong, it is typically worn around the neck or attached
realistic performance is complete, the smoke dissipates.
to a belt. 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 of Saltmarsh)
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
This small capsule is made of beeswax blended with
charm regains all expended charges at dawn each day.
sand and a variety of enchanted water plants. A creature
(Tammeraut's Fate)
who consumes a pressure capsule ignores the effects of
swimming at depths greater than 100 feet (see "Unusual
CURSED LUCKSTONE
Environments" in chapter 5 of the Dungeon Master's
Wondrous item. uncommon (requires attunement)
Guide). (Tammeraut's Fate)
This flat, gray-and-black river stone is inscribed with
an unknown arcane symbol and feels cool to the touch. SEKOLAHIAN WORSHIPING STATUETTE
While carrying the stone. you can gain advantage on one Wondrous item. common
ability check of your choice. The stone can't be used this
Skillfully carved from sandstone, this 1-foot-tall statu-
way again until the next dawn.
ette depicts a shark twisting through the water with its
Curse. This item is cursed. Attuning to it curses you
mouth open. If any Tiny sea-dwelling animal is within
until you are targeted by a remove curse spell or similar
l inch of the statuette's mouth, the shark flashes to life
magic. As long as you remain cursed, you cannot dis-
and deals 1 piercing damage to it. The shark can deal
card the stone, which immediately teleports back into
damage in this way no more than once per hour. (The
your pocket or pack. After you use the stone's magic,
Final Enemy)
your next two ability checks are made with disadvan-
tage. (The Sinister Secret of Saltmarsh)
,
HELM OF UNDERWATER ACTION
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe un-
derwater, you gain dark vision 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-
acters that are mentioned in this book and that don't
appear in the Monster Manual. That book's introduction
explains how to interpret a stat block.
Some of these creatures are also described in Tomb
of Annihilation, Vo/o's Guide to Monsters, and Princes
of the Apocalypse but are reproduced here for your
convenience.
The creatures are presented in alphabetical order.

AMPHISBAENA
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 ASSASSIN VINE
has a hearty but bitter flavor. Large plant, unaligned
A subterranean variant grows near hot springs, volca-
Armor Class 13 (natural armor)
nic vents, and other sources of heat. An assassin vine
Hit Points 85 (lOdlO + 30)
growing underground usually generates enough offal to
Speed 5 ft., climb 5 ft.
support a thriving colony of mushrooms and other fungi,
which spring up around the plant and help conceal it. STR DEX CON INT WIS CHA
18 (+4) 10 (+O) 16 (+3) 1 (- 5) 10 (+O) 1 (- 5)
AMPHISBAENA
Damage Resistances cold, fire
Medium monstrosity, unaligned
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Armor Class 14 Languages-
Hit Points 11 (2d8 + 2) Challenge 3 (700 XP)
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 Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one
Languages - creature. Hit: The target takes 11 (2d6 + 4) bludgeoning dam-
Challenge 1/2 (100 XP) age, and it is grappled (escape DC 14). Until this grapple ends,
the target is restrained, and it takes 21 (6d6) poison damage
Two Heads. The amphisbaena has advantage on Wisdom at the start of each of its turns. The vine can constrict only one
(Perception) checks and on saving throws against being target at a time.
blinded, charmed, deafened, frightened, stunned, and knocked
unconscious. Entangling Vines. The assassin vine can animate normal vines
and roots on the ground in a 15-foot square within 30 feet of it.
ACTIONS These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on
Multiattack. The amphisbaena makes two bite attacks.
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 itself
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
Bards arc gifted poets, storytellers, and entertainers
who travel far and wide, but arc commonly found in
taverns or in the company of jolly bands of adventurers,
rough-and-tumble mercenaries, and wealthy patrons.

BODAK
A bodak numbers among the numerous undead guard-
ians in isle of the Abbey. These soulless terrors, each
one risen from the remains of someone who revered
Orcus, Lord of the Undead. exist only to spread further
suffering and death.
,
BODAK
Medium undead, chaotic: evil

Armor Class 15 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA
BARD 15 {+2) 16 (+3) 15 (+2) 7 (-2) 12 (+1) 12 (+l)
Medium humanoid (any race), any alignment
Skills Perception +4, Stealth +6
Damage Resistances cold, fire, necrotic; bludgeoning, piercing,
Armor Class 15 (chain shirt) and slashing from nonmagical attacks
Hit Points 44 (8d8 + 8)
Speed 30 ft Damage Immunities lightning. poison
Condition Immunities charmed, frightened, poisoned
Senses darkv1s1on 120 ft., passive Perception 14
STR DEX CON INT WIS CHA
11 (+O) 14 (+2) 12 (+1) 10 (+O) 13 (+l) 14 (+2) languages Abyssal, the languages it knew in life
Challenge 6 (2,300 XP)
Saving Throws Dex +4, Wis +3
Skills Acrobatics +4, Perception +5, Performance +6 Aura of Annihilation. The bodak can activate or deactivate this
Senses passive Perception 15 feature as a bonus action. While active, the aura deals 5 ne·
languages any two languages erotic damage to any creature that ends its turn within 30 feet
Challenge 2 (450 XP) of the bodak. Undead and fiends ignore this effect.
Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting Death Gaze. When a creature that can see the bodak's eyes
ability is Charisma (spell save DC 12, +4 to hit with spell at- starts its turn within 30 feet of the bodak, the bodak can force
tacks). It has the following bard spells prepared: it to make a DC 13 Constitution saving throw ifthe bodak isn't
incapacitated and can see the creature. If the saving throw fails
Cantrips (at will): friends, mage hand, vicious mockery by 5 or more, the creature is reduced to 0 hit points, unless it
1st level (4 slots): charm person, healing word, heroism, sleep, is immune to the frightened condition. Otherwise, a creature
thunderwave takes 16 (3d10) psychic damage on a failed save.
2nd level (3 slots): invisibility, shatter Unless surprised, a creature can avert its eyes to avoid the
Song of Rest. The bard can perform a song while taking a short saving throw at the start of its turn. If the creature does so, it
rest. Any ally who hears the song regains an extra 1 d6 hit points has disadvantage on attack rolls against the bodak until the
if it spends any Hit Dice to regain hit points at the end of that start of its next turn. If the creature looks at the bodak in the
rest. The bard can confer this benefit on itself as well. meantime, it must immediately make the saving throw.

Taunt (2/Day). The bard can use a bonus action on its turn to Sunlight Hypersensitivity. The bodak takes 5 radiant damage
target one creature within 30 feet of it. If the target can hear when it starts its turn in sunlight. While in sunlight, it has dis·
the bard, the target must succeed on a DC 12 Charisma saving advantage on attack rolls and ability checks.
throw or have disadvantage on ability checks. attack rolls, and
saving throws until the start of the bard's next turn. ACTION S
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
ACTIONS 4 (ld4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Withering Gaze. One creature that the bodak can see within 60
target. Hit: 5 (ld6 + 2) piercing damage.
feet of it must make a DC 13 Constitution saving throw, taking
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 22 (4d10) necrotic damage on a failed save, or half as much
one target. Hit: 5 (ld6 + 2) piercing damage. damage on a successful one.

BULLYWUG ROYAL
The largest and most intelligent bullywugs invariably
BULLYWUG CROAKER
end up leading their kind. These sneering specimens
Some bullywugs are born with the ability to weave dress in robes made from leather. rough cloth. and bits
magic into their songs. These rare specimens are raised of marsh plants. As seen in Danger at Dunwater, a bully-
in protected enclaves where they are taught to use their wug royal is often accompanied by and mounted astride
magic to both heal and harm. As demonstrated in Dan- a giant toad.
ger at Dunwater. they are among the most pompous of
bullywugs.
BULLYWUG ROYAL
Medium humanoid (bullywug). neutral evil
B U LLYWUG CROAKER
Medium humanoid (bullywug). neutral evil Armor Class 15 (hide armor, shield)
Hit Points 52 (8d8 + 16)
Armor Class 15 (hide armor, shield) Speed 20 ft., swim 40 ft.
Hit Points 33 (6d8 + 6)
Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA
16 (+3) 12 (+l) 14 (+2) 10 (+O) 11 (+O) 14 (+2)
STR DE X CON INT WIS CHA
14 (+2) 12 (+l) 12 (+l) 7 (-2) 15 (+2) 10 {+O) Saving Throws Str +5, Dex +3
Skills Athletics +5, Intimidation +4, Stealth +3
Saving Throws Con +3 Senses passive Perception 10
Skills Perception +4, Stealth +3 Languages Bullywug
Senses passive Perception 14 Challenge 3 (700 XP)
Languages Bullywug
Challenge 2 (450 XP) Amphibious. The royal can breathe air and water.
Brute. A me lee weapon deals one extra die of its damage when
Amphibious. The croaker can breathe air and water.
the royal hits with it (included in the attack).
Speak with Frogs and Toads. The croaker can communicate
F rog Rider. The royal has advantage on melee attacks made
simple concepts to frogs and toads when it speaks in Bullywug.
while riding a frog mount.
Standing Leap. The croaker's long iump is up to 20 feet and its
Speak with Frogs and Toads. The royal can communicate sim·
high jump is up to 10 feet, with or without a running start.
pie concepts to frogs and toads when it speaks in Bullywug.
Swamp Camouflage. The croaker has advantage on Dexterity
Standing Leap. The royal's long jump is up to 20 feet and its
(Stealth) checks made to hide in swampy terrain.
high jump is up to 10 feet, with or without a running start.
ACTIONS Swamp Camouflage. The royal has advantage on Dexterity
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or (Stealth) checks made to hide in swampy terrain.
range 20/60 ft., one target. Hit: 5 (ld6 + 2) piercing damage, or
6 (ld8 + 2) piercing damage if used with two hands to make a ACTIONS
melee attack. Mu/tiattack. The royal makes two attacks: one with its royal
spear and one with its bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (ld6 + 2) piercing damage. Royal Spear. Me/ee or Ranged Weapon Attack: +5 to hit, reach
10 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing
Claaar-pat (3/Day). The croaker sings a song of marshy doom.
damage, or 12 (2d8 + 3) piercing damage if used with two
Each chosen creature within 30 feet of the croaker that can hear
hands to make a melee attack. If the target is a Medium or
the song must make a DC 12 Wisdom saving throw. taking 9
smaller creature, it must succeed on a DC 13 Strength saving
(2d8) psychic damage on a fa11 ed save. or half as much damage
throw or be knocked prone.
on a successful one. A creature that fails this saving throw also
has disadvantage on Constitution saving throws until the end Bite. Melee Weapon Attack: +5 to hit, reach S ft., one target.
of its next turn. Hit: 6 (ld6 + 3) piercing damage.
Rooooo-glog (1/Day). The croaker sings an ode to an elder Croaked Decree (1/Day). The royal makes a loud pronounce·
froghemoth. Each bullywug within 30 feet of the croaker that ment. Each bullywug within 60 feet of the royal that can hear
can hear the song gains 10 temporary hit points. the pronouncement has advantage on its next attack roll.


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

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

DEEP SCION DROWNED ASCETIC
Medium humanoid (shapechanger), neutral evil
Medium undead, chaotic evil
Armor Class 11 Armor Class 13
Hit Points 67 (9d8 + 27)
Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form) Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
18 (+4) 13 (+l) 16 (+3) 10 (+O) 12 (+1) 14 (+2)
12 (+1) 16 (+3) 16 (+3) 3 (-4) 9 (-1) 5 (-3)
Saving Throws Wis +3, Cha +4 Saving Throws Dex +S
Skills Deception +6, Insight +3, Sleight of Hand +3, Stealth +3 Damage Immunities poison
Senses darkvision 120 ft., passive Perception 11 Condition Immunities poisoned
Languages Aquan, Common, thieves' cant Senses darkvision 60 ft., passive Perception 9
Challenge 3 (700 XP)
Languages understands the languages it knew in life but can't
speak
Shapechanger. The deep scion can use its action to poly- Challenge 3 (700 XP)
morph into a humanoid-piscine hybrid form, or back into its
true form. Its statistics. other than its speed, are the same in Bottom Treader. The drowned ascetic cannot swim, and it sinks
each form. Any equipment it is wearing or carrying isn't trans· to the bottom of any body of water. It takes no penalties to its
formed. The deep scion reverts to its true form if it dies. movement or attacks underwater. It is immune to the effects of
being underwater at a depth greater than 100 feet.
Amphibious (Hybrid Form Only). The deep scion can breathe
air and water. Bound Together. The drowned ascetic shares its mind with
every other drowned one within 1 mile of it, and can commu-
A CTIONS nicate its thoughts and observations to them instantaneously
Multiattack. In humanoid form, the deep scion makes two me- and without limitation.
lee attacks. In hybrid form, the deep scion makes three attacks: Undead Fortitude. If damage reduces the drowned ascetic to 0
one with its bite and two with its claws. hit points, it must make a Constitution saving throw with a DC
Battleaxe (Humanoid Form Only). Melee Weapon Attack: +6 to of 5 + the damage taken, unless the damage is radiant or from
hit, reach 5 ft., one target. Hit: 8 (ld8 + 4) slashing damage, or a critical hit. On a success. the drowned ascetic drops to l hit
9 (ldlO + 4) slashing damage 1f used with two hands. point instead.

Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach A CTIONS
5 ft., one creature. Hit: 6 (ld4 + 4) piercing damage. Multiattack. The drowned ascetic makes three un·
Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, armed strikes.
reach 5 ft.. one target. Hit: 7 (ld6 + 4) slashing damage. Unarmed Strike. Melee Weapon Attack: +S to hit, reach 5 ft.,
Psychic Screech (Hybrid Form Only; Recharges after a Short one target. Hit: 7 (ld8 + 3) bludgeoning damage, and the target
or Long Rest). The deep scion emits a terrible scream audible must succeed on a DC 12 Constitution saving throw or contract
within 300 feet. Creatures within 30 feet of the deep scion must bluerot (see the" Bluerot" sidebar).
succeed on a DC 13 Wisdom saving throw or be stunned until
the end of the deep scion's next turn. In water, the psychic REACTIONS
screech also telepathically transmits the deep scion's memo· Dexterous Target. The drowned ascetic adds 3 to its AC against
ries of the last 24 hours to its master, regardless of distance, so one ranged attack that would hit it. To do so, the drowned as·
long as it and its master are 1n the same body of water. cetic must see the attacker.


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

DROWNED ASSASSIN
Medium undead, chaotic evil

Armor Class 14 (leather armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 9 (-1) 9 (- 1) 16 (+3)

Saving Throws Dex +S, Con +S
Skills Intimidation +S, Stealth +S DRowNeo
Damage Immunities poison A~SASSIN
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can't
speak
Challenge 4 (l,100 XP)
Bottom Treader. The drowned assassin cannot swim, and it
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· DROWNED ASSASSIN
fects of being underwater at a depth greater than 100 feet.
The drowned assassin stalks and kills in a grim panto·
· Bound Together. The drowned assassin shares its mind with mime of its former occupation. Sneaking from shadow
every other drowned one within 1 mile of it, and can commu- to shadow, and appearing in the undead assault of
nicate its thoughts and observations to them instantaneously Tammeraut's Fate, it aims its barnacle-encrusted hand
and without limitation. crossbow with deadly precision. Hidden behind a simple
driftwood mask, this creature's face causes terror in
Undead Fortitude. If damage reduces the drowned assassin to mortal hearts when exposed.
0 hit points, it must make a Constitution saving throw with a
DC of S +the damage taken, unless the damage is radiant or
from a critical hit. On a success, the drowned assassin drops to BLUE ROT
l hit point instead. This disease target humanoids. While afflicted with blu-
erot, a victim grows grotesque blue boils on their face
A CTIO NS and back. This disease is carried by undead (including
the drowned ones in Tammeraut's Fate), and victims
Multiattack. The drowned assassin makes two hand crossbow
most often acquire it through wounds caused by infected
attacks or two dagger attacks. It can then take the Dash, Disen·
creatures.
gage, or Hide action.
The disease's boils manifest in l d4 hours, causing the
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 victim's Constitution and Charisma scores to decrease by
ft., one target. Hit: 6 (ld6 + 3) piercing damage plus 3 (ld6) ld4 each, to a minimum of 3. This is quickly followed by a
poison damage, and the target must succeed on a DC 12 fever and tingling in the extremities. An infected creature
Constitution saving throw or contract bluerot (see the "Blu· is vulnerable to radiant damage and gains the ability to
breathe underwater.
erot" sidebar).
At the end of each long rest, an infected creature makes
Dagger. Me/ee Weapon Attack: +5 to hit, reach S ft., one target. a DC 12 Constitution saving throw. On a success, the
Hit: 5 (ld4 + 3) piercing damage plus 9 (2d8) poison damage, victim regains 1 point of Constitution and l point of Cha·
and the target must succeed on a DC 12 Constitution saving risma lost to the disease. If the infected creature regains
throw or contract bluerot (see the "Bluerot" sidebar). all the points lost to the disease, it is cured. Other effects
that raise the victim's ability scores do not cure the dis-
Reveal (1/Day). The drowned assassin removes its mask, re· ease. On a failed saving throw, the victim takes 18 (4d8)
vealing its rotting face. Each creature of the assassin's choice necrotic damage as the boils burst and spread. A creature
within 30 feet of it that can see the assassin must succeed on reduced to 0 hit points by this damage cannot regain hit
a DC 13 Wisdom saving throw or be frightened until the end of points until the disease is cured, though it can be stabi·
z
its next turn. lized as normal. "


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

DROWNED BLA DE DROWNED MASTER
Medium undead, chaotic evil
Assaulting the hermitage in Tammeraut's Fate, this bar-
nacle-encrusted undead warrior fights with surprising Armor Class 14 (natural armor)
cunning. Starfish cling to its wispy beard, and its evil Hit Points 157 (2ld8 + 63)
rage is visible in its bloated gray eyes. 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
Damage Immunities poison
The drowned master is tethered to a source of powerful Condition Immunities poisoned
magic that prevents it from traveling far. It commands Senses darkvision 60 ft., passive Perception 20
other drowned ones, compelling them to serve as agents Languages understands the languages it knew in life but can't
in its dark plots. speak
Challenge 9 (5,000 XP)
D ROWNED B LADE Bound Together. The drowned master shares its mind with
Medium undead, chootic evil
every other drowned one within l mile of it, and can commu-
nicate its thoughts and observations to them instantaneously
Armor Class 10 (leather armor) and without limitation.
Hit Points 45 (6d8 + 18)
Speed 30 ft. Cold Aura. At the start of each of the drowned master's turns,
each creature within 5 feet of it takes 5 (ldlO) cold damage. A
STR DEX CON INT WIS CHA creature that touches the drowned master or hits it with a me·
16 (+3) 8 (-1) 16 (+3) 3 (-4) 9 (-1) 5 (-3) lee attack while within S feet of it takes 5 (l dlO) cold damage.

Damage Immunities poison Undead Fortitude. If damage reduces the drowned master to 0
Condition Immunities poisoned hit points, it must make a Constitution saving throw with a DC
Senses darkvision 60 ft., passive Perception 9 of 5 +the damage taken, unless the damage is radiant or from
Languages understands the languages 1t knew in life but can't a critical hit. On a success. the drowned master drops to l hit
speak point instead.
Challenge 2 (450 XP)
ACTIONS
Bottom Treader. The drowned blade cannot swim, and it sinks Multiattack. The drowned master makes two attacks: one with
to the bottom of any body of water. It takes no penalties to its its greatsword and one with its Life-Draining Tentacle.
movement or attacks underwater. It is immune to the effects of
being underwater at a depth greater than 100 feet. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage plus 14 (4d6) cold
Bound Together. The drowned blade shares its mind with every damage, and the target must succeed on a DC 12 Constitution
other drowned one within l mile of it, and can communicate its saving throw or contract blue rot (see the" Bluerot" sidebar).
thoughts and observations to them instantaneously and with·
out limitation. Life-Draining Tentacle. Melee Weapon Attack: +7 to hit, reach
15 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target
Undead Fortitude. If damage reduces the drowned blade to 0 must succeed on a DC 15 Constitution saving throw or have its
hit points, it must make a Constitution saving throw with a DC hit point maximum reduced by an amount equal to the damage
of 5 +the damage taken, unless the damage is radiant or from taken. The target dies if this effect reduces its hit point maxi·
a critical hit. On a success, the drowned blade drops to l hit mum to 0. This reduction lasts until the target finishes a long
point instead. rest. On a failed save, the target also contracts bluerot (see the
"Bluerot" sidebar).
ACTIONS
Necrotic Ink (Recharge 5- 6). The drowned master discharges
Multiattack. The drowned blade makes two rusted long·
sword attacks. foul ink in front of itself in a JO.foot cone. Each creature caught
1n the ink must make a DC 15 Constitution saving throw, taking
Rusted Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 27 (6d8) necrotic damage on a failed save or half as much dam-
one target. Hit: 7 (ld8 + 3) slashing damage, and the target age on a successful one. A creature that fails this saving throw
must succeed on a DC 12 Constitution saving throw or contract 1s blinded until the end of its next turn and contracts bluerot
bluerot (see the "Bluerot" sidebar). (see the "Bluerot" sidebar).

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

FATHOMER
Medium humanoid (human), neutral evil
Armor Class 10 (13 with mage armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+O) 14 (+2) 11 (+O} 11 (+O} 15 (+2}

Skills Arcana +2, Perception +4, Stealth +4
Senses passive Perception 14 FATHOMER
Languages Aquan, Common
Challenge 2 (450 XP} Fathomers are cultists who have sealed a pact with
Olhydra. elemental Princess of Evil Water. In addition
to their spellcasting abilities. fathomers have the ability
Shapechanger (2/Day). The fathomer can use its action to
polymorph into a Medium serpent composed of water, or to transform their bodies into water. taking serpent-like
back into its true form. Anything the fathomer is wearing or shapes. In their water serpent forms. fathomers gain
carrying is subsumed into the serpent form during the change, many of the resistances that elemental creatures pos-
inaccessible until the fathomer returns to its true form. The sess, as well as the ability to grapple and crush their
fathomer reverts to its true form after 4 hours, unless it can enemies with their watery bodies.
expend another use of this trait. If the fathom er is knocked
unconscious or dies, it also reverts to its true form. GIANT CORAL SNAKE
While in serpent form, the fathomer gains a swimming speed Comfortable on land or in water, these brilliantly col-
of 40 feet, the ability to breathe underwater, immunity to poi- ored snakes arc renowned for their potent and halluci-
son damage, as well as resistance to fire damage and bludgeon- nogenic venom. They are most often found in coastal
ing, piercing, and slashing damage from nonmagical weapons.
caves. In the abandoned chambers of the hermitage
It also has immunity to the following conditions: exhaustion,
grappled, paralyzed, poisoned, restrained, prone, unconscious. in Tammeraut's Fate, these giant serpents feed on any
The serpent form can enter a hostile creature's space and stop creature that crosses their path.
there. In addition, if water can pass through a space, the ser-
pent can do so without squeezing. GIANT CORAL SNAKE
Olhydra's Armor (Human Form Only). The fathomer can cast Large beast, unaligned
mage armor at will, without expending material components.
Armor Class 13
Spel/casting (Human Form Only). The fathomer is a 5th-level Hit Points 90 (12dl0 + 24)
spellcaster. Its spellcasting ability is Charisma (spell save DC Speed 30 ft., swim 30 ft.
12, +4 to hit with spell attacks). It has two 3rd-level spell slots,
which it regains after finishing a short or long rest, and knows STR DEX CON INT WIS CHA
the following warlock spells: 12 (+1) 16 (+3} 14 (+2) 2 (-4) 10 (+O) 3 (-4)
Cantrips (at will): chill touch, eldritch blast, mage hand
1st level: armor of Agathys, expeditious retreat, hex Skills Perception +2
Senses blinds1ght 10 ft., passive Perception 12
2nd level: invisibility Languages -
3rd level: vampiric touch
Challenge 4 (1,100 XP)
ACTIONS
Constrict (Serpent Form Only). Melee Weapon Attack: .._4 to hit, ACTIONS
reach S ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If
the target is Medium or smaller, it 1s grappled (escape DC 12). Bite. Melee Weapon Allock: +5 to hit, reach 5 ft., one target.
Until the grapple ends, the target is restrained, and the fatho- Hit: 8 (2d4 + 3) piercing damage. and the target must succeed
on a DC 12 Constitution saving throw or be stunned until the
mer can't constrict another target.
end of its next turn. On a failed save, the target begins to hallu-
Dagger (Human Form Only). Melee or Ranged Weapon Attack: cinate and is afflicted with a short-term madness effect (deter-
+4 to hit, reach S ft. or range 20/60 ft., one target. Hit: 4 (ld4 + mined randomly or by the DM; see "Madness" in chapter 8 of
2) piercing damage. the Dungeon Master's Guide). The effect lasts 10 minutes.

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 Snaking predators lurking in the dark waters of the
Senses darkvision 60 ft.. passive Perception 12 ocean. these kelp-colored beasts serve as guards and
Languages -
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 surrounded by a cloud of magical spirits resembling
skeletal seabirds.

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

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

JUVENILE KRAKEN • swallowed creatures, which fall prone in spaces within 10 feet
Huge monstrosity (titan), chaotic evil of the kraken. If the kraken dies, a swallowed creature is no
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 bludgeoning, piercing, and slashing from by the kraken is thrown up to 40 feet in a random direction
nonmagical attacks and knocked prone. If a thrown target strikes a solid surface,
Damage Immunities lightning the target takes 3 (ld6) bludgeoning damage for every 10 feet
Condition Immunities frightened, paralyzed it was thrown. If the target is thrown at another creature, that
Senses truesight 120 ft., passive Perception 12 creature must succeed on a DC 13 Dexterity saving throw or
Languages understands Abyssal, Celestial, Infernal, and take the same damage and be knocked prone.
Primordial but can't speak; telepathy 60 ft.
Challenge 14 (11,500 XP) Lightning Strike. The kraken magically create a bolt of light-
ning, which can strike a target the kraken can see within 90 feet
Amphibious. The kraken can breathe air and water. of it. The target must make a DC 18 Dexterity saving throw,
taking 22 (4dl0) lightning damage on a failed save, or half as
Freedom of Movement. The kraken ignores difficult terrain, much damage on a successful one.
and magical effects can't reduce its speed or cause it to be
restrained. It can spend 5 feet of movement to escape from LEGENDARY ACTIONS
nonmagical restraints or being grappled.
The kraken can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at a
ACTIONS
time and only at the end of another creature's turn. The kraken
Multiattack. The kraken makes two tentacle attacks, each of regains spent legendary actions at the start of its turn.
which it can replace with a use of Fling.
Tentacle Attack (Costs 2 Actions). The kraken makes one tenta·
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. cle attack.
Hit: 20 (3d8 + 7) piercing damage. If the target is a Medium or Fling. The kraken uses Fling.
smaller creature grappled by the kraken, that creature is swal- Ink Cloud (Costs 3 Actions). While underwater, the kraken
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
If the kraken takes 35 damage or more on a single turn from save or half as much damage on a successful one. A strong
a creature inside it, the kraken must succeed on a DC 23 Con- current disperses the cloud, which otherwise disappears at
the end of the kraken's next turn.
stitution saving throw at the end of that turn or regurgitate all



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



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

K OllLI NT H

J UVENILE K RAKEN
l lidden in a deep, dark underwater pit near the Styes,
this creature bears the mark of the dark god Thariz-
dun's madness. B ecoming more independent every day.
it dreams of freeing itself from its aboleth tenders and
wreaking its own foul will upon the seas.

KO A LI NTH
The koalinth, found in Danger at Dunwater. are martial
and aggressive aquatic hobgoblins, with brightly colored
faces and functional gills. They are known for their fe-
rocity, and for their hatred of elves.

KOALINTH SERGEANT
These fierce koalinths lead special missions for their
people. such as the diplomatic envoy encountered in
Danger at Dunwater. A koalinth sergeant focuses its ire
on the most significant threats on the battlefield. then
eliminates those threats one by one.

KOALINTH SERGEANT A CTION S
Medium humanoid (goblinoid), lawful evil Multiattack. The sergeant makes two melee attacks with
its trident.
Armor Class 14 (scale mail)
Hit Points 33 (6d8 + 6) Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
Speed 30 ft., swim 30 ft. or range 20/60 ft., one target. Hit: 5 (1 d6 + 2) piercing damage,
or 6 (ld8 + 2) piercing damage 1( used with two hands to make
STR DEX CON INT WIS CHA a melee attack.
14 (+2) 11 (+O) 12 (+1) 11 (+O ) 10 (+O) 12 (+ 1) Hooked Net. Ranged Weapon Attack: +4 to hit, range 10/ 30 ft.,
one target. Hit: 4 (ld4 + 2) piercing damage. and the target
Saving Throws Dex +2, Wis +2 is restrained. A creature can use its action to make a DC 12
Skills Athletics +4, Perception +2 Strength check to free itself or another creature in a hooked
Senses darkvision 60 ft., passive Perception 12 net, ending the effect on a success. Dealing 5 slashing damage
Languages Common, Goblin to the net (AC 12) frees the target without harming it and de-
Challenge 2 (450 XP)
stroys the net.
Amphibious. The koalinth can breathe air and water. REACTIO N S

Martial Advantage. Once per turn, the sergeant can deal an ex- Spear the Helpless (2/Day). Whenever a creature within 30 feet
tra 7 (2d6) damage to a creature it hits with a weapon attack if of the sergeant becomes restrained, the sergeant can move its
that creature is within 5 feet of an ally of the sergeant that isn't speed toward the restrained creature. If the sergeant ends its
incapacitated. move within reach of the restrained creature. it can make a me-
lee attack against it.

KRAKEN PRIEST
A kraken can seem godlike to folk who have witnessed
its fury. Those who believe that its might comes from
being a divine entity and those who seek to appease the
monster through its veneration sometimes find them-
selves infused with special abilities, to serve thereafter
as kraken priests.

KYSH (TRITON)
A prisoner of the sahuagio in The Final Enemy, Kysh is
a defender of the deep sea realms who is ready to join
the party in their struggle. Tritons are folk of the Ele-
mental Plane of Water who journeyed to the Material
Plane to watch over the dark places of the ocean depths.
They stand guard over portals, deep sea chasms, and
other places where foul monsters might emerge. When
such threats appear, the tritons take up arms to drive
them from the world.

KRAKEN PRIEST
Medium humanoid (any race), any evil alignment
Armor Class 10
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft. KYSH
Medium humanoid (triton), lawful good
STR DEX CON INT WIS CHA
Armor Class 13
12 {+l) 10 {+0) 16 (+3) 10 (+O) 15 {+2) 14 (+2)
Hit Points 27 (Sd8 + 5)
Speed 30 ft., swim 30 ft.
Skills Perception +S
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks STR DEX CON INT WIS CHA
Senses passive Perception 15 14 (+2) 16 (+3) 12 (+l) 10 (+O) 13 (+l) 14 (+2)
Languages any two languages
Challenge 5 (1,800 XP) Skills Persuasion +4, Survival +3
Senses darkvision 60 ft .. passive Perception 11
Languages Common, Primordial
Amphibious. The priest can breathe air and water. Challenge 1 (200 XP)
Innate Spellcasting. The priest's spellcasting ability is Wisdom
Amphibious. Kysh can breathe air and water.
(spell save DC 13, +5 to hit with spell attacks). It can innately
cast the following spells, requiring no material components: Emissary of the Sea. Kysh can communicate simple ideas with
At will: command, create or destroy water amphibious and water-breathing beasts. They understand
3/day each: control water, darkness, water breathing, water walk the meaning of his words, but he cannot understand them
l/day each: call lightning, Evard's black tentacles in return.
Innate Spel/casting. Kysh's spellcasting ability is Charisma
A CTIONS
(spell save DC 12, +4 to hit with spell attacks). He can cast the
Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one following spell, requiring only verbal components:
creature. Hit: 27 (5d10) thunder damage.
1 /day: fog cloud
Voice of the Kraken (Recharges after a Short or Long Rest). A
kraken speaks through the priest with a thunderous voice au- ACTIO NS
dible within 300 feet. Creatures of the priest's choice that can
Multiattack. Kysh makes two melee attacks with his spear.
hear the kraken's words (which are spoken in Abyssal, Infernal,
or Primordial) must succeed on a DC 14 Charisma saving throw Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
or be frightened for l minute. A frightened target can repeat range 20/60 ft., one target. Hit: 5 (1 d6 + 2) piercing damage, or
the saving throw at the end of each of its turns, ending the ef- 6 (ld8 + 2) piercing damage if used with two hands to make a
fect on itself on a success. melee attack.

LIVING IRON STATUE
Medium constrnct, unaligned
Armor Class 16 (natural armor}
Hit Points 102 (12d8 + 48)
Speed 20 ft.
L IVI NG IRON STATUE
STR DEX CON INT WIS CHA This squat, solid-looking statue, currently guarding the
16 (+3) 14 (+2} 18 (+4) 6 (-2) 10 (+O) 5 (-3} evil cult's treasure in Isle of the Abbey, is made from
pure iron. Its hands are shaped into deadly weapons.
Damage Vulnerabilities acid
Damage Immunities lightning, poison LIZARDFOLK COMMONER
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned These lizardfolk, found wandering the halls in Danger
Senses darkvision 60 ft., passive Perception 10 at Dunwater. are just as fierce as their armed kin, and
Languages understands the languages of its creator but can't can equip themselves with weapons and shields if such
speak are available.
Challenge 5 (l ,800 XP)
L IZARDFOLK R ENDER
Immutable Form. The statue is immune to any spell or effect Filled with the primal magic of Semuanya. the lizard-
that would alter its form.
folk render undergoes terrifying changes duiing a days-
long ritual performed by a shaman. As seen in Danger
A CTION S
at Dunwater, the render's claws grow long and hard as
Multiattack. The statue makes two attacks: one with its blade steel, its frame enlarges, and its temperament becomes
and one with its hammer.
even more ferocious.
Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
LIZARDFOLK RENDER
Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar- Large humanoid (lizardfolk), neutral
get. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is
knocked prone. Armor Class 15 (natural armor)
Hit Points 52 (7dl0 + 14}
Whirl (Recharge 5-6). The statue can use its action to spin at Speed 30 ft., swim 30 ft.
the waist, targeting creatures of its choice within 10 feet of it.
Each target must make a DC 13 Dexterity saving throw, taking STR DEX CON INT WIS CHA
19 (3dl0 + 3) bludgeoning damage on a failed save, or half as 16 (+3) 10 {+0) 14 (+2} 7 (-2} 12 (+l} 7 (-2}
much damage on a successful one.
Skills Athletics +5, Perception +3, Survival +S
Senses passive Perception 13
Languages Draconic
LIZARDFOLK COMMONER Challenge 3 (700 XP}
Medium humanoid (lizardfolk), neutral
Blood Frenzy. The render has advantage on melee attack rolls
Armor Class 13 (natural armor} against any creature that doesn't have all its hit points.
Hit Points 16 (3d8 + 3)
Speed 30 ft., swim 30 ft. Hold Breath. The render can hold its breath for 15 minutes.

STR DEX CON INT WIS CHA A CTION S
15 (+2) 10 (+0) 12 (+1) 7 (-2) 12 (+1) 7 (-2) Multiattack. The render makes two attacks: one with its claws
and one with its bite.
Skills Perception +3, Stealth +2, Survival +3
Senses passive Perception 13 Claws. Melee Weapon Attack: +S to hit, reach 10 ft., one target.
Languages Draconic Hit: 12 (2d8 + 3) slashing damage.
Challenge 1/4 (50 XP}
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (ldlO + 3) piercing damage.
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Rend the Field (Recharge 5- 6). The render makes a claw attack
A CTIONS against each creature of its choice within 10 feet of it. A crea-
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. ture hit by this attack must succeed on a DC 13 Strength saving
Hit: 5 (ld6 + 2) piercing damage. throw or be knocked prone.


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

LIZARDFOLK SCALESHIELD
Serving as the elite warriors and officers of a lizardfolk
clan, these robust creatures wear thick armor made
from crocodile scales and metal. Trained in martial
weapons and advanced combat tactics, they are found
prolecting lizardfolk lairs such as lhe one in Danger
at Dunwater.

LIZARDFOLK SUBCHIEF
The lizard folk subchief (seen in Danger at Dunwater)
is a devout priest of Semuanya, pursuing the worship
of its god in a manner similar to a cleric. It wields a
dagger crafted of a massive crocodile tooth blessed by
Semuanya, representing the subchief's prowess in both LIZARDFOLK SUBCHIEF
battle and piety. Medium humanoid (lizardfolk), neutral

Armor Class 14 (natural armor)
LIZARDFOLK S CALESHIELD Hit Points 52 (8d8 + 16)
Medium humanoid (lizardfolk), neutral
Speed 30 ft., swim 30 ft.
Armor Class 16 (scale mail, shield)
STR DEX CON INT WIS CHA
Hit Points 32 (5d8 + 10) 14 (+2) 12 (+ 1) 14 (+2) 10 (+O) 16 (+3) 12 (+l)
Speed 30 ft., swim 30 ft.
Saving Throws Wis +S
STR DEX CON INT WIS CHA
Skills Athletics +4, Perception +5, Survival +5
15 (+2) 10 (+O) 14 (+2) 7 (-2) 12 (+l) 7 (-2)
Senses passive Perception 15
Languages Draconic
Skills Athletics +4, Perception +3, Survival +S Challenge 3 (700 XP)
Senses passive Perception 13
Languages Draconic
Hold Breath. The subchief can hold its breath for 15 minutes.
Challenge 1 (200 XP)
Spel/casting. The subchief is a 5th-level spellcaster. Its spell-
Hold Breath. The scaleshield can hold its breath for casting ability is Wisdom (spell save DC 13, +S to hit with spell
15 minutes. attacks). It has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, spare the dying,
A CTIONS
thaumaturgy
Multiattack. The scaleshield makes two melee attacks, each 1st level (4 slots): command, guiding bolt, purify food and drink
one with a different weapon. 2nd level (3 slots): hold person, lesser restoration, silence
3rd level (2 slots): bestow curse, dispel magic
Morningstar. Melee Weapon Attack: +4 to hit, reach S ft., one
target. Hit: 6 (ld8 + 2) piercing damage.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Tooth Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hit: 5 (ld6 + 2) piercing damage. target. Hit: 4 (ld4 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., o ne jaws ofSemuanya (Recharge 5- 6). The subchiefinvokes the
target. Hit: 5 (ld6 + 2) piercing damage. primal magic ofSemuanya, summoning a spectral maw around
a target it can see within 60 feet of it. The target must make a
REACTION S
DC 13 Dexterity saving throw, taking 22 (Sd8) piercing damage
Shield Block. If an ally within 5 feet of the scaleshield is hit on a failed save, or half as much damage on a successful one. A
by an attack, the scaleshield can reduce that attack's dam- creature that fails this saving throw is also frightened until the
age by half. end of its next turn.

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

LOCATHAH HUNTER
Medium humanoid (locathah), neutral
LOCATHAH
Armor Class 14 (natural armor)
These resilient and proud fish-folk (found in Danger at Hit Points 33 (6d8 + 6)
Dunwater) have endured war, slavery, and mistreatment Speed 30 ft., swim 30 ft.
at the hands of other aquatic creatures. They dwell in
submerged tribal communities along seacoasts, and STR DEX CON INT WIS CHA
hunt both above and below the waler. 13 (+ l) 14 (+2) 12 (+l) 11 (+0) 14 (+2) 11 (+O)
LOCATHAH H UNTER Saving Throws Dex +4, Wis +4
The far-ranging locathah hunter is trained in tracking Skills Athletics +3, Perception +4
and stalking prey on land and in water. They often serve Senses passive Perception 14
Languages Aquan, Common
as leaders to small bands of locathah or emissaries for Challenge 2 (450 XP)
their people (such as the hunter found in Danger at Dun-
watcr). Their colorful, poisoned, and fast-loading cross- Leviathan Will. The hunter has advantage on saving throws
bows rarely miss a target. against spells and effects that control its actions.

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

STR DEX CON INT WIS CHA MAW DEMON
13 (+l) 12 (+ l) 12 (+l) 11 (+O) 10 (+O) 11 (+0) Medium fiend (demon), chaotic evil
Saving Throws Dex +3 Armor Class 13 (natural armor)
Skills Athletics +3, Perception +2 Hit Points 33 (6d8 + 6)
Senses passive Perception 12 Speed 30 ft.
Languages Aquan, Common
Challenge 1/2 (100 XP) STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 13 (+l) 5 (-3) 8 (-1) 5 (-3)
Leviathan Will. The locathah has advantage on saving throws
against being charmed, frightened, paralyzed. poisoned, Damage Resistances cold, fire. lightning
stunned, or put to sleep. Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Limited Amphibiousness. The locathah can breathe air and wa- Senses darkvision 60 ft., passive Perception 9
ter, but it needs to be submerged at least once every 4 hours to Languages understands Abyssal but can't speak
avoid suffocating. Challenge l (200 XP)
A CTIONS
Rampage. When it reduces a creature to 0 hit points with a me-
Multiattack. The locathah makes two melee attacks with lee attack on its turn, the maw demon can take a bonus action
its spear. to move up to half its 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
Summoned from the shadowy depths of the ocean
through ritual and tidal magic, the Maw of Sekolah ap-
pears in The Final Enemy as the avatar of the hungry sa-
huagin god. This huge, two-headed shark is fed a steady
diet of sentient creatures. captured by the sahuagin and
offered up as tribute. Sahuagin priestesses adorn the
fins of the maw of Sekolah with gemmed bands and pol-
ished skulls.


MAW OF SEKOLAH
Huge monstrosity, neutral evil

Armor Class 12 (natural armor)
Hit Points 114 (12dl2 + 36)
Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+0) 17 (+3) 2 (-4) 14 (+2) 7 (-2)
MERFOLK SALVAGER
Saving Throws Str +8, Con +6 Veterans of scouring the wrecks and ruins found in the
Skills Athletics +8, Perception +5 deepest waters, these skilled warriors help defend their
Senses darkvision 120 ft., passive Perception 15 kin with rapier-like weapons of living coral. The salvag-
Languages Sahuagin, telepathy 100 ft.
Challenge 7 (2,900 XP) ers escort other merfolk on scavenging missions, using
their keen senses to detect danger. They are found ally-
ing with the lizard folk in Danger at Dunwater.
Legendary Resistance (2/Day). If the maw of Sekolah fails a sav-
ing throw, it can choose to succeed instead.
MERFOLK SALVAGER
Water Breathing. The maw of Sekolah can breathe only
Medium humanoid (merfolk), neutral
underwater.
ACTI ONS Armor Class 12
Hit Points 22 (4d8 + 4)
Multiattack. The maw of Sekolah makes one attack with its bite
Speed 10 ft., swim 40 ft.
and one attack with its tail smash.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. STR DEX CON INT WIS CHA
Hit: 16 (2d10 + 5) piercing damage. 12 (+1) 14 (+2) 12 (+1) 11 {+O) 10 (+O) 13 (+l)
Tail Smash. Melee Weapon Attack: +8 to hit, reach 10 ft., one Saving Throws Dex +4
target. Hit: 9 (ld8 + 5) bludgeoning damage. Skills Athletics +3, Perception +2
Senses passive Perception 12
LEGENDARY ACTI ON S Languages Aquan, Common
The maw ofSekolah can take 3 legendary actions, choosing Challenge l (200 XP)
from the options below. Only one legendary action option can
be used at a time and only at the end of another creature's Amphibious. The salvager can breathe air and water.
turn. The maw regains spent legendary actions at the start
of its turn. A CTIONS
Mu/tiattack. The salvager makes two attacks with its
Detect. The maw of Sekolah makes a Wisdom (Percep-
coral rapier.
tion) check.
Speed ofSekolah. The maw of Sekolah moves up to its speed. Coral Rapier. Me/ee Attack: +4 to hit, reach 5 ft., one target. Hit:
Feed (Costs 2 Actions). The ferocious spirit of Sekolah flashes 6 (ld8 + 2) piercing damage.
through the water, tearing through the foes of the maw of Se-
kolah. Each creature of the maw's choosing within 60 feet of Inject Toxin (2/ Day). Melee Attack: +4 to hit, reach S ft., one
it must make a DC 16 Dexterity saving throw, taking 7 (2d6) target. Hit: 6 (ld8 + 2) piercing damage, and the creature must
slashing damage on a failed save, or half as much damage on succeed on a DC 12 Constitution saving throw or be paralyzed
a successful one. until the end of its next turn.


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

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

Flyby. The peryton doesn't provoke opportunity attacks when it
MINOTAUR LIVING CRYSTAL flies out of an enemy's reach.
STATUE Keen Sight and Smell. The peryton has advantage on Wisdom
Large construct, unaligned (Perception) checks that rely on sight or smell.
Legendary Resistance (3/Day). If the peryton fails a saving
Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48) throw, it can choose to succeed instead.
Speed 30 ft.
A CTI ONS
STR DEX CON INT WIS CHA Multiattack. The peryton makes two attacks: one with its gore
18 (+4) 9 (- 1) 16 (+3) 6 (-2) 10 (+O) 5 (-3) and one with its talons.
Gore. Mefee Weapon Attack: +9 to hit, reach S ft., one target.
Damage Vulnerabilities force Hit: 12 (2d6 + 5) piercing damage.
Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened, Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
paralyzed, petrified, poisoned Hit: 16 (2dl0 + S) slashing damage.
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can't Warp Shadow. The peryton chooses up to three creatures
speak within 60 feet of it that it can see. Each creature must succeed
Challenge 6 (2,300 XP) on a DC 14 Wisdom saving throw or become cursed. While
cursed, whenever the creature makes an attack roll, an ability
Immutable Form. The statue 1s immune to any spell or effect check, or a saving throw, it must roll a d4 and subtract that
that would alter its form. number from the roll. A cursed creature can repeat this saving
throw at the end of each of its turns, ending the effect on itself
A CTION S with a success. A creature that succeeds on this saving throw is
Multiattack. The statue makes two attacks: one with its great· immune to this peryton's Warp Shadow for 24 hours.
axe and one gore attack.
L EG ENDARY ACTIONS
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar- The peryton can take 3 legendary actions, choosing from the
get. Hit: 17 (2d12 + 4) slashing damage.
options below. Only one legendary action option can be used
Gore. Melee Weapon Attack: +7 to hit, reach S ft., one target. at a time and only at the end of another creature's turn. The
Hit: 8 (ld8 + 4) piercing damage. peryton regains spent legendary actions at the start of its turn.
Detect. The peryton makes a Wisdom (Perception) check.
REACT ION S
Talons Attack. The peryton makes one attack with its talons.
Flying Shards. In response to a creature hitting the statue with Dive Attack (Costs 2 Actions). The peryton moves up to its
a melee weapon attack, the statue deals 11 (2dl0) piercing speed toward one target of its choosing. It then makes a gore
damage to the attacker. attack that deals an extra 9 (2d8) piercing damage on a hit.

MR. DORY
One of the four councillors who rule the Styes, Mr.
Dory hides his cursed nature in plain sight. His rare,
liquid-sensitive "skin condition" is actually a form of the
same aboleth affliction that creates skum, though Dory's
condition is not as severe. and he has managed to retain
his free will.

MR. DORY
Medium aberration, chaotic evil
Armor Class 18 (leather armor and shield)
Hit Points 170 (20d8 + 80) OCEANUS (SEA ELF)
Speed 30 ft.
Before being captured, this sea elf had been tasked
STR DEX CON INT WIS CHA with investigating the Sea Ghost's movements in The
13 (+l) 20 (+5) 19 (+4) 14 (+2) 14 (+2) 16 (+3) Sinister Secret of Saltmarsh. Oceanus is a smart and
resourceful elf who is more than willing to join adven-
Saving Throws Con +8, Wis +6 turers who have brave hearts and good intentions.
Skills Athletics +5, Perception +6, Stealth +9
Damage Immunities necrotic
Senses darkvision 60 ft., passive Perception 16 OCEANUS
Languages Abyssal, Common, Deep Speech, telepathy 60 ft. Medium humanoid (elf). neutral good
Challenge 10 (5,900 XP)
Armor Class 12 (leather armor)
Innate Spel/casting. Mr. Dory's innate spellcasting ability is Hit Points 30 (4d8 + 12)
Charisma (save DC 15, +7 to hit with spell attacks). Mr. Dory Speed 30 ft., swim 30 ft.
can innately cast the following spells, requiring no material
components: STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 11 (+O) 12 (+1) 10 (+O)
At will: detect magic, detect thoughts, invisibility (self only)
2/day each: fear, fireball, fly
Saving Throws Con +5
1 /day each: cloudkill, etherealness
Skills Athletics +4, Perception +3
Magic Resistance. Mr. Dory has advantage on saving throws Senses darkvision 60 ft., passive Perception 13
against spells and other magical effects. Languages Aquan, Elvish
Challenge 1/2 (100 XP)
Water Dependency. Mr. Dory takes 6 (ldl 2) acid damage at the
end of every hour he goes without exposure to water.
Amphibious. Oceanus can breathe air and water.
ACT IONS
Friend of the Sea. Using gestures and sounds. Oceanus can
Multiattack. Mr. Dory makes three attacks with his rapier.
communicate simple ideas with any beast that has an innate
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. swimming speed.
Hit: 9 (ld8 + 5) piercing damage and 7 (2d6) necrotic damage.
ACTIO NS
Eye of Corruption (Recharge 5- 6). Mr. Dory glares at a creature
Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
he can see within 30 feet of him. The target must make a DC 15
range 20/60 ft., one target. Hit: 5 (ld6 + 2) piercing damage, or
Constitution saving throw. On a failed save, it takes 27 (5d10)
6 (ld8 + 2) piercing damage if used with two hands to make a
necrotic damage and 27 (5d10) poison damage and then gains
melee attack.
vulnerability to both necrotic and poison damage for 1 minute.
On a successful save, it takes half damage and does not gain Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 z
the vulnerabilities. ft., one target. Hit: 5 (ld8 + l) piercing damage.

PIRATE BOSUN
The bosun (or boatswain) is tasked with organizing the
cargo and crew aboard a ship. Bosuns are capable fight-
ers whose experience with hauling cargo and delivering
beatings make them tough opponents. Foul Frithoff in
The Sinister Secret of Saltmarsh is the bosun who pro-
tects the cargo aboard the smugglers' ship. Ever since a
bad accident, he has worn a hook at the end of one arm
in place of a hand.
PIRATE CAPTAIN
PIRATE CAPTAIN
Pirate captains spend their lives at sea, earning and Medium humanoid (any race), any alignment
keeping command through blood and daring. A cap-
tain's impressive sword work and biting words inspire Armor Class 14 {studded leather)
both confidence and fear in a ship's crew. Sigurd "Snake Hit Points 45 (7d8 + 14)
Eyes" is the pirate captain who leads a gang of smug- Speed 30 ft.
glers in The Sinister Secret of Saltmarsh.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+O) 10 (+O) 14 (+2)
PIRATE BOSUN
Medium humano;d (any race). any alignment Skills Athletics +5, Intimidation +4
Senses passive Perception 10
Armor Class 12 (studded leather) Languages any one language {usually Common)
Hit Points 27 (5d8 + 5) Challenge 2 (450 XP)
Speed 30 ft.
Flourish. The captain adds its Charisma modifier to the damage
STR DEX CON INT WIS CHA roll for its longsword attacks (included in the attack).
16 (+3) 11 (+O) 13 (+1) 11 (+O) 10 (+0) 13 (+1)
Sea Legs. The captain has advantage on ability checks and sav-
Skills Athletics +5, Intimidation +3 ing throws to resist being knocked prone.
Senses passive Perception 10
ACTIONS
Languages any one language (usually Common)
Challenge 1/2 (100 XP) Mu/tiattack. The captain makes two attacks: one with its hand
crossbow and one with its longsword.
Cargo Hauler. The bosun has advantage on Strength checks.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120
Sea Legs. The bosun has advantage on ability checks and sav- ft., one target. Hit: S (ld6 + 2) piercing damage.
ing throws to resist being knocked prone.
Longsword. Melee Weapon Attack: +S to hit, reach 5 ft., one tar-
get. Hit: 9 (ld8 + S) slashing damage, or 10 (ldlO + 5) slashing
ACTIONS
damage if used with two hands.
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· REACTIONS
ing damage.
Shape Up, Ye Dog (2/day). Whenever a friendly creature within
Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 30 feet of the captain that can hear it misses with an attack, the
Hit: 7 (l d8 + 3) piercing damage, and the target is grappled captain can yell perilous threats to allow that creature to reroll
(escape DC 13). the attack roll.



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

PIRATE FIRST MATE
Medium humanoid (any race). any alignment
PIRATE DECK WIZARD Armor Class 16 (chain mail)
These salt-encrusted practitioners of magic are at once Hit Points 26 (4d8 + 8)
learned and superstitious. The crews of pirate ships Speed 30 ft.
generally give their deck wizards a wide berth. as they
magically step from place to place and unleash their STR DEX CON INT WIS CHA
14 (+2) 11 (+O) 14 (+2) 11 (+O) 10 (+O) 13 (+ l)
briny magic against attackers. The ship Sea Ghost in
The Sinister Secret of Saltmarsh is home to a pirate
Skills Athletics +4, Intimidation +3
deck wizard named Punketah. Senses passive Perception l 0
Languages any one language (usually Common)
PIRATE FIRST MATE Challenge 1 (200 XP)
These no-nonsense sailors are the trusted allies of a pi-
Sea Legs. The first mate has advantage on ability checks and
rate ship's captain. Ex-soldiers and trained mercenaries
saving throws to resist being knocked prone.
often find employment as mates aboard pirate ships. In
The Sinister Secret of Saltmarsh, Bloody Bjorn serves ACTIONS
as the first mate aboard Sea Ghost.
Multiattack. The first mate makes two attacks with its
RIP TIDE PRIEST longsword.
Priests of the Rip Tide cull gather in secret cabals to Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
perform dark rituals that glorify Olhydra. the elemental get. Hit: 6 (ld8 + 2) slashing damage, or 7 (ldlO + 2) slashing
Princess of Evil Water. as the embodiment of water's de- damage if used with two hands. If the target is a creature, the
structiveness. They believe that using water to kill their first mate can choose to deal no damage with the attack to dis-
enemies. such as through ritual drowning. earns chem arm the target. The target must succeed on a DC 14 Strength
saving throw or drop one item it 1s holding on the ground.
Olhydra's favor.

PIRATE DECK WIZARD
Medium humanoid (any race). any alignment RIP TIDE PRIEST
Medium humanoid (human), neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 32 (Sd8 + 10) Armor Class 13 (chain shirt)
Speed 30 ft. Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+O) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 11 (+O) STR DEX CON INT WIS CHA
15 (+2) 11 (+O) 14 (+2) 10 (+O) 11 (+O) 16 (+3)
Skills Arcana +5, Perception +3
Senses passive Perception 13 Skills Deception +S, Religion +2. Stealth +2
Languages any one language (usually Common) Senses passive Perception 10
Challenge l (200 XP) Languages Aquan, Common
Challenge 2 (450 XP)
Sea Legs. The deck wizard has advantage on ability checks and
saving throws to resist being knocked prone. Spel/casting. The priest is a 5th-level spellcaster. Its spellcast-
ing ability is Charisma (spell save DC 13, +S to hit with spell
Spel/casting. The deck wizard is a 4th-level spellcaster. Its spell- attacks). It knows the following sorcerer spells:
casting ability is Intelligence (spell save DC 13. +5 to hit with
Cantrips (at will): chill touch, mage hand. minor illusion, presti-
spell attacks). It has the following wizard spells prepared:
digitation. ray of frost
Cantrips (at will): friends, mage hand, prestidigitation, ray of frost lst level (4 slots): expeditious retreat, magic missile, shield
1st level (4 slots): disguise self.fog cloud, mage armor, witch bolt 2nd level (3 slots): blur, hold person
2nd level (3 slots): gust of wind, Melfs acid arrow, misty step 3rd level (2 slots): sleet storm
ACTIONS ACTIONS
Quarterstaff. Melee Weapon Attack: +2 to hit, reach S ft., one Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft .. one
target. Hit: 3 (ld6) bludgeoning damage. 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
Medium humanoid (sahuagin), lawful evil water, but it needs to be submerged at least once every 4 hours
to avoid suffocating.
Armor Class 20 (plate armor and shield)
Shark Telepathy. The blade master can magically command any
Hit Points 97 (1Sd8 + 30) shark within 120 feet of it, using a limited telepathy.
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
its claws.
Saving Throws Str +6, Con +5
Skills Athletics +6, Intimidation +4
Wavecutter Blade. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Senses darkvision 120 ft., passive Perception 10
one target. Hit: 12 (2d8 + 3) slashing damage.
Languages Sahuagin
Challenge 6 (2,300 XP) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft .. one target.
Hit: 8 (ldlO + 3) piercing damage.
Blood Frenzy. The blademaster has advantage on melee attack
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
rolls against any creature that doesn't have all its hit points.
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 Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Senses darkvision 120 ft., passive Perception 15
range 20/60 ft., one target. Hit: 6 (ld6 + 3) piercing damage, or
languages Sahuagin
7 (ld8 + 3) piercing damage if used with two hands to make a
Challenge 3 (700 XP)
melee attack.
Blood Frenzy. The champion has advantage on melee attack Bite. Melee Weapon Attack: +5 to hit, reach S ft., one target.
rolls against any creature that doesn't have all its hit points. 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)
Shark Telepathy. The coral smasher can magically command
Hit Points 33 (6d8 + 6) any shark within 120 feet of 1t, using a limited 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
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
attack rolls against any creature that doesn't have all its
Hit: 5 (ld4 + 3) piercing damage.
hit points.
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


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