ABYSS

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Art by Tomasz Jedruszek

All Beneath the Yonder Seas and Streams

Presented by Haven
havenbrews.com
Preface Changelog
ABYSS is an aquatic compendium lovingly put together by the The various erratas and adjustments made over the course of
good people of the Haven Discord server. We homebrew for our additional playtesting by players and DMs outside of Haven can
own joy and to provide enjoyment to the readers. be found below:
The contents of this compendium are intended to be balanced
Version 1.0.0 (6/10/2021) - Release version of ABYSS
for play in a regular Dungeons and Dragons Fifth Edition group.

Other Media
The contents of this book have been adapted for use with the
following other services.
Avrae Discord Bot
Avrae is a Discord bot designed to facilitate online D&D, and has
support for homebrew spells, items, and monsters. We will be
adding support for Avrae post-release! Feel free to join the
Discord (havenbrews.com) to assist with the conversion.
CritterDB
CritterDB is a tool used to create homebrew monster stat blocks.
This CritterDB link contains the creatures found in this book’s
chapter 6, “Bestiary,” Appendix A, “Assorted Creatures,” and
Appendix B, “Nonplayer Characters.”
JSON File
The contents of this book are also provided in a .json file, as a
code-friendly format for use in personal projects. The JSON does
not yet have items. You can find the file here.
Latest Version of the PDF
To stay up to date on any changes or errata we make to ABYSS
after publishing, you can see the most recent version of the
document here.

Art by John Avon>>


Credits Table of Contents
Lead Designer/Producer: Blackbando/Dingo_Chungis
Formatting/Art Direction: Jonoman3000 Chapter 1: Races………………………………………… 3
Cover Illustrator: Alexis Hernandez, Justin Hernandez, and
Dominik Mayer Kuo-Toa…………………………………………………………. 3
Designers/Editors: Agathist#1706, Aiden, badooga, Karkinos…………………………………………………………. 5
Birbology (u/ColinHasInvaded), Bridger Burt, Charles, Chapter 2: Subclasses…………………………………7
Cozy, David Brady (u/DavidB901), F Amadon,
Artificer: Defiler…………………………………………………. 7
u/Fungalbrews, Hazel, Jonoman3000, Kvòthe,
Barbarian: Path of the Drowned…………………………………. 9
u/Lemonskeleton6, MagmaNaught, Nilay Zaveri
Bard: College of Shanties………………………………………. 10
(u/Sir_Platinum), bard#1337 (/u/rampantentity),
Cleric: Journey Domain………………………………………… 11
silverbass#2407 (/u/aeyana), Snek, @Solinovaes, Spencer B.,
Cleric: Water Domain…………………………………………. . 12
Tenacity
Druid: Circle of Coral…………………………………………. . 13
Fighter: Barrier…………………………………………………. 14
Monk: Way of the Four Elements (Expanded)…………………. 15
Paladin: Oath of Leadership……………………………………. 16
Ranger: Stormcaller…………………………………………… . 17
Rogue: Marauder………………………………………………. . 18
Sorcerer: Sunken Herald………………………………………. . 19
Sorcerer: Treasure Bound………………………………………. 20
Warlock: The Ghost Ship…………………………………………21
Wizard: School of Hydromancy………………………………. . 23
Chapter 3: Spells………………………………………..24
Spell Lists………………………………………………………. 25
Spell Descriptions………………………………………………. 27
Chapter 4: Feats…………………………….………… . . 41
Chapter 5: Magic Items………………………………43
Chapter 6: Monsters………………………………….55
Abyssal Whale………………………………………………… . 55
Black Shoal…………………………………………………… . . 56
Cloud Creeper………………………………………………… . . 57
Crystazoa…………………………….…………………………. 58
Golems……………………………….…………………………. 59
Gray Worm…………………………….……………………… .. 61
Lochkinhaz…………………………….……………………… . .62
Lycanthropes…………………………….……………………… 63
Razor Reef……………………………….………………………66
Rusalki…………………………………….……………………. 67
Storm Manta……………………………….…………………….69
Titans of the Sea………………………………………………….71
Volgoth………………………………………………………… . .81
Appendix A: Assorted Creatures………….…….83
ON THE COVER Appendix B: Nonplayer Characters…….……. 91
Alexis Hernandez, Justin Hernandez, and Dominik Mayer
illustrate a watery scene.

Created May 2020


Released June 2021
Version 1.0.0

ABYSS is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Kuo-toa
“THOSE KUO-TOA ARE AS CRAFTY AS THEY ARE MAD… IF
you get a look at the deities they worship, you’ll see that they
can turn anything they believe is a god into one. It is the purest
form of fanatical madness.”
—Gullav Ironbeard, dwarf lorekeeper

Kuo-toa are degenerate fishlike humanoids that once inhabited


the shores and islands of the surface world. Long ago, humans
and their ilk drove the kuo-toa underground, where they currently
dwell in madness and everlasting night, surrounded by gods of
their own creation.

Denizens of the Underdark


Short, pale, and covered in slimy scales, kuo-toa are monstrous
humanoids whose physiology has been shaped by their time in the
underdark. These creatures are generally shorter than humans,
standing approximately 5 feet tall on average. They have webbed
hands and feet, ideal for wading through the swampy habitats that
they dwell in.
A kuo-toa’s body is topped with a fishlike head, complete with
a mouthful of sharp teeth and a pair of bulging, silvery eyes with
tiny, black pupils. Their eyes are capable of swiveling
independently, which improves their peripheral vision but tends to
be unsettling to observe.
A kuo-toa’s scales can come in a range of colors, including
shades of grey, muted greens, and pale yellows. In some of these
creatures, their scale’s pigmentation could change with their
emotional state, becoming reddish when angered or pale white
when terrified, for example. Their scaly skin is covered in a layer
of slippery slime, giving them a glistening sheen. They often wear
simple clothing, consisting of dirty rags and leather straps,
alongside accessories made from bones, shells, or gems.

Gods and Madness


As the kuo-toa festered in the underdark, so too did their society
of high priests and their underlings form. Their society is
completely theocratic; any who do not worship the specific god of
the high priest are generally executed or exiled to the surface.
Given the general opinion of the kuo-toa among the rest of
civilization, these punishments usually end the same way.
<< Art by Conceptopolis The gods of the kuo-toa differ from other races - they are
Background by Sam Burley constructions of the kuo-toas’ own imagination, as their collective
consciousness can form godlike beings. Lesser kuo-toa are treated

Chapter 1: Races like slaves with dissent being impossible due to their own crazed
fanaticism to their faith.
The kuo-toa were not always as insane as they are now. Once a
HIS CHAPTER PRESENTS TWO NEW humble surface race, exile to the Underdark combined with
races to supplement those in the Player’s endless conflict with the illithid lead to countless centuries of
Handbook: Karkinos, and Kuo-toa. When cruelty, enslavement, and magical domination. Now almost
compared to the races in the Player’s Handbook, entirely insane, even independent kuo-toa communities have been
these races are generally less common, and can permanently driven to new heights of madness from this long
usually only be found in the riverside, swampy, association. Gods and priests rise and fall in a never ending cycle
coastal, or deep-sea environments that they of mania deep beneath the waves.
call home. If it were not for this unfortunate history, it is possible the
Kuo-toa are converted from the creatures featured in the Monster kuo-toa would be completely different from the way they are
Manual, and should be treated in a similar way to the now. Their docile ways when outside of the reaches of kuo-toa
monstrous races from Volo’s Guide to Monsters. society may hint towards such a peaceful past, though whatever
Karkinos are crustacean humanoids which dwell at the seafloor sanity they have left is buried under fervent zealotry and
and live pastoral lives as shepherds to sea creatures. misplaced belief.

CHAPTER 1 | RACES
3
fishing towns. Sometimes the allure of life on the surface will
drive a lesser kuo-toa to live permanently within these small
communities, where they are tolerated by the townsfolk. However
it is not unknown for kuo-toa to venture out to the wider world on
“holy missions” of their own deranged mind.
Most other races see the kuo-toa as monsters, and will attack
on sight. However if a kuo-toa can establish that it is not a threat,
it may be able to coexist with the races of the surface. Their
insanity can be oddly charming, like watching a child struggle to
use a toy. Lesser kuo-toa are sometimes adopted by people like
exotic pets.

Kuo-toa Names
Kuo-toa names are often incomprehensible and unpronounceable
to most tongues. These names appear to be a seemingly-random
combination of letters, often with only one vowel being used
several times in the name.
Male Names: Drapood, Jopaarg, Moolowik, Nilbool, Oomkaan,
Poolidib, Poolp, Prin, Pripp, Prirr, Rripp, Rropp, Silbbrvazz,
Urlurg, Vuoor
Art by Marco Nelor >> Female Names: Bibble, Bilpl, Bilpli, Blipool, Lill, Lilli, Milli,
Pliil, Pliili, Quennepp, Sneepol, Thyyuh, Uustra, Ziigi
Kuo-Toa Idol Kuo-toa Traits
Tiny construct, unaligned
Your kuo-toa character has a number of traits in common with
your fellow kuo-toa.
Armor Class 12
Ability Score Increase. Your Strength score increases by 2, and
Hit Points 10 (4d4)
your Wisdom score increases by 1.
Speed 30 ft. Age. Kuo-toa reach maturity by age 10 and can live twice as
long as humans, but the hatred they face and their own mounting
STR DEX CON INT WIS CHA
insanity mean they rarely do so.
6 (–2) 14 (+2) 10 (+0) 1 (–5) 10 (+0) 1 (–5) Alignment. The kuo-toas’ insanity often drives them towards
evil, but not in any particularly chaotic or lawful way.
Damage Immunities poison, psychic Size. Kuo-toa are only slightly smaller than humans on
Conditional Immunities charmed, exhaustion, frightened, average, and weigh about the same. Your size is Medium.
paralyzed, petrified, poisoned Speed. Your base walking speed is 30 feet, and you have a
Senses blindsight 60 ft. (blind beyond this radius), passive swimming speed of 30 feet.
Perception 10 Amphibious. You can breathe air and water.
Languages understands Undercommon but can’t speak Superior Darkvision. You can see in dim light within 120 feet
of you as if it were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades of gray.
Illumination. The kuo-toa idol sheds bright light in a 10-foot
Slippery Skin. You have advantage on ability checks and
radius and dim light for an additional 10 feet.
saving throws made to escape a grapple.
Actions Sunlight Sensitivity. You have disadvantage on attack rolls and
on Wisdom (Perception) checks that rely on sight when you, the
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. target of your attack, or whatever you are trying to perceive is in
Hit: 1 bludgeoning damage. direct sunlight.
Otherworldly Perception. You can cast the see invisibility spell
once with this trait, requiring no material components, and you
Kuo-toa Idols regain the ability to cast it this way when you finish a long rest.
Wisdom is your spellcasting ability for this spell.
Although gods can be formed by the fanatical belief of groups of
God Making. Due to the kuo-toas’ innate magical devotion,
kuo-toa, a lone individual’s faith isn’t powerful enough to create a
you can temporarily make an idol. As an action, you can choose a
true divine being. Instead, a single kuo-toa that believes that an
Tiny object that you can see within 30 feet of you. The object
object is a divine being can create a kuo-toa idol, a creature that is
becomes a creature with the statistics of a kuo-toa idol for 1 hour
closer to a familiar than a god.
or until it is reduced to 0 hit points, after which the object returns
Though these idols are temporary, they are still commonly
to normal. The idol is friendly to you and your companions, and
revered by the kuo-toa as minor divine beings, almost like the
obeys your verbal commands.
guardian angels of their kind.
After you use this trait, you can’t use it again until you finish a
Kuo-toa Adventurers long rest.
Languages. You can speak, read, and write Common and
Kuo-toa rarely leave their underground homes, generally only Undercommon.
leaving to raid the surface or occasionally do trade with small

CHAPTER 1 | RACES
4
Karkinos Ancient Karkos
“SUCH A PARADOXICAL RACE—SO POWERFUL, YET SO In ancient times, it is said that the crab-folk once had a homeland
peaceful. They are like the shepherds of the entire ocean, gently known as Karkos. A legendary city of resplendent gold and coral,
it was a mythic land of plenty and wonder, considered the jewel
guiding us toward a better future. I wonder what tragedy befell of the sea. Many karkinos families still claim to possess relics
their kind to bestow them with such cautious wisdom?” from this wondrous age, although few truly believe they have a
treasure from the fabled city itself, only an old heirloom from a
—Wolyn Ahlorsath, triton explorer
bygone era.
The tale, as it goes, describes Karkos falling into a state of
The karkinos are a race of powerful but furtive crustacean
hubris and debauchery. The most powerful of Karkos were
humanoids. A race without a home, they are peaceful pastoralists,
swayed into evil by a malicious kraken, and attempted to harness
who drift between underwater realms, aiding those who seek it
and control the very currents of the ocean, to bend the sea to their
and staying out of the paths of those who would seek to harm
will. In retribution, the spirits of the sea sent a mighty sea titan to
them. Normally gentle giants, in times of trouble karkinos can
swallow up the entirety of Karkos, sweeping the city into the
become valiant heroes who rise up to protect their ocean home.
eternal depths, never to be seen again. While most karkinos
Obscure Hermits believe this to be nothing more than a moral fable, they still point
to it as reason for their humble life and staunch opposition to the
The karkinos have a muddied origin; some say that they were darker denizens of the sea.
once a race of surface folk who were cursed into their current
forms, while others claim they migrated from the Elemental Plane
of water alongside the tritons. The karkinos themselves have The Truth Behind the Myths
conflicting legends, owing to their nomadic lifestyle resulting in
many cultural groups emerging, each attesting to their own lore. Though ancient Karkos is regarded as fable by many, it may
be based on truth. This book also contains statistics for the
Regardless of their origins, most karkinos, especially those
city of Karkos, the protector of the karkinos. These statistics
who hold to traditional beliefs, live a life of idyllic pastoralism. can be found in chapter 6, “Monsters,” of this book.
Herding flocks of giant crustaceans, schools of fish, and other
placid oceanic life, karkinos families spend their days gazing into
the endless depths and ruminating on the nature of the sea. Some
karkinos are poets, whose musings are spread far and wide
through underwater society, sung and rewritten as ballads and
Karkinos Names
plays. Others isolate themselves far away from civilization with Karkinos names are often difficult to pronounce by most tongues,
nothing more than their family or flocks for company. Living due to their crustacean nature, with many hard clicks and other
lives of quiet contemplation, they meditate on ancient truths only harsh sounds. Karkinos who decide to befriend non-karkinos
known to the long-lived and mysterious karkinos. individuals typically have a nickname derived from a simplified
Typically dwelling at the seafloor, the existence of the karkinos form of their true name. Karkinos, being natural hermaphrodites,
is something known only to daring ocean adventurers, though have little use for gender dimorphism and their names follow a
legends about these mysterious crustacean people do spring up similar thread, though some karkinos do choose to adopt a
from time to time amid sailors and fishermen. Tritons, merfolk, pronoun for ease of communication.
and other intelligent civilizations of the sea may interact with the Karkinos Names (Nicknames): Klimkaklaeia (Limalaeia),
karkinos more frequently, though even then the karkinos’ Kaklitakades (Atakades), Kokakinikea (Konikea),
nomadic and secluded lifestyle makes these interactions relatively Kakageakina (Aegeana), Kekantakita (Ketanita), Pakiketakea
rare and spontaneous. (Pakatea), Petakikekatis (Petakis), Thekakameika (Themaika),
Ocean Guardians Tehikagankis (Teaganis),Takitamekika (Takameia)

Despite their peaceful and quiet ways, the karkinos are known too
for great heroism in times of need. With a creed to suffer no Karkinos In Other Realms
injustice and to extend aid where possible, most karkinos are
There are other races throughout the multiverse that bear a
happy to lend a claw to passing merfolk, triton, or even surface
striking resemblance to the karkinos—for example, the
races where possible, though these encounters may be rare. Some
aldani of the Forgotten Realms, the sartani, and the crab
karkinos go above and beyond, and utilize their prodigious men that are scattered throughout the annals of history.
natural strength and defenses to protect those who have need of it. While these are not karkinos, their skill sets are similar
These karkinos are often those who depart from their families to enough that many with the knowledge of the greater planes
seek adventure, striking an impressive silhouette among groups of often group them together under a singular common
aquatic adventurers. name—crustacean-folk, or yurians.
Even besides these heroic individuals, the karkinos have a long
rivalry with malicious creatures of the deep. Sahuagin who Variant: Aldani
terrorize other races, krakens fouling the waters, and other beasts To represent the aldani lobsterfolk of Chuul, the following
of the deep are all ancestral enemies of the karkinos, and they changes can be made to the karkinos traits to better
require little persuasion to mobilize against such threats. In times represent the aldani’s specific lore. As an aldani, a karkinos
of turmoil, the karkinos usually prove to be vigilant guardians character loses the Pastoral Talents trait in exchange for the
who rise up above the chaos to protect the safety of the oceans. Scavenger’s Instincts trait.
For that reason, tritons and karkinos have traditionally had a good Scavenger’s Instincts. You are proficient in one of
relationship, both being defenders of the ocean. the following skills of your choice: Intimidation, Perception,
or Survival.

CHAPTER 1 | RACES
5
Karkinos Traits Pincers. Your crustacean pincers are natural weapons, which
Your karkinos character has a number of traits granted by its you can use to make unarmed strikes. If you hit with them, you
physiology and culture. deal slashing damage equal to 1d6 + your Strength modifier,
Ability Score Increase. Your Constitution score increases by 2, instead of bludgeoning damage normal for an unarmed strike.
and your Wisdom score increases by 1. Immediately after hitting a target with an unarmed strike on your
Age. Karkinos are unique in that they are effectively immortal. turn, you can use a bonus action to attempt to grapple the target.
So long as they continually shed their shells, which takes place Natural Armor. Your carapace is as hard as armor, and can turn
annually, a karkinos can continue to live through the ages, though aside lesser blows. When you aren’t wearing armor, your AC is
most eventually outpace their shedding capabilities and die at the 13 + your Dexterity modifier. You can use your natural armor to
age of 500 to 600. determine your AC if the armor you wear would leave you with a
Alignment. As peaceful pastoralists who drift through the lower AC. A shield’s benefits apply as normal while you use your
domains of other underwater races, karkinos tend towards being natural armor.
lawful, obeying the rules of whatever race currently hosting them. Pastoral Talents. You are proficient in one of the following
They have little inclination towards either good or evil. skills of your choice: Animal Handling, Nature, or Perception.
Size. Most karkinos stand between 5-6 feet tall, but are very Shepherd’s Speech. Tending to aquatic flocks for generations,
bulky, weighing an average of 450 pounds. Your size is Medium. your kind have a way with the creatures of the sea. You can
Speed. Your base walking speed is 25 feet, and you have a communicate simple ideas with beasts that can breathe water.
swimming speed of 30 feet. They can understand the meaning of your words, though you have
Amphibious. You can breathe air and water. no special ability to understand them in return.
Deep Sea Adaptation. You are immune to the effects of being Languages. You can speak, read, and write Common and
underwater at a depth greater than 100 feet. another language of your choice. Karkinos are a wandering
Darkvision. You can see in dim light within 60 feet of you as if people, and often pick up languages from other oceanborne
it were bright light, and in darkness as if it races, such as sea elves, triton, and locathah.
were dim light. You can’t discern color
in darkness, only shades of gray.
Racial Feats
This book also contains two feats that are exclusive to the
races shown in this chapter: Fanatical Devotion and Heavy
Carapace. These feats can be found in chapter 4, “Feats,” of
this book.

Art by Dee Chiu >>


Background by
Adam Paquette
Chapter 2: Subclasses Defiler Spells
Starting at 3rd level, you always have certain spells prepared after
HIS CHAPTER PRESENTS FIFTEEN you reach particular levels in this class, as shown in the Defiler
new subclasses to supplement those in the Spells table. These spells count as artificer spells for you, but they
Player’s Handbook: one for each class. don’t count against the number of artificer spells you prepare.
These new options are available when you make a
character, provided that your DM allows them in Defiler Spells
your campaign.
Artificer Level Spells
3rd grease, ray of sickness
Artificer Specialist 5th protection from poison, ray of enfeeblement
At 3rd level, an artificer gains the Artificer Specialist feature. The 9th hunger of Hadar, magic circle
following additional option is available to an artificer: the Defiler. 13th blight, hallucinatory terrain
The artificer class can be found in Tasha’s Cauldron of 17th cloudkill, contagion
Everything.

Defiler Tainted Ground


At 3rd level, you learn to magically salt the earth around you,
A Defiler is a master of deadly substances both caustic and
corrupting it and sickening creatures that enter the contaminated
corruptive, using foul mixtures to create sickeningly permanent
area. As an action, you can use a poisoner’s kit to befoul a 10-foot
effects. Any battlefield a Defiler enters is hauntingly marked with
cube you can see within 60 feet of you, choosing one of the
cruel magic that scars the landscape and mutilates its victims.
options listed below. The area becomes corrupted for 1 minute,
Valued for scorched-earth warfare, members of the specialization
until you use this feature again, or until it is dispelled by a dispel
are summoned when morals and long-term consequences no
magic spell. An area affected by this feature remains forever
longer matter.
scarred and unable to support any kind of plant or animal life after
Bonus Proficiencies the effect ends. You are immune to the effects of Tainted Ground
When you adopt this specialization at 3rd level, you gain that you create.
proficiency with the poisoner’s kit, and can use it as a spell- Once you use this feature, you can’t use it again until you finish
casting focus for your artificer spells. If you already have this a long rest, unless you expend a spell slot of 1st level or higher to
proficiency, you gain proficiency with one other type of artisan’s use it again.
tools of your choice. At the start of each of your turns, the corruption spreads to one
adjacent 10-foot cube of your choice. The new cube must have at
least one face adjacent to another cube of Tainted Ground, and has
the same effect as it.
Corrosive Smog. Foul, heavy smoke fills the area, scouring the
eyes and lungs and lightly obscuring the area. When a creature
enters the area for the first time on a turn or starts its turn there,
it takes 1d6 acid damage and must succeed on a Constitution
saving throw against your artificer spell save DC or become
blinded until the start of its next turn. This damage increases when
you reach higher levels in this class, to 2d6 at 5th level, 3d6 at 9th
level, and 4d6 at 15th level.
Draining Tar. Sticky black tar fills the area, coating any objects
not being worn or carried within it. For every 1 foot a creature
moves through this area, it must expend 4 feet of movement. When
a creature enters the area for the first time on a turn or starts its
turn there, it takes 1d6 necrotic damage. This damage increases
when you reach higher levels in this class, to 2d6 at 5th level, 3d6
at 9th level, and 4d6 at 15th level.
Raging Inferno. Intense supernatural flames burn within the
area, igniting flammable objects in the area that aren’t being worn
or carried. When a creature enters the area for the first time on a
turn or starts its turn there, it takes 1d10 fire damage. This damage
increases when you reach higher levels in this class, to 2d10 at
5th level, 3d10 at 9th level, and 4d10 creatures at 15th level.
Vile Radiation. Sickly bright light fills the area, befouling all it
touches. When a creature enters the area for the first time on a turn
or starts its turn there, it takes 1d6 radiant damage and must
succeed on a Constitution saving throw against your artificer spell
save DC or become poisoned until the start of its next turn. This
damage increases when you reach higher levels in this class, to 2d6
at 5th level, 3d6 at 9th level, and 4d6 at 15th level.

<< Art by Cristi Balanescu

9
Creeping Corruption Replicable Items (2nd-level Artificer)
Starting at 5th level, you can use your Tainted Ground to channel Magic Item Attunement
your foul magics. When you cast an artificer spell while standing
Bailing Twine No
within an area of Tainted Ground, you choose any point covered
by Tainted Ground. The spell is cast as if you were at the chosen Billowing Sailcloth No
point, but you must use your own senses. After you cast a spell of Braziers of Misty Forms No
1st level or higher in this way, you can cause the Tainted Ground Captain’s Lantern No
to spreads to a number of 10-foot-cubes equal to the spell’s level. Fog Horn No
Each new cube must have at least one face adjacent to another
Lurelight No
cube of Tainted Ground.
Sea Walker’s Helm No
Reduced Casualties Shape of Water Yes
Starting at 9th level, you learn how to protect others from your Wand of Phase Change No
own powers. When you cast an artificer spell or create an area of
Tainted Ground, you can designate any number of creatures you War Rigging No
can see to be immune to its effects.
Replicable Items (6th-level Artificer)
Profane Empowerment Magic Item Attunement
By 15th level, your exposure to horrific pollutants allows you to
become one with the contaminants: Brine-Burst Blade No
Crab Claw Gauntlets No
• Creatures of your choice have resistance to the damage type
Figgly’s Wand of Squids No
dealt by your Tainted Ground while standing in it.
• If you start your turn within an area of Tainted Ground, Hydromancer’s Trident No
your speed is increased by 10 feet until the end of the turn. Knave’s Cutlass No
• When you cast an artificer spell that deals damage while Krend’s Fishing Rod Yes
standing in a patch of Tainted Ground, you can choose to Lifeline No
change the spell’s damage type to the same type that the
Tainted Ground deals. Shield of Surfing No
Sticky Shield No

Artificer Infusions Vitreous Tear Yes

At 2nd level, an artificer gains the Infuse Item feature. Here are Replicable Items (10th-level Artificer)
new options for that feature, in addition to the options in Tasha’s Magic Item Attunement
Cauldron of Everything.
Some infusions specify a minimum artificer level. You can’t Cephalian Bands Yes
learn such an infusion until you are at least that level. Flow Gauntlets Yes
Unless an infusion’s description says otherwise, you can’t learn Rayleigh’s Raincoat No
an infusion more than once.
Replicable Items (14th-level Artificer)
Replicate Magic Item
This infusion adds a number of magic items from this book to the Magic Item Attunement
artificer’s Replicate Magic Item infusion. The core mechanical Blade of Parting Water Yes
text of the feature is restated below. Grail of Restoration No
All the magic items shown in this table can be found in chapter
Mariner’s Cowl Yes
5, “Magic Items,” of this book.
Rime-Wrought Bow Yes
Spellguard Staff Yes
Replicate Magic Item Tranquil Anchor Yes
Using this infusion, you replicate a particular magic item.
You can learn this infusion multiple times; each time you do Sundertide Weapon
so, choose a magic item that you can make with it, picking
Prerequisites: 6th level, A simple or martial weapon (requires
from the Replicable Items tables below. A table’s title tells
you the level you must be in the class to choose an item attunement)
from the table. Alternatively, you can choose the magic item This magic weapon grants a +1 bonus to attack and damage rolls
from among the common magic items in the game, not made with it. Attacks with this weapon are not made at
including potions or scrolls. disadvantage due to being underwater.
In the tables, an item’s entry tells you whether the item
The weapon has 4 charges. While underwater, the wielder can
requires attunement. See the item’s description in the
Dungeon Master’s Guide for more information about it,
expend 1 charge to cause the next attack to release a wave of
including the type of object required for its making. rippling force through the water. The wave is a ranged spell attack
with a range of 60 feet. You are proficient with it, and you add the
–Tasha’s Cauldron of Everything, page 22
weapon's normal modifier to its attack and damage rolls. In
addition to the attack's normal effects, it deals an additional 1d8
cold damage. The weapon regains 1d4 expended charges daily at
dawn.

CHAPTER 2 | SUBCLASSES
8
Primal Path Falling somewhere between the living and the dead, barbarians
who walk this path remember the rattling of chains and crashing
At 3rd level, a barbarian gains the Primal Path feature. waves when they rage. Their spectral powers control the battle-
The following additional option is available to a barbarian: field around them as they drag their enemies into the cold and
the Path of the Drowned. crushing depths to suffer their own grim fate.

Path of the Drowned Flooded Lungs


Starting at 3rd level, you take on certain characteristics that walk
The Path of the Drowned is walked by those who fall into the
the brink of life and death. You gain the following benefits:
dark depths of the sea and survive. Most of these barbarians did
not choose this fate. Instead, their all-consuming rage is the • You gain a swimming speed of 30 feet.
legacy of a prolonged brush with death. Some belong to tribes • You are immune to the effects of being underwater at a depth
who venerate the power of the sea and willingly give themselves greater than 100 feet.
to the waves for a chance at such strength. • You no longer need to breathe.
• You appear dead to spells and magical effects used to
determine your status, and are indistinguishable from a
corpse while you remain motionless.
Spectral Chains
Art by Also at 3rd level, your memories of the crushing depths cause you
<< Randy Vargas to manifest spectral chains that wrap around you or hang off your
person. The chains are visible to only you when you are not
raging and cannot travel more than 10 feet away from you.
The chains can be used to manipulate an object, open an
unlocked door or container, stow or retrieve an item from an open
container, or pour the contents out of a vial. The chains cannot
perform any task that requires careful handling, attack, activate
magic items, or carry more than 10 pounds.
When your Spectral Chains require a saving throw, the DC
equals 8 + your proficiency bonus + your Strength modifier.
Oppressive Haul
When you choose this path at 3rd level, you learn to fully
embrace your spectral powers by summoning a ghostly anchor
that connects to your chains.
When you enter a rage, you can hurl the anchor at a creature
within 30 feet of you. The creature must succeed on a Strength
saving throw or be pulled up to 15 feet in a straight line towards
you by your Spectral Chains. While you’re raging, you can use a
bonus action on your turn to toss the anchor again, targeting the
same creature or a different one.
Heave-To
Beginning at 6th level, you can cause your Spectral Chains to
bind and harm your foes. When a creature fails its save against
your chains, its speed is halved until the start of your next turn. In
addition, the creature takes 1d6 cold damage.
When you reach certain levels in this class, the damage dealt by
your chains increases: 2d6 at 10th level and 3d6 at 14th level.
Dead Men Talking
At 10th level, your connection to the dead is strong enough to
contact them directly. When you do so, you cast the speak with
dead spell without using a spell slot or material components.
Rather than speaking with the corpse’s mouth, you see a spectral
image of the creature as it was in life hovering above the body.
After you cast the spell in this way, you can’t use this feature
again until you finish a short or long rest.
Batten Down the Hatches
Starting at 14th level, you can call upon the drowned to restrain
the living with your chains. When you take damage from a
creature that is within 5 feet of you, you can use your reaction to
wrap that creature in Spectral Chains. The creature must succeed
on a Dexterity saving throw or be restrained until the end of
your next turn.
Bard College The performance lasts for up to 1 minute
or until your concentration ends (as if you were
At 3rd level, a bard gains the Bard College feature. The following concentrating on a spell), and can be used on any
additional option is available to a bard: the College of Shanties. creature that can hear you within 15 feet of you. It ends

College of Shanties
early if you are incapacitated, become unable to speak, start a new
performance, or end it voluntarily (no action required).
The College of Shanties is an “informal” college, a loose Haul Away, Joe. When a creature within range provokes an
community of tradesmen that work in environments with harsh, opportunity attack, you can use your reaction to impose
repetitive labor. Far from studying theory or undertaking long disadvantage on the attack roll.
apprenticeships, a shantyman learns practical skills on the job. Blood Red Roses. When a creature within range makes a
It’s a common turn of phrase that “a good shantyman is worth melee attack roll and misses, you can use a reaction to allow it
four extra hands on the rope.” The bards of this college support to reroll the attack roll against a different target within range.
their allies by working alongside them and leading by example. Fiddler’s Green. When a creature within range makes an
They know the perfect tune for every situation, from drinking and ability check, you can use your reaction to give that creature
carousing (skills they generally excel at) to working and fighting. advantage on the check.
Strike the Bell. When a creature within range makes a Consti-
Three Sheets to the Wind tution saving throw to maintain concentration on a spell, you can
When you join the College of Shanties at 3rd level, you gain use your reaction to impose disadvantage on the saving throw.
proficiency with brewer’s supplies and you can choose to use a Drunken Sailor. When a hostile creature within range misses
mug or tankard as a spellcasting focus for your bard spells in you or an ally with an attack, you can use your reaction to cast
place of a musical instrument. vicious mockery, targeting that creature.
Your quick wit has been known to get you both in and out of The range of your performance improves when you reach
trouble. You learn the vicious mockery cantrip, which doesn’t certain levels in this class, increasing to 20 feet at 5th level, 25
count against the number of bard cantrips you know. If you feet at 10th level, and 30 feet at 15th level.
already know this cantrip, then you learn a different bard cantrip
of your choice. Know the Ropes
At 6th level, you’ve learned to keep perfect tempo while you
Blow the Man Down focus on the task at hand. You no longer need to concentrate on
At 3rd level, you gain the ability to coordinate your allies with your shanty performances.
raucous songs. As a bonus action, you can expend one use of your In addition, you gain the ability to weave your shanties with the
Bardic Inspiration to start performing a sea shanty, choosing from disruptive power of your Countercharm ability. While you are
one of the following options. performing, any ally in range is affected by your Countercharm.
Sea Medley
At 14th level, your mastery of the form allows you to seamlessly
flow from one song to another. When you start your performance
you can choose two options instead of one.
Additionally, while you are performing, each creature of your
choice within range gain a bonus to Performance checks equal to
your Charisma modifier (minimum of +1).

<< Art by Steve Prescott


Divine Domains Imbue Mobility
Starting at 1st level, your spells guide allies out of harm’s way. If
At 1st level, a cleric gains the Divine Domain feature.
you cast a spell with a spell slot of 1st level or higher and target
The following additional options are available to a cleric:
an ally with the spell, that ally can use their reaction immediately
Journey and Water.
after the spell to move up to half its speed without provoking
Journey Domain opportunity attacks.

The gods of the Journey domain aid travelers in their journeys, Channel Divinity: Zealous Charge
guiding them safely to their destinations. These deities are often Starting at 2nd level, you can use your Channel Divinity to imbue
worshiped at humble shrines along well-traveled roads, but also divine might into one of your allies.
feature in temples near ports in seaside cities. You can grant speed and strength to a creature you can see
within 30 feet of you as a bonus action on your turn. Until the
Domain Spells start of your next turn, the creature’s speed is doubled, and each
You gain domain spells at the cleric levels listed in the Journey creature that it moves within 5 feet of for the first time on a turn
Domain Spells table. See the Divine Domain class feature for during this duration must make a Strength saving throw. On a
how domain spells work. failed save, a creature takes force damage equal to 2d6 + your
cleric level and is knocked prone. On a successful save, it takes
Journey Domain Spells half as much damage and is not knocked prone.
Cleric Level Spells Long Road Ahead
1st expeditious retreat, longstrider Starting at 6th level, you can grant up to six creatures you can
3rd find steed, misty step see temporary hit points equal to half your cleric level + your
5th haste, Leomund’s tiny hut Wisdom modifier (minimum of 1 hit point) when you finish a
short or long rest. While a creature has these hit points, its
7th dimension door, freedom of movement
movement speed increases by 10 feet, and it has advantage on
9th passwall, teleportation circle Constitution saving throws made against exhaustion from a
forced march.
Bonus Proficiencies Divine Strike
When you choose this domain at 1st level, you gain proficiency At 8th level, you gain the ability to infuse your weapon strikes
with martial weapons, land vehicles, and water vehicles. with divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to deal an
extra 1d8 force damage to the target. When you reach 14th level,
Art by Donato Giancola >> the extra damage increases to 2d8.
Unchained and Unfettered
Beginning at 17th level, you are always under the effects of the
freedom of movement spell, and your movement doesn’t provoke
opportunity attacks.
Water Domain Channel Divinity: Bless Water
Starting at 6th level, you can use your Channel Divinity to impart
Gods of the water inhabit many domains, from shining seas to lakes divine power onto water.
to small forest streams. These gods range from grand deities like As an action, you present your holy symbol and choose a 20-
Poseidon, Istishia, and Umberlee to small water spirits like foot-cube within 30 feet of you. For 1 minute, water in the area
Nommos or Astlik. becomes imbued with divine energy. When a creature enters the
Clerics of this domain can be found commonly by seas, rivers, water for the first time on a turn or starts its turn there, it regains
or lakes, whether aboard a ship or serving at a temple to bless 1 hit point if it is not a fiend or undead. A fiend or undead instead
sailors before their travels. They see the warmth, beauty, and takes 2d6 radiant damage.
protectiveness of water, and use their abilities to harness it
to shelter others. Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage
Domain Spells you deal with any cleric cantrip.
You gain domain spells at the cleric levels listed in the Water
Domain Spells table. See the Divine Domain class feature for how Rain’s Blessing
domain spells work. Starting at 17th level, you can use your action to summon a
torrent of rain in a 30-foot-radius, 40-foot-high cylinder, which lasts
Water Domain Spells for 1 minute. When you do so, you can designate any
number of creatures you can see to be protected by the rain. While
Cleric Level Spells
an affected creature is within the area, it has advantage on attack
1st create or destroy water, fog cloud rolls, and attack rolls made against it are at disadvantage.
3rd misty step, moonbeam The rain produces water at a rate of 1 gallon of water per round
5th tidal wave,XGE wall of water XGE in each 5-foot square area it covers when it is summoned, and
7th control water, watery sphere XGE again at the start of each of your turns before it ends. The water
extinguishes unprotected flames and forms a puddle in the area.
9th commune with nature, maelstrom XGE
If you’re within 60 feet of the cylinder, you can move it up to
60 feet as a bonus action on your turn.
Divine Lash Once you use this feature, you must finish a long rest before
When you choose this domain at 1st level, you learn the thorn you can use it again.
whip cantrip, which counts as a cleric cantrip for you and doesn’t
count against the number of cleric cantrips you know. When you
cast the spell as a cleric cantrip, its material component is a drop Variant: Alternative Spells
of water, and it gains the hydromancy tag with a hydromancy
For players who don’t have access to Xanathar’s Guide to
radius of 60 feet. The whip the spell creates is formed from water. Everything, the following lines in the Water Domain Spells
If you use a drop of holy water as the spell’s material table can be replaced:
component, the spell deals an additional 1d6 radiant damage to
fiends and undead. Cleric Level Spells
Information about the hydromancy tag can be found in chapter 3, 5th sleet storm, water breathing
“Spells,” of this book.
7th aura of purity, control water
Sacred Font 9th commune with nature, destructive wave
Starting at 1st level, you can conjure pure holy water, taken
directly from the blessed lakes and rivers of the upper planes.
Over a long rest, you can conjure enough holy water to fill a
number of flasks equal to your Wisdom modifier (a minimum of
one flask). This water lasts until you use it or complete a long rest.
A creature can use an action to drink or administer the holy
water as a potion. The target regains a number of hit points equal
to 1 + half your cleric level, and becomes cured of one disease or
poison affecting it.
Channel Divinity: Water Ward
Starting at 2nd level, you can use your Channel Divinity to release
a burst of protective water.
As an action, you douse up to six creatures within 20 feet of
you with blessed water. Each creature gains temporary hit points
equal to your cleric level + your Wisdom modifier (minimum of 1
hit point), which last for 1 hour. While a creature has these hit
points, it can walk on the surface of water as if it were harmless
solid ground, has resistance to acid and fire damage, and gains a +1
bonus to AC.

Art by Joseph Meehan >>


Druid Circle When a creature affected by the difficult terrain enters the reef
for the first time on a turn or starts its turn there, it takes 2d4
At 2nd level, a druid gains the Druid Circle feature. The follow- piercing damage.The reef lasts for 10 minutes, after which it
ing additional option is available to a druid: the Circle of Coral. crumbles into dust. Also, it ends early if you dismiss it as a bonus

Circle of Coral
action, fall unconscious, or use your Wild Shape again.
At 10th level, the reef’s radius increases to 20 feet, and the
Druids of the Circle of Coral take inspiration of the ocean and its piercing damage increases to 3d4. At 18th level, the reef’s radius
vibrant reef systems, protecting and safeguarding the creatures of increases to 30 feet, and the piercing damage increases to 4d4.
the wild wherever they find them, both within the ocean and Reef Denizen
without. All life originated from the sea; as such, it is the duty of
At 6th level, when you conjure a reef with your Coral Calling
druids of the circle to protect life wherever they see it, channeling
feature, you can expend an additional use of your Wild Shape to
primal magics to bring the power of coral reefs wherever nature
conjure a creature of the reef to populate it. The creature can be
has need of it.
any beast with a swim speed that you can transform into using
Coral Calling your Wild Shape, such as a reef shark, giant crab, or
At 2nd level, you can conjure a coral reef around you to harm giant sea horse. The creature appears in an unoccupied space
foes and protect allies. As an action, you can expend a use of your within the reef, and remains there until the reef crumbles or it is
Wild Shape feature to conjure a coral reef, rather than reduced to 0 hit points, after which it disappears.
transforming into a beast form. The reef grows in 10-foot radius A creature you conjure in this way can breathe both air and
around you, moves with you, and its area is lightly obscured and water, has a flying speed equal to its swimming speed, and
difficult terrain. When you conjure the reef, you can designate appears with temporary hit points equal to twice your druid level.
any number of creatures you can see to be unaffected by the reef. It can’t leave the reef, either willingly or by being moved, and
A designated creature also has half cover from effects that stops at the edge of the reef if it is moved against its will.
originate outside the reef while it is within the reef. The creature obeys your telepathic commands (no action
required by you), and shares your initiative in combat, but takes
its turn immediately after yours. It can use your spell attack
modifier in place of its own modifier for weapon attacks, and its
natural weapons count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.
At 14th level, you can conjure two creatures instead of one
when you use this feature. The beasts you summon can be the
same type of creature, or two different ones.
Breath of the Sea
At 10th level, like a coral reef sifting through the ocean currents,
you can filter harmful magic into healing energy. As a reaction
when you see a creature within 30 feet of you casting a spell, you
can make an ability check using your Wisdom to attempt to
counteract the spell. The DC of this check equals 10 + the spell’s
level. On a success, the spell fails and has no effect, and up to
three creatures of your choice within 30 feet of you regain hit
points equal to twice the spell’s level.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
Ageless Reef
At 14th level, your reefs stand as ageless as the ocean itself.
When a reef you create with the Coral Calling feature would
crumble, you can choose to have it remain in place instead,
centered on the space you currently occupy. If you do this
while you already have an ageless reef, the older one is
destroyed. An ageless reef also crumbles if struck by a
disintegrate spell.
An ageless reef otherwise functions identically to a
normal reef you create, and a reef denizen you
conjure remains until it is reduced to 0 hit points or
the reef is destroyed. Additionally, whenever a
creature finishes a long rest in an ageless reef, it
gains temporary hit points equal to your druid level.

<< Art by Matt Stewart


Martial Archetype When conjured in this way, the swarm can breathe air and
water, has a flying speed equal to its swimming speed, and
At 3rd level, a fighter gains the Martial Archetype feature. The appears with temporary hit points equal to twice your fighter
following additional option is available to a barbarian: the Barrier. level. Additionally, the swarm adds your Constitution modifier to

Barrier
attack and damage rolls it makes, and its attacks count as magical
for the purpose of overcoming resistance and immunity to
Warriors who draw power from the tropical waters, Barriers nonmagical attacks and damage. When the swarm deals damage
harness the primal magic of the reef to don a spiked armor made to a creature, the creature’s movement speed is reduced by 10 feet
of living creatures. Because of their connection to the natural until the end of the creature’s next turn.
world and potent martial prowess, Barriers are commonly fielded The swarm obeys your verbal commands (no action required
as champions and defenders among coastal cultures for their by you), and shares your initiative in combat, but takes its turn
unbreakable endurance and ability to defend their companions. immediately after yours. The swarm disappears when it drops to 0
hit points or when your Mantle of Coral ends.
Mantle of Coral Once you use this feature, you can’t use it again until you
Upon taking this archetype at 3rd level, you can use a bonus finish a long rest.
action on your turn to create a suit of magical living armor
around you, which lasts for 1 minute. You can create this armor Barrier Reef
on top of any existing armor you are wearing. While you have At 18th level, your Mantle of Coral increases in potency and
this armor, you gain the following benefits: protective power. When you activate your Mantle of Coral, you
gain temporary hit points equal to your fighter level, which last
• Your AC can’t be less than 16. until your Mantle of Coral ends. Additionally, the piercing
• If a creature within 5 feet of you hits you with a melee attack, damage from your armor increases to 2d4, and a creature that
the creature takes 1d4 piercing damage. This damage takes this damage has its movement speed reduced to 0 feet until
counts as magical for the purpose of overcoming the end of its next turn.
resistance and immunity to nonmagical attacks and
damage. The first time a creature takes this damage
on a turn, its speed is reduced by 10 feet until the end
of its next turn.
You can use this feature twice, and regain all expended
uses of it when you finish a short or long rest.
Expel Toxin
Also at 3rd level, you take on the natural healing properties
of coral, and can use it to expel yourself of poisons. When
you regain hit points using your Second Wind feature while
your Mantle of Coral is active, your armor deals an
additional 1d6 poison damage until the start of your next
turn, and you become cured of one disease or poison
affecting you.
Fed by the Sun
At 7th level you can draw upon the light of the sun to nourish
and sustain yourself. If you spend 1 hour in bright sunlight, you
regain hit points equal to your Constitution modifier (minimum of
1 hit point), and gain enough nourishment to sustain yourself for
one day.
Bristling Defense
Starting at 10th level, when a creature within 5 feet
of you that you can see hits you with a melee attack
while your Mantle of Coral is active, you can use
your reaction to conjure bristling spines from your
armor. You halve the attack’s damage against you,
and the attacker takes additional damage from your
armor equal to your fighter level.
Frenzied Swarm
Beginning at 15th level, you can manifest creatures
of the reef from your living armor to aid you in battle.
As an action while your Mantle of Coral is active, you
can conjure a swarm of quippers, which appears in your
space (the DM has the creature’s game statistics).

Art by Jaime Jones and Chris Rahn >>


Disciple of the Elements Monastic Tradition
You learn magical disciplines that harness the power of the
At 3rd level, a monk gains the Monastic Tradition feature.
four elements. A discipline requires you to spend ki points Monks that follow the Way of the Four Elements from the
each time you use it. Player’s Handbook have access to the options presented here.

Way of the Four Elements


You know the Elemental Attunement discipline and one
other elemental discipline of your choice, which are detailed
in the “Elemental Disciplines” section in the Player’s
The core mechanical features of the Way of the Four Elements are
Handbook. You learn one additional elemental discipline of
your choice at 6th, 11th, and 17th level. restated here, with the addition of the following new Elemental
Whenever you learn a new elemental discipline, you can Disciplines.
also replace one elemental discipline that you already know
with a different discipline.
Elemental Disciplines
Casting Elemental Spells. Some elemental disciplines The elemental disciplines are presented in alphabetical order. If a
allow you to cast spells. See chapter 10 of the Player’s discipline requires a level, you must be the level in this class to
Handbook for the general rules of spellcasting. To cast one learn the discipline.
of these spells, you use its casting time and other rules, but These new disciplines are meant to be used alongside the ones
you don’t need to provide material components for it. found in the Player’s Handbook.
Once you reach 5th level in this class, you can spend Boiling Breath (17th Level Required). You can spend 5 ki
additional ki points to increase the level of an elemental points to cast steam vent.ABYSS
discipline spell that you cast, provided that the spell has an Breath of the Sea (17th Level Required). You can spend 5 ki
enhanced effect at a higher level, as burning hands does. points to cast drown.ABYSS
The spell’s level increases by 1 for each additional ki point Fluid State (11th Level Required). You can spend 4 ki points
you spend. For example, if you are a 5th-level monk and use
to cast aqueous form,ABYSS targeting yourself. You can speak,
Sweeping Cinder Strike to cast burning hands, you can spend
attack, and cast spells as normal while transformed by the spell.
3 ki points to cast it as a 2nd-level spell (the discipline’s base
cost of 2 ki points plus 1). Forceful Flow. You can spend 2 ki points to cast riptide.ABYSS
The maximum number of ki points you can spend to cast Glacial Embrace (17th Level Required). You can spend 6 ki
a spell in this way (including its base ki point cost and any points to cast instant iceberg.ABYSS
additional ki points you spend to increase its level) is Grasp of the Deep Sea (17th Level Required). You can spend 5
determined by your monk level, as shown in the Spells and ki points to cast crushing depths.ABYSS
Ki Points table. At 5th level, you may spend up to 3 ki points; Instant Storm (11th Level Required). You can spend 4 ki
this increases to 4 ki points at 9th level, 5 at 13th level, and 6 points to cast aqueous blast.ABYSS
at 17th level. Rippling Strike. You can transfer the force of your strikes
through water. Being underwater doesn’t impose disadvantage on
Spells and Ki Points
your unarmed strikes. Additionally, when you take the Attack
Monk Level Maximum Ki Points for a Spell action on your turn, you can spend 1 ki point to channel rippling
5th–8th 3 energy around your form. For the rest of your turn, when you
9th–12th 4
make an unarmed strike while you are within 5 feet of a body of
water, you can choose a point within 30 feet of you that is within
13th–16th 5
the same body of water. The attack is made as if you were at the
17th–20th 6 chosen point, but you must use your own senses. When you hit a
creature with such an attack, you can spend 1 ki point to attempt
–Player’s Handbook, page 80
to push the target away. It must succeed on a Strength saving
throw or be pushed up to 15 feet away from the point you chose.
Rising Sea Serpent. You can spend 2 ki points to cast
waterspout.ABYSS
Scalding Stream (11th Level Required). You can spend 4 ki
points to cast geyser.ABYSS
Wave Dash (6th Level Required). You can spend 3 ki points to
cast crashing wave ABYSS.
Winter’s Grasp (6th Level Required). You can spend 3 ki
points to cast freeze.ABYSS

<< Art by Ryan Alexander Lee

ABYSS
These spells can be found in chapter 3, “Spells,” of this book.
Sacred Oath Aura of Morale
Starting at 7th level, you radiate an aura of confidence that
At 3rd level, a paladin gains the Sacred Oath feature. The
inspires those who follow you. When you score a critical hit or
following additional option is available to a paladin: the Oath
reduce a creature to 0 hit points, you can choose any number of
of Leadership.
creatures other than yourself within 10 feet of you. If a chosen
Oath of Leadership creature can see or hear you, it gains temporary hit points equal to
your Charisma modifier (minimum of 1 hit point), which last for
Paladins who swear the Oath of Leadership reject lofty idealism 1 minute. While a creature has these hit points, it has advantage
and swear a personal commitment to those under their charge. on attack rolls and ability checks.
Whether they be sea captains, military officers, or mercenary At 18th level, the range of this aura increases to 30 feet.
leaders, these knights believe that command is a sacred contract
of service and not a means to an end. Their oath bids them to Aegis of Trust
protect, guide, and do right by those that would follow them. Starting at 15th level, those who follow you are protected by their
trust in you. While a creature has temporary hit points granted by
Tenets of Leadership you, it has resistance to all damage.
The tenets of the Oath of Leadership demands a paladin do right
by those who they are responsible for. Commanding Presence
Burden of Leadership. You are in service of those who follow At 20th level, you can manifest divine power to become an avatar
you, and you bear responsibility for the actions of your followers. of unquestionable authority. You can use your action to gain the
Chart the Course. A leader’s duty is to chart a path forward. Be following benefits for 1 minute:
thoughtful, but decisive. Determine the necessary steps and • You can cause your voice to boom up to ten times as loud as
follow through to the end. normal and be audible from up to 1 mile away.
Create Unity. The strength of many exceeds the strength of an • When you deal damage to a creature with your Divine Smite,
individual. Bring people together toward a shared goal. you can mark it for your allies to strike down. Until the start of
Lead by Example. Never give an order that you yourself would your next turn, the creature takes an additional 1d8 radiant
not follow. damage whenever it is hit by an attack.
Oath Spells • You can cast command as a bonus action on your turn, without
expending a spell slot.
You gain oath spells at the paladin levels listed in the Oath of
Leadership Spells table. See the Sacred Oath class feature for how Once you use this feature, you can’t use it again until you finish a
oath spells work. long rest.

Oath of Leadership Spells


Paladin Level Spells
3rd command, sanctuary
5th calm emotions, enhance ability Art by Volkan Baga >>
9th beacon of hope, mass healing word
13th aura of purity, compulsion
17th conjure volley, mass cure wounds

Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Captain’s Command. As a bonus action, you can
use your Channel Divinity to call out to one creature
you can see within 60 feet of you. If it can hear you,
the creature can use its reaction to take the
Attack (one weapon attack only), Dash, Dodge,
or Use an Object action.
The number of creatures you can call out to when
you use this Channel Divinity increases when you
reach higher levels in this class, to two creatures at 7th level,
three creatures at 15th level, and four creatures at 20th level.
Together We Triumph. When you succeed on a saving throw
against an effect that targets at least one other creature within
30 feet of you, you can use your reaction to use your Channel
Divinity to choose a number of creatures up to your Charisma
modifier (minimum of 1 creature) that you can see within
30 feet of you. If a chosen creature can see or hear you, it
automatically succeeds its the saving throw against the
triggering effect. You can choose to use this Channel
Divinity after all the saving throws are rolled, but
before the outcomes are determined.
Ranger Archetype Cyclone Burst
Beginning at 11th level, you can unleash a vicious cyclone of
At 3rd level, a ranger gains the Ranger Archetype feature. The
following additional option is available to a ranger: the Stormcaller. winds around you. When you move for the first time on your turn
while using your Gale Step feature, you can force each creature
Stormcaller within 10 feet of you to make a Strength saving throw against
your ranger spell save DC. On a failed save, a creature takes 2d8
Experts in fighting in strong winds and heavy rain, Stormcallers thunder damage and is pushed up to 10 feet away from you and
draw their power from the rolling clouds and shifting skies. Able knocked prone. This wind also blows away any smoke, mist, or
to manipulate the weather to their advantage, Stormcallers strike fog in the area.
with the might of a hurricane, fracturing and blowing away their
adversaries with bursts of windy magic and whirling blades. Shielded by Wind and Rain
At 15th level, you can bend the winds around you into a barrier
Stormcaller Magic against arrows and other missiles. While you aren’t incapacitated,
Starting at 3rd level, you learn the druidcraft cantrip, and you you have half cover against ranged attacks. Additionally, when a
learn an additional spell when you reach certain levels in this creature you can see makes a ranged attack against a target within
class, as shown in the Stormcaller Spells table. These spell count 30 feet of you, you can use your reaction to grant the target half
as ranger spells for you, but don’t count against the number of cover against the attack.
ranger spells you know. If you are standing in light or heavy precipitation, both
instances of half cover become three-quarters cover.
Stormcaller Spells
Ranger Level Spells
3rd zephyr strike XGE
Variant: Alternative Spells
5th warding wind XGE For players who don’t have access to Xanathar’s Guide to
Everything, the following lines in the Stormcaller Spells table
9th call lightning can be replaced:
13th storm sphere XGE
Ranger Level Spells
17th control winds XGE
3rd fog cloud

Gale Step 5th gust of wind

Starting at 3rd level, you can channel the power of the wind into 13th control water
your own movements and attacks. When you move for the first time 17th commune with nature
on your turn, you can double your speed until the end of the turn. If
you move at least 10 feet straight toward a target and then hit it
with a weapon attack before the end of the turn, the attack deals an
extra 1d8 thunder damage. When you reach 11th level
in this class, the extra damage increases to 2d8.
Once you use this feature, you can’t use it again until you move 0
feet on one of your turns.
Rain Cloak
At 3rd level, you learn to cloak yourself under cover of rain.
While in light or heavy precipitation, you can use a bonus
action on your turn to turn invisible until the start of your
next turn, or until you attack, make a damage roll, or force
someone to make a saving throw. Additionally, you don’t
have disadvantage on Wisdom (Perception) checks made
when observing areas that are lightly obscured by heavy
rain, falling snow, mist, or other water-based phenomena.
Darken Skies
At 7th level, you gain the ability to draw storm clouds
overhead. If you are able to see the sky when you
finish a short or long rest, you can cause dark clouds
to form in a 1-mile radius directly above you. These
dark clouds count as stormy conditions for the purpose
of spells such as call lightning and the weather in the
area changes to light rain or light snow.
If it is already lightly raining or lightly snowing
when you use this feature, you can instead cause the
weather in the area to worsen, turning light
precipitation into heavy precipitation.
Changes in weather caused by this feature persist
for a number of hours equal to your ranger level or
until dispersed naturally or by magic.

<< Art by Wesley Burt

CHAPTER 2 | SUBCLASSES
17
Roguish Archetype Smash and Grab
Also at 3rd level, you learn techniques to break down barriers that
At 3rd level, a rogue gains the Roguish Archetype feature. The
stand between you and your treasures. You can apply the extra
following additional option is available to a rogue: the Marauder.
damage from your Sneak Attack to any attack made against an
Marauder object, even if you don’t have advantage on the attack roll.

Trained in the use of all sorts of weaponry and with a keen eye for Brutal Coercion
treasure, your skills as a Marauder make you a terror wherever At 9th level, you can use the bonus action granted by your
there is something of value ripe for the taking. These warriors Cunning Action to make a Charisma (Intimidation) check against
trade deceit and precise maneuvers for pure power and brutal a creature you can see within 30 feet of you, contested by the
efficiency. target’s Wisdom (Insight) check, provided the target can see or
Marauders may travel the land as mounted raiders, or pillage hear you. If your check succeeds, the target drops the object you
the coasts on fast longships, making use of mobility and brutality choose, which lands at its feet. If the creature is frightened, you
to always strike where the rewards are greatest. Many pirates, automatically succeed on the check.
raiders, and bandits follow this archetype, wandering land and sea
in search of wealth or glory.
Frenzied Blows
Starting at 13th level, you learn to sacrifice precision in exchange
Marauder Training for frenzied strikes. Once per turn when you take the Attack
When you choose this archetype at 3rd level, you gain proficiency action and have advantage on an attack roll, you can forgo the
with water vehicles, medium armor, shields, and martial weapons. advantage for that roll to make an additional weapon attack as
Additionally, you can apply the extra damage from your Sneak part of the same action.
Attack to attacks made with any weapon you are proficient with,
not just finesse or ranged weapons.
Terror Strike
Beginning at 17th level, you can turn the brutality of combat into
a tool to terrify your foes. Once per turn when you hit a creature
with a weapon attack, you can choose a creature that you can see
within 30 feet of you. If the target can see you, it must succeed on
Art by Greg Opalinski >> a Wisdom saving throw or become frightened until the start of
Background by YW Tang your next turn. The DC for this saving throw is equal to half the
damage you dealt with the attack.
Sorcerous Origins This change lasts for 1 minute, until you choose to use this
feature again, or until you end it as a bonus action on your turn.
At 1st level, a sorcerer gains the Sorcerous Origin feature. Elongated Limbs. Your arms and legs snap and stretch
The following additional options are available to a sorcerer: unnaturally, tripling in length. Your reach is increased to 10 feet
Sunken Herald and Treasure Bound. on your turns, and your speed increases by 10 feet.

Sunken Herald
Freakish Graft. The flesh of your hand swells and grows
around one object that you’re holding, mingling them together.
Your innate magic comes from strange undersea powers, spawned You can’t be disarmed of the item or drop it. If you are holding a
from creatures of the deep that lurk in furtive darkness. Krakens, structure or object too large for you to move, you can’t be moved
merrow, sea hags and other marine horrors often abduct thralls more than 5 feet away from that object.
from the surface, controlling them with hypnotic magic before Mucosal Escape. Thick, foul slime coats your skin. You have
discarding them and leaving them forever changed. You have a advantage on checks to avoid being grappled, and opportunity
connection to one of these thralls—or could even be one of these attacks against you are made at disadvantage.
thralls yourself—as the descendant of a deep scion, a child stolen Net of Veins. Your torso bursts into a web of blood vessels that
by a sea hag, or someone anointed as an acolyte by a circle of anchors itself on structures and objects that aren’t being worn or
kraken priests. Your inextricable connection to the depths warps carried within 60 feet of you. Until this effect ends, you have
your body and soul into strange, alien forms that terrify your advantage on checks and saves to avoid being knocked prone or
terrestrial allies. Above all, the sea lures your mind, bringing you moved unwillingly, and can use a bonus action to pull a Small or
both calm and deep foreboding near the open waters. smaller object within range that isn’t being worn or carried into
Regardless of the source of your power, you fill those that lay your space. You can use a bonus action to focus your veins on a
eyes upon you with dread. The terrors of the depths and the destination you choose within 60 feet of you. When you do so, the
horrors that live on the cold, black seafloor weave their way into veins can fasten themselves securely to an object at that point,
your magic and your very body. Despite this, powerful Sunken unfasten themselves, or spread evenly around you again.
Heralds tend to become the leaders of far-reaching cults and Predator’s Claws. Your nails lengthen and sharpen into thin,
powerful secret societies. translucent spindles, which you can use to make unarmed strikes.
If you hit with them, you deal magical slashing damage equal to
Between Worlds 1d8 + your Strength modifier.
Your foul ancestry grants you abilities some consider unnatural. Salt and Sunder. Corrosive brine drips from your hands, which
At 1st level, you learn Deep Speech, can breathe both air and become pitted and blackened. Your attacks and spells deal double
water, and have a swim speed equal to your walking speed. damage against objects.
Additionally, you can walk across the surface of liquid
water as if it were harmless solid ground.
Weird Reconstruction
At 6th level, the bizarre biology that gave you life allows you to
Malleable Flesh reform your body in horrific ways. When you take damage, you
At 1st level, you can cause the magic that flows through can use your reaction to warp your flesh back into shape. You
your veins to shift and change your body to suit your gain temporary hit points equal to your sorcerer level, and if the
needs. When you cast a spell of 1st level or higher, source of damage was a creature, it must make a Wisdom saving
you can modify your body in one of the ways throw against your sorcerer spell save DC. On a failed save, the
listed below. If you cast a spell of 2nd level target is frightened of you until the end of your next turn.
or higher, you can choose one additional feature You can use this feature a number of times equal to your
for each slot level above 1st. Charisma modifier (a minimum of once). You regain all expended
uses when you finish a long rest.
Monstrous Mass
At 14th level, your contorting, inhuman body terrifies and
disorients your enemies. When you activate Malleable Flesh by
casting a spell of 6th level or higher, each creature of your choice
that is within 60 feet of you must make a Wisdom saving throw
against your sorcerer spell save DC. On a failed save, a target is
frightened of you until your transformation ends. While
transformed in this way, frightened creatures have disadvantage
on saving throws against your spells.
Pelagic Nightmare
Starting at 18th level, you can spend 5 sorcery points as an action
to temporarily manifest images of an ancient, sunken city around
yourself for 1 minute. All light within 120 feet of you is reduced
to dim light, and creatures of your choice must use their
swimming speed to move through the area, rather than their
walking speed, and can’t benefit from cover. When you create this
effect, you can designate any number of creatures you can see to
be unaffected by the visions of ocean depths. When a designated
creature casts a spell or makes an attack while in the area, it can
treat any point within 120 feet of you as the origin of the effect, as
though it were standing in that space.

<< Art by Dan Scott


Art by Steven Belledin >>

Treasure Bound When you summon an object, you can


choose to sever your bond to it. If you die,
One of your ancestors left behind a vast fortune, stowed away in all of your bonds are severed, and the contents
some hidden corner of the world, and protected it from would-be of the pocket dimension appear at your feet.
thieves and treasure hunters through layer upon layer of wards and Additionally, you can spend 1 sorcery
curses. The magic of your ancestor’s treasure has seeped into your point when you use your Manifest Treasure
bloodline, manifesting itself within you as arcane power that feature to summon two objects at once. This
shimmers like gold, both a blessing and a curse. number increases to three objects at 14th level
Whether they were a canny noble, a daring pirate, or a hoard- and to four objects at 18th level.
ing dragon, the magic that your ancestor imbued within their
hidden treasure is irrevocably bound to you, allowing you to reach Price of Greed
into their hoard and temporarily pluck from it objects of incredible Beginning at 14th level, you learn the bestow curse spell, which
variety and value. counts as a sorcerer spell for you but doesn’t count against your
number of sorcerer spells you know.
Manifest Treasure As an action, you can touch an object and cast bestow curse on
At 1st level, you can pull gleaming treasure from your hoard to it. When you cast the spell in this way, it has no effect, and the
aid you in your adventures. As a bonus action on your turn, you spell is instead stored in the object until it is triggered or the spell
can summon a nonmagical object worth a number of gold pieces ends. You must maintain concentration of the spell as normal if it
no more than 50 × your sorcerer level. The object can be an art requires concentration. You can designate any creatures you
object, gemstone, trinket, weapon, shield, suit of armor, or piece choose when you cast the spell, and the spell ignores them. When
of adventuring gear of your choice, so long as it isn’t a piece of a creature not designated by you comes into contact with the
adventuring gear that is consumed when used (see chapter 5, object, it becomes targeted by the bestow curse spell stored in the
“Equipment,” in the Player’s Handbook and chapter 7, “Treasure,” object. If the object is a weapon, a creature becomes targeted by
in the Dungeon Master’s Guide for options). Beyond the object’s the spell if it is hit by an attack made with it. If the object is a
basic characteristics, you determine its appearance. shield or suit of armor that is being worn, a creature becomes
If the object is a weapon, shield, or suit of armor, you can targeted by the spell if it grapples its wearer or hits its wearer with
choose to don or wield it as part of summoning it, and are prof- a melee attack while within 5 feet of it.
icient with it while you wield or wear it. Otherwise, it appears in You can only store a bestow curse spell in one object at a time.
your empty hand. If you use this feature to store the spell in a second object, the
If an object conjured with this feature is consumed as the spell stored in the first object ends.
material component of a spell, it instead immediately disappears
and the spell fails. Boundless Hoard
The object disappears after 1 minute, if you use this feature At 18th level, you can manifest vast treasures from those bound
again, or if you dismiss it as a bonus action on your turn. You can to you, raining them down upon your foes. As a bonus action on
use an action while you are touching the object to prevent it from your turn, you can spend up to 5 sorcery point to conjure objects
disappearing for 1 minute. from your bound hoard, choosing from the objects available to
you from your Manifest Treasure feature, and send them flying
All that Glitters toward targets within 60 feet of you. You conjure one object per
Also at 1st level, you can attempt to entrance a creature by sorcery point spent, and can direct the objects at one target or
appealing to its greed. When a creature you can see targets you several. Make a ranged spell attack for each object. On a hit, the
with an attack or harmful spell, you can use your reaction to cause target takes 2d8 force damage, and the object disappears.
yourself to momentarily shine as if made of gold. The target must
make a Wisdom saving throw against your sorcerer spell save DC. Art by Greg Staples >>
On a failed save, the creature becomes charmed by you until the
end of your next turn, and must choose a new target or lose the
attack or spell. While the creature is charmed in this way, it can’t
willingly move away from you.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain all expended
uses when you finish a long rest.
Ethereal Vault
Beginning at 6th level, you can add valuable items you come
across to your bound hoard, transporting and storing them into a
pocket dimension. You can bond with an object you are touching
by performing a ritual over the course of 1 hour, which can be
done during a short rest. The object must either be a magic item
or a nonmagical one worth at least 50 gold pieces. At the end
of the ritual, you magically bond to the object and store it in a
pocket dimension, which can hold up to 500 pounds, not exceed-
ing a volume of 64 cubic feet. The ritual fails if you attempt to
bond with an object that would overload the pocket dimension.
While you are bound to an object, you can summon or dismiss
it as a bonus action on your turn. It otherwise behaves as if
summoned by your Manifest Treasure feature.
Otherworldly Patron Learn from our Mistakes
At 1st level, the crewmen of the Ghost Ship pass some of their
At 1st level, a warlock gains the Otherworldly Patron feature.
nautical knowledge on to you. You gain proficiency with
The following additional option is available to a warlock: the
navigator’s tools and vehicles (water). Additionally, you can
Ghost Ship.
determine whether or not an item is cursed by spending 1 minute
The Ghost Ship examining it.

You have made a pact with one of the lost ships crewed by listless Bosun’s Lash
dead that wander the seas. Sailors see these ships, such as the Beginning at 6th level, you can conjure a ghastly officer as a
Flying Dutchman or Ship of One Hundred, as portents of doom, bonus action on your turn, who cracks a spectral whip at a willing
but even in death the cursed crew and their damned captain retain creature of your choice within 15 feet of you before vanishing.
a fierce love of their vessel—the only home known to their The creature takes 1d4 force damage and gains a bonus equal to
forsaken souls. The loyalty shared by captain, crew, and ship the damage taken to the next attack roll or ability check it makes
pierces the veil between life and death and grant you your power. before the start of your next turn.
Whether you are a member of the drowned crew sent alone on a
mission, a stowaway who chose an unfortunate vessel, or a sailor
Eternal Sailor
rescued from a watery grave, the dead men follow you Starting at 10th level, you gain some traits of the vessel’s ghostly
everywhere—and the spectral ship itself powers your spells. crew. You gain the following benefits:
• You are immune to poison and disease.
Expanded Spell List • You no longer need to breathe.
The Ghost Ship lets you choose from an expanded list of spells • You can sink in water at a rate of 60 feet per round, moving at
when you learn a warlock spell. The following spells are added to the start of your turn.
the warlock spell list for you. • You suffer no penalties to your movement or attacks from
being underwater.
Ghost Ship Spells
Skeleton Crew
Spell Level Spells
At 14th level, you gain the ability to summon the entire crew to
1st dissonant whispers, fog cloud fight at your side. As an action, you can manifest a skeleton crew
2nd gust of wind, silence in an unoccupied space that you can see within 60 feet of you.
3rd conjure barrage, speak with dead The crew is friendly to you and follow your commands. Roll
4th control water, phantasmal killer initiative for the crew, which has its own turn.
The skeleton crew disappears after 1 hour, when it drops to 0
5th animate objects, conjure volley
hit points, or if you lose your concentration (as if you were
concentrating on a spell). The skeleton crew’s statistics are
Haunted Hull provided on the next page, though the crew can use your warlock
Starting at 1st level, you can manifest phantasmal fragments of spell attack bonus and spell save DC in place of its own attack
the Ghost Ship on the battlefield, crewed by ethereal spirits with bonuses or save DCs.
wispy skeletons and translucent flesh. You can use an action to Once you use this feature, you
manifest parts of the ship as one of the following effects. Once can’t use it again until you
you manifest one of these effects, you can’t use this feature again finish a long rest.
until you finish a short or long rest.
Crow’s Nest. You manifest a single undead lookout, which
hovers up to 120 feet directly above you for 1 minute. While you
aren’t deafened, you know the location of every creature within
120 feet of you, including those that are hidden, invisible, or on
the Ethereal Plane.
Possessed Rigging. You manifest
spectral ropes, which lash out at a
creature you can see within 60 feet
of you. The target must succeed on
a Dexterity saving throw against your
warlock spell save DC or be restrained
by ropes for 1 minute. A restrained creature
can use its action to make a Strength check
against your warlock spell save DC, freeing
itself and destroying the ropes on a success.
Stolen Sails. You manifest the tattered
masts of the ghostly ship, which drain the wind
out of your enemies’ sails. Your speed increases by
10 feet for 1 minute, and each creature of your choice
within 30 feet of you must make a Wisdom saving throw
against your warlock spell save DC. On a failed save, its
speed is reduced by 10 feet for 1 minute.

Art by Bastien L. Deharme >>

21
Art by Cliff Childs >>

Skeleton Crew
Gargantuan horde of Medium undead, lawful evil

Armor Class 13 (armor scraps)


Hit Points 175 (14d20 + 28)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 15 (+2) 10 (+0) 8 (–1) 5 (–3)

Senses darkvision 60 ft., passive Perception 9.


Eldritch Invocations
Vulnerabilities bludgeoning At 2nd level, a warlock gains the Eldritch Invocations feature.
Damage Immunities poison Here are new options for that feature, in addition to the options in
Condition Immunities charmed, frightened, grappled, the Player’s Handbook.
paralyzed, petrified, poisoned, prone, restrained, stunned, If an eldritch invocation has a prerequisite, you must meet it to
unconscious learn the invocation. You can learn the invocation at the same
Languages Common time that you meet its prerequisite. A level prerequisite refers to
Challenge 5 (1,800 XP) your level in this class.
Buried Treasure
Horde. The crew can occupy another creature’s space and vice You can pinpoint the location of precious metals and stones, such
versa, and the horde can move through any opening large as coins, gems, and jewelry, within 60 feet of you, even if you
enough for a Medium skeleton. Additionally, the crew is
can’t see or smell the material.
immune to any spell or effect that would alter its form. Captain’s Parrot
Horde Turn Resistance. The crew has advantage on saving Prerequisite: Pact of the Chain
throws against any effect that turns undead. Additionally, the Your familiar gains the ability to speak, read, and write two
crew can be affected by the Destroy Undead feature languages of your choice. It also learns the vicious mockery
regardless of CR limits, but has advantage on the saving throw cantrip, which it casts using your warlock spell save DC. When
against it and is not destroyed on a failed save. Instead, it determining the spell’s damage, your familiar is considered a
takes radiant damage equal to 10 × the cleric’s level on a spellcaster of the same level as you.
failed save, or half as much damage on a success.
Collector of Curses
Reactive. The crew can take one reaction on every turn in Prerequisite: 5th level
combat.
Cursed magic items don’t count against the total number of items
Actions that you can attune to.

Multiattack. The crew makes four attacks, or two attacks if Nautical Charts
the crew has half its hit points or fewer. Prerequisite: Pact of the Tome
Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. So long as you can see a body of water, you know your current
Hit: 7 (1d8 + 3) slashing damage. location and the distance and direction to the nearest area of
civilization, such as a fort, village, or town, that can safely feed
Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one
and house you and creatures traveling with you.
target. Hit: 8 (1d10 + 3) piercing damage
Volley. The crew fires a simultaneous barrage of pistol shots. Quartermaster’s Stockpile
Each creature in a 30-foot cone must make a DC 13 Dexterity Prerequisite: Pact of the Blade
saving throw. On a failed save, a creature takes 44 (8d10) When you would summon your pact weapon, you can instead
piercing damage, or 22 (4d10) piercing damage if the crew has summon one piece of adventuring gear of your choice, so long as
half its hit points or fewer. On a successful save, it takes half it isn’t a piece of adventuring gear that is consumed when used.
as much damage. This piece of gear vanishes, reforms, and otherwise follows the
same rules as your pact weapon.

CHAPTER 2 | SUBCLASSES
22
Arcane Tradition on the ground. It covers a 10-foot-radius for a 1st-level spell slot,
and the radius increases by 5 feet for each slot level higher than
At 2nd level, a wizard gains the Arcane Tradition feature. The 1st. The pool lasts for 1 minute, and stays in the location it was
following additional option is available to a wizard: the School of created for its entire duration, even on inclines or if subjected to
Hydromancy. strong winds.

School of Hydromancy
If you start your turn standing in one of these pools of water,
your speed is increased by 10 feet until the end of the turn. Also,
As a member of the School of Hydromancy, you focus your study while standing in one of these pools you are aware of any hidden
on magic that conjures and manipulates water. Though detractors or invisible creatures within 10 feet of you that are also standing
of this school believe it to be an overly specialized area of study, within a pool conjured by this feature.
hydromancy spells actually cover a wide selection of the eight These pools count as bodies of water for your hydromancy
traditional schools of magic. Hydromancers can use their spells to spells, and pools that intersect count as the same body of water.
protect themselves and their allies, disperse and destroy their foes, Watery Transposition
or do many other tasks. Though members of this school are most
Starting at 6th level, when you cast a hydromancy spell of 1st
often sought out by shipmasters or the lords of coastal
level or higher and utilize the spell’s hydromancy radius, you can
settlements, they can be found working in an array of diverse
choose to teleport to the point that you chose to cast the spell
occupations and in varied environments.
from. You teleport after the spell is cast.
Hydromancy Savant You can use this feature twice. You regain all expended uses of
Beginning when you select this school at 2nd level, the gold and it when you finish a short or long rest.
time you must spend to copy a spell that has the hydromancy tag Elemental Command
into your spellbook is halved.
At 10th level, you add the conjure elemental spell to your
Aqueous Magic spellbook if it is not there already. If the spell is already in your
Beginning at 2nd level, you can use magic leftover from your spellbook, you add a wizard spell of your choice with the
spells to conjure shallow pools of water. When you cast a spell of hydromancy tag instead. You can cast conjure elemental without
1st level or higher using a spell slot, you can create one of these expending a spell slot. When you do so, you summon a water
pools centered on a point on the ground that you can see within weird rather than one of the spell’s normal options (the DM has
30 feet of you. The pool manifests as a 1-inch-deep layer of water the creature’s game statistics). The water weird can be bound to
one of the pools you create with your Aqueous Magic feature, or
bound to a regular body of water.
<< Art by Hugh Pindur Once you cast conjure elemental in this way, you can’t do so
again until you finish a long rest, though you can still cast it
normally using an available spell slot.
If you use conjure elemental to summon a water elemental or
water weird, the spell has a casting time of 1 action, and the
summoned creature disappears if your concentration is broken
rather than becoming hostile to you.
One with the Waves
Starting at 14th level, the pools created with your Aqueous Magic
feature become imbued with stronger magic. While you stand
within one of these pools, you gain the following benefits:
• You gain a +2 bonus to your AC.
• You gain advantage on Constitution saving throws.
• You are aware of any hidden or invisible creatures that
are also standing within a pool, regardless of distance.
Information about the hydromancy tag can be found in chapter 3,
“Spells,” of this book.

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Chapter 3: Spells Hydromancy Feats
This book also contains three feats that interact with the
HIS CHAPTER PRESENTS NEW SPELLS TO
hydromancy tag: conductive hydromancer, rime hydro-
supplement those in the Player’s Handbook. mancer, and steam hydromancer. These feats can be found
These new spells allow your character to harness in chapter 4, “Feats,” of this book.
the a variety of aquatic powers, as well as the
power of hydromancy, a unique type of magic.
Your DM might allow access to these spells at Optional: Adding the Hydromancy Tag
character creation, or they might be discovered in The DM can choose to give the hydromancy tag to the
deep underwater ruins or long lost shipwrecks. following spells:

Hydromancy Fog Cloud


Ice Knife XGE
(hydromancy 240 feet)
(hydromancy 120 feet)
Certain spells in this chapter have the special tag: hydromancy. Sleet Storm (hydromancy 300 feet)
Each spell with the hydromancy tag also notes a radius, in feet, Tidal Wave XGE (hydromancy 120 feet)
which is the spell’s hydromancy radius. If you touch a body of Wall of Ice (hydromancy 240 feet)
water when casting a spell with this tag, you can choose a point Wall of Water XGE (hydromancy 120 feet)
within the hydromancy radius that is within the same body of Watery Sphere XGE (hydromancy 180 feet)
water. The spell is cast as if you were at the chosen point, but you XGE
These spells can be found in Xanathar’s Guide to Everything.
must use your own senses.
For example, if you cast a hydromancy spell with a range of
touch, you can choose to touch a body of water as you cast the
spell. When you do so, you can target any creature that is within
reach of a point in the same body of water that is also within the
hydromancy radius, rather than only being able to target creatures
within your normal touch range.

Art by Joseph Meehan >>


Artificer Spells Bard Spells Cleric Spells Druid Spells
Cantrips (0 Level) Cantrips (0 Level) Cantrips (0 Level) Cantrips (0 Level)
Liquid Sentinel Liquid Sentinel Liquid Sentinel Liquid Sentinel
Pressure Stream Pressure Stream
Rippling Orb 1st Level 1st Level Rippling Orb
Figgly’s Exploding Squid Salt Spray
1st Level Rime Rhyme 1st Level
Figgly’s Exploding Squid 2nd Level Figgly’s Exploding Squid
Riptide 2nd Level Enhance Vehicle Riptide
Salt Spray Dairlain’s Glimmering Trove Salt Spray
Enhance Vehicle 3rd Level Waterspout
2nd Level Fey Fountain Geyser
Enhance Vehicle Psychic Anchor St. Eleanor’s Fire 2nd Level
Sandbar Crashing Wave
Water Veil 3rd Level 4th Level Fey Fountain
Plant Growth (Algal Bloom) Misty Apparitions Sandbar
3rd Level St. Eleanor’s Fire Water Veil
Aqueous Blast 5th Level
Cold Snap 4th Level Meandering Torrent 3rd Level
Corrosion Pollute Water Aqueous Blast
4th Level Misty Apparitions Rain to Arrows Aqueous Form
Corrosion Teregra’s Treasure Map Sulfurous Squall Brine Sphere
Slippery Ice Cold Snap
5th Level 6th Level Geyser
5th Level Instant Iceberg Holy Hydropathy Klimkaklaeia’s Coral Corral
Instant Iceberg Plant Growth (Algal Bloom)
Jonah’s Hospitable Whale 6th Level 7th Level St. Eleanor’s Fire
Pollute Water Holy Hydropathy Torrential Culling
Rain to Arrows Wellspring
4th Level
Whaleoil 7th Level Corrosion
Torrential Culling 8th Level Crushing Depths
Wellspring Flood Drown
Slippery Ice
8th Level 9th Level Steam Vent
Leviathan’s Maw Carve Gulf
5th Level
9th Level Instant Iceberg
Echoes of the Deep Jonah’s Hospitable Whale
Liquefaction
Meandering Torrent
<< Art by Zack Stella
Pollute Water
Shell Shock
Sulfurous Squall

6th Level
Druid Cove
Portal to the Depths

7th Level
Wellspring

8th Level
Flood
Leviathan’s Maw

9th Level
Carve Gulf
Paladin Spells Sorcerer Spells Warlock Spells Wizard Spells
1st Level Cantrips (0 Level) Cantrips (0 Level) Cantrips (0 Level)
Frigid Strike Pressure Stream Liquid Sentinel Pressure Stream*
Fulminous Smite Rippling Orb Rippling Orb*
1st Level
2nd Level 1st Level Figgly’s Exploding Squid 1st Level
Enhance Vehicle Figgly’s Exploding Squid Rime Rhyme Figgly’s Exploding Squid*
Wave Strike Riptide Riptide
Salt Spray 2nd Level Salt Spray*
3rd Level Waterspout Dairlain’s Glimmering Trove Waterspout*
St. Eleanor’s Fire Psychic Anchor
Whirlpool Slash 2nd Level 2nd Level
Crashing Wave 3rd Level Crashing Wave
4th Level Dairlain’s Glimmering Trove Aqueous Form Dairlain’s Glimmering Trove
Striking Tide Freeze Brine Sphere Freeze*
Psychic Anchor Cold Snap Psychic Anchor
5th Level Water Veil St. Eleanor’s Fire Water Veil
Rain to Arrows
3rd Level 4th Level 3rd Level
Ranger Spells Aqueous Blast Corrosion Aqueous Blast*
Aqueous Form Crushing Depths Aqueous Form
1st Level Brine Sphere Drown Brine Sphere
Cold Snap Misty Apparitions Cold Snap*
Frigid Strike
Geyser Teregra’s Treasure Map Geyser*
Riptide
Whirlpool Slash Whirlpool Slash
Salt Spray
5th Level
Waterspout
4th Level Jonah’s Hospitable Whale 4th Level
2nd Level Corrosion Liquefaction Corrosion
Crushing Depths Rain to Arrows Crushing Depths*
Crashing Wave
Drown Sulfurous Squall Drown*
Fey Fountain
Slippery Ice Whaleoil Misty Apparitions
Sandbar
Steam Vent Slippery Ice
Wave Strike
Striking Tide 6th Level Steam Vent*
3rd Level 5th Level
Portal to the Depths Striking Tide
Teregra’s Treasure Map
Klimkaklaeia’s Coral Corral
Instant Iceberg 7th Level
Plant Growth (Algal Bloom)
Johan’s Hospitable Whale Phantom Galley 5th Level
Whirlpool Slash
Liquefaction Torrential Culling Instant Iceberg
4th Level Meandering Torrent Johan’s Hospitable Whale

Corrosion
Shell Shock 8th Level Liquefaction
Sulfurous Squall Leviathan’s Maw Meandering Torrent*
Crushing Depths
Pollute Water
Steam Vent 6th Level 9th Level Rain to Arrows
Striking Tide
Portal to the Depths Echoes of the Deep Shell Shock
5th Level 7th Level 6th Level
Pollute Water
Torrential Culling Portal to the Depths*
Rain to Arrows
Shell Shock
8th Level 7th Level
Whaleoil
Flood Torrential Culling*
Leviathan’s Maw
8th Level
9th Level Flood
Carve Gulf Leviathan’s Maw*
Echoes of the Deep
9th Level
Echoes of the Deep

* These spells benefit from the School of Hydromancy’s Hydromancy Savant feature

CHAPTER 3 | SPELLS
26
Spell Descriptions Brine Sphere
3rd-level transmutation (Druid, Sorcerer, Warlock, Wizard)
The spells are presented in alphabetical order.
Casting Time: 1 action
Aqueous Blast Range: 60 feet
3rd-level conjuration (hydromancy 120 feet) (Artificer, Druid, Components: V, S, M (a grain of salt)
Sorcerer, Wizard) Duration: Concentration, up to 1 minute
Casting Time: 1 action Choose a point you can see within range. You cause water within
Range: 60 feet a 10-foot-radius sphere centered on that point to rapidly cool and
Components: V, S increase in salinity. The area becomes foggy and lightly obscured
Duration: Instantaneous for the duration, and a creature moving through the area must
You conjure a small ball of water and hurl it at a point you can see spend 3 feet of movement for every 1 foot it moves.
within range, which can be extended through hydromancy. The When a creature enters the spell’s area for the first time on a turn
ball then expands in an explosive blast of water. Each creature in or starts its turn there, it must make a Constitution saving throw.
a 20-foot-radius sphere centered on that point must make a On a failed save, it takes 3d6 cold damage and is poisoned until the
Strength saving throw. On a failed save, a creature takes 4d8 spell ends. On a successful save, it takes half as much damage and
bludgeoning damage and is pushed 20 feet away from the center isn’t poisoned. If a poisoned creature ends its turn outside of the
of the sphere. On a successful save, a creature takes half as much sphere, it can make another Constitution saving throw, ending the
damage and is pushed half as far. condition on a success. Creatures that don’t need to breathe or are
The spell produces 50 gallons of water, which spreads out holding their breath aren’t poisoned by this spell.
across the ground, extinguishing unprotected flames and forming On each of your turns after you cast this spell, you can use an
a thin puddle in the area. action to move the sphere up to 30 feet in any direction, so long as
At Higher Levels. When you cast this spell using a spell slot of the sphere remains underwater.
4th level or higher, the damage increases by 1d8 and the amount At Higher Levels. When you cast this spell using a spell slot of
of water produced increases by 10 gallons for each slot level 4th level or higher, the damage increases by 1d6 and the radius of
above 3rd. the sphere increases by 5 feet for each slot level above 3rd.

Aqueous Form Carve Gulf


3rd-level transmutation (Druid, Sorcerer, Warlock, Wizard) 9th-level transmutation (Cleric, Druid, Sorcerer)
Casting Time: 1 action Casting Time: 8 hours
Range: Touch Range: Sight
Components: V, S Components: V, S, M (an adamantine shovel and pickaxe, each
Duration: Concentration, up to 1 hour worth at least 500 gp, which the spell consumes)
Duration: Instantaneous
You transform a willing creature you touch into a pool of water
for the duration. Any objects the target is carrying or wearing You cause a solid surface within range to shift and break apart,
meld into its new form and are inaccessible, though it continues creating a chasm. You can make the chasm up to 5 miles long, 500
to be affected by anything it was wearing, such as armor. The feet wide, and 100 feet deep. This spell splits earth and stone, but
spell ends if the creature drops to 0 hit points. While in this form, can’t manipulate artificial construction. Man-made structures in
the target is under the following effects: the area of the chasm shift to accommodate the new terrain,
moving harmlessly to whichever side of the chasm it is closer to.
• It gains a swimming speed of 30 feet, and can move over or When complete, the chasm then fills with your choice of saltwater
through other liquids. or freshwater, forming a gulf.
• It is indistinguishable from a normal pool of water while
it remains motionless, and is invisible while underwater. Cold Snap
• It has resistance to nonmagical damage, and it has advantage 3rd-level evocation (hydromancy 150 feet) (Artificer, Druid,
on Strength, Dexterity, and Constitution saving throws. Sorcerer, Warlock, Wizard)
• It can’t be grappled or knocked prone.
Casting Time: 1 action
• It can enter and occupy the space of another creature,
Range: 150 feet
and can move through a space as narrow as 1 inch wide
Components: V, S, M (a vial of glacier water)
without squeezing.
Duration: Instantaneous
• It extinguishes nonmagical flames in any space it enters.
• It can’t talk, attack, or cast spells. You rapidly lower the temperature in a 20-foot-radius sphere
centered on a point you choose within range, which can be
extended through hydromancy. Each creature in the sphere must
Art by Jason Rainville >> make a Constitution saving throw. On a failed save, a creature
takes 3d10 cold damage and is restrained until the end of your next
turn. On a successful save, the creature takes half as much damage
and isn’t restrained, but its speed reduced by 10 feet until the end
of your next turn.
The spell freezes all nonmagical liquids with a volume of less
than 1 gallon in open containers within the area.
At Higher Levels. When you cast this spell using a spell slot of
4th level or higher, the damage increases by 1d10 for each slot
level above 3rd.
Corrosion if it is immune to the effects of being underwater at a depth
4th-level transmutation (Artificer, Bard, Druid, Ranger, Sorcerer, greater than 100 feet.
Warlock, Wizard) A creature restrained by the spell that starts its turn within the
area takes 1d6 bludgeoning damage, and can use its action to
Casting Time: 1 minute make a Strength check against your spell save DC, ending the
Range: 60 feet spell on itself on a success.
Components: V, S, M (a drop of sea water and a black pearl When the spell ends, either because your concentration is
worth at least 200 gp, which the spell consumes) broken or because you decide to end it, each creature restrained
Duration: Instantaneous by the spell takes 1d6 bludgeoning damage for each round that
You bestow a curse upon a 30-foot cube within range, eating has passed since you cast the spell from the change in pressure.
away metal within the area. Each object thinner than 3 inches in At Higher Levels. When you cast this spell using a spell slot of
any dimension made of metal within the area is destroyed 5th level or higher, the size of the cube increases by 10 feet for
(including nonmagical shields, weapons, and ammunition). each slot level above 4th.
Objects that aren’t completely destroyed by the spell become
coated with a layer of rust. Each nonmagical suit of medium or
Dairlain’s Glimmering Trove
2nd-level illusion (Bard, Sorcerer, Warlock, Wizard)
heavy armor made of metal within the area instead takes a
permanent -5 penalty to the AC it offers. If the penalty reduces Casting Time: 1 action
the armor’s AC to 10 or lower, it is destroyed. Otherwise, the Range: 30 feet
armor seizes at the joints, and a creature wearing it becomes Components: S, M (a single gold coin)
restrained. A creature restrained by the armor can use its action to Duration: 1 minute
make a Strength check against your spell save DC, freeing itself The image of an overflowing chest of treasure appears in a space
on a success. you can see within range. When a creature comes within 5 feet of
Objects made of silver, gold, platinum, mithril, and adamantine
the chest for the first time, it must make a Wisdom saving throw.
are unaffected by this spell. On a failed save, the creature is entranced by the chest and is
At Higher Levels. When you cast this spell using a spell slot of
charmed for the duration. While charmed by this spell, the
5th level or higher, you target an additional 30-foot cube for each
creature is incapacitated and has a speed of 0.
slot level above 4th. Each cube must have at least one face
At the end of each of its turns, an affected creature can make
adjacent to the face of another cube, and must originate from a
another Wisdom saving throw. On a success, the target is no
point within range. longer charmed. The charm also ends for an affected creature if it
Crashing Wave takes any damage or if someone else uses an action to shake the
2nd-level evocation (Druid, Ranger, Sorcerer, Wizard) creature out of its stupor.
If a creature uses its action to examine the chest, the creature
Casting Time: 1 bonus action can determine that it is an illusion with a successful Intelligence
Range: Self (Investigation) check against your spell save DC. If a creature
Components: V, S discerns the illusion for what it is, the illusion becomes faint to
Duration: Concentration, up to 1 minute the creature and it becomes immune to the spell’s effects.
This spell allows you to move like water. When you cast this
spell, and then as a bonus action on each of your turns until the
spell ends, you can propel yourself up to 20 feet in a straight line.
If this moves you into another creature’s space for the first time Art by
on a turn, that creature must succeed on a Strength saving throw Jason A. Engle >>
or take 2d6 bludgeoning damage and be knocked prone.
At Higher Levels. When you cast the spell using a spell slot of
3rd level or higher, the distance you can propel yourself increases
by 5 feet for each slot level above 2nd.
Crushing Depths
4th-level evocation (hydromancy 60 feet) (Druid, Ranger,
Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You manifest the pressure of the deep sea in a 20-foot-cube within
range, which can be extended through hydromancy.
The area becomes difficult terrain for the duration. Each creature
within the area when the spell is cast must succeed on a Strength
saving throw or become blinded and restrained for the duration.
Each creature that enters the spell’s area for the first time on its
turn or starts its turn there must also succeed on a Strength
saving throw or become blinded and restrained for the duration. A
creature has advantage on the saving throw if it has a
swimming speed, and automatically succeeds
Drown (no action required by you) that you issue while in the area. If you
4th-level conjuration (hydromancy 120 feet) (Druid, Sorcerer, don’t give them commands and no intruders are present, the cove
Warlock, Wizard) guardians do nothing. The cove guardians can’t leave the warded
area. When the spell ends, the magic animating them disappears,
Casting Time: 1 action and the waves return to the sea.
Range: 60 feet Additional Spell Effect. You can place your choice of one of the
Components: V, S, M (a jug of water) following magical effects within the warded area:
Duration: Concentration, up to 1 minute
• A constant riptide ABYSS in four locations of your choice
You choose a creature you can see within range, which can be • Plant growth in one location of your choice
extended through hydromancy, and conjure a liquid within its • A steam vent ABYSS in one location of your choice
lungs. Roll 12d8; if the target has hit points equal to or fewer than
the total, it begins suffocating and becomes unable to breathe or To a creature immune to this effect, the water parts to allow them
speak for the duration. If the target has hit points greater than the and any vehicle they are aboard to pass.
ABYSS
total, the spell is still cast but doesn’t take effect until the target’s These spells can be found in this chapter, “Spells,” of this book.
hit points drop below the total. Creatures that don’t have lungs,
don’t need to breathe, or can breathe water are unaffected by this Echoes of the Deep
spell. As an action, the creature can make a Constitution saving 9th-level illusion (Bard, Sorcerer, Warlock, Wizard)
throw. On a success, the spell ends. Casting Time: 1 action
Until the spell ends, you can use a bonus action on your turn to Range: 60 feet
cause liquid to swell inside the target’s lungs and cause it take 2d6 Components: V
bludgeoning damage. Duration: Concentration, up to 10 minutes
At Higher Levels. When you cast this spell using a spell slot
The sounds of the deep consume the minds of up to 10 creatures of
of 5th level or higher, roll an additional 2d8 for each slot level
your choice that you can see within range. Each creature
above 4th.
experiences complete darkness, intense pressure, and the weight of
Druid Cove water as they believe themselves dragged into the deepest trenches
6th-level transmutation (Druid) of the sea.
This illusion includes sound, temperature, pressure, and other
Casting Time: 10 minutes stimuli, and produces the following affects for each affected
Range: Touch creature.
Components: V, S, M (samphire, which the spell consumes,
that was harvested with a silver sickle under the light of a • The creature is blinded and deafened.
new moon) • The creature takes 6d6 psychic damage at the start of each of
Duration: 24 hours its turns, which it perceives as bludgeoning damage from the
pressure around it. Creatures that are immune to the effects of
You invoke the spirits of nature to protect an area on near the sea. being underwater at a depth greater than 100 feet are immune
The area can be as small as a 30-foot cube or as large as a 90-foot to this effect.
cube. Buildings and other structures are excluded from the • The creature must hold its breath or begin immediately
affected area. If you cast this spell in the same area every day for suffocating. If the creature attempts to breathe, speak, or open
a year, the spell lasts until dispelled. its mouth, it begins suffocating. Creatures with the ability to
The spell creates the following effects within the area. When breathe underwater are immune to this effect.
you cast this spell, you can specify creatures as friends who are • The creature must spend 2 feet of movement for every 1 foot it
immune to the effects. You can also specify a password that, when moves, and has disadvantage on melee weapon attacks it
spoken aloud, makes the speaker immune to these effects. makes with weapons other than daggers, javelins, shortswords,
The entire warded area radiates magic. A dispel magic cast on spears, or tridents. Creatures with a swimming speed are
the area, if successful, removes only one of the following effects, immune to this effect.
not the entire area. That spell’s caster chooses which effect to end.
Only when all its effects are gone is this spell dispelled. A creature that uses an action to examine its surroundings can
Solid Fog. You can fill any number of 5-foot squares on the determine that it is experiencing an illusion by succeeding on an
ground with thick fog, making them heavily obscured. The fog Intelligence (Investigation) check against your spell save DC. If a
reaches 10 feet high. In addition, every foot of movement through creature discerns the illusion for what it is, the creature is no
the fog costs 2 extra feet. To a creature immune to this effect, the longer blinded or deafened, can breathe normally, and no longer
fog obscures nothing and looks like soft mist, with motes of green takes psychic damage from this spell at the start of its turn.
light floating in the air.
Clawing Eddy. You can fill any number of 5-foot squares on
the ground that aren’t filled with fog with whirlpools, as if they Suffocation
were affected by a control water spell. To a creature immune to When a creature runs out of breath or is choking, it can
this effect, the water is smooth and the current guides them survive for a number of rounds equal to its Constitution
around any treacherous areas. modifier (minimum of 1 round). At the start of its next turn,
Cove Guardians. You can animate up to three waves in the it drops to 0 hit points and is dying, and it can’t regain hit
area, causing them to move on independently of the current. points or be stabilized until it can breathe again.
These wave have the same statistics as a water weird. If any –Player’s Handbook, page 183
creature not immune to this effect enters the warded area, the
cove guardians fight until they have driven off or slain the
intruders. The grove guardians also obey your spoken commands

CHAPTER 3 | SPELLS
29
Enhance Vehicle Flood
2nd-level transmutation (Artificer, Bard, Cleric, Paladin) 8th-level conjuration (Cleric, Druid, Sorcerer, Wizard)
Casting Time: 1 hour Casting Time: 1 action
Range: Touch Range: 300 feet
Components: V, S, M (10 gp worth of quicksilver, which the Components: V, S, M (a vial of ocean water and sapphire dust
spell consumes) worth at least 100 gp)
Duration: 24 hours Duration: Concentration, up to 1 minute
You touch a vehicle that fits within a 30-foot cube and infuse it You create a 50-foot-radius sphere of water centered on a point of
with energy. Until the spell ends, the vehicle gains a +2 bonus to your choice you can see within range. Until the spell ends, the
its AC, and its speed increases by 10 feet. If the vehicle is pulled sphere’s radius increases by 5 feet at the beginning of each of
by one or more creatures, each creature’s speed increases by 10 your turn. When a creature enters the spell’s area for the first time
feet while it is pulling the vehicle. on a turn or starts its turn there, it must make a Constitution
Any enclosed spaces within the vehicle double in all dimen- saving throw. It takes 6d8 bludgeoning damage on a failed save,
sions, though this produces no visible change noticeable from or half as much damage on a successful one. The water
outside of the vehicle. A creature that passes into the vehicle extinguishes all flames within the sphere.
experiences the sensation of the space around it rapidly expand- When the spell ends, the sphere falls to the ground and forms a
ing when it enters the vehicle, and conversely experiences the shallow pool of water with a radius equal to twice the sphere’s
outside world shrinking around it when it exits the vehicle. radius, extinguishing all normal flames within the area. Each
If you cast this spell on the same vehicle every day for 30 days, creature in the area must succeed on a Strength saving throw or
the effect lasts until it is dispelled. be knocked prone. Any creature in the sphere is knocked prone in
At Higher Levels. When you cast this spell using a spell slot of the space where it falls.
3rd level or higher, the size of the cube increases by 30 feet for
each slot level above 2nd. Freeze
2nd-level evocation (hydromancy 30 feet) (Sorcerer, Wizard)
Fey Fountain Casting Time: 1 action
2nd-level conjuration (Bard, Druid, Ranger) Range: Touch
Casting Time: 1 minute Components: V, S
Range: 10 feet Duration: 1 round
Components: V, S, M (5 gp worth of gold dust, which the Make a melee spell attack against a creature you can reach,
spell consumes) whether through normal means or hydromancy. On a hit, a
Duration: 1 hour creature takes 2d8 cold damage and must make a Constitution
You summon forth a spring of clear, cool water blessed with the saving throw. On a failed save, the creature is paralyzed until the
restorative magic of the feywild. Choose a point within range. For end of your next turn. On a successful save, the creature is not
the duration water flows from that point at a rate of 1 gallon every paralyzed, and instead its speed is halved until the end of your
10 minutes. Each creature that drinks at least a pint of water from next turn. If a creature affected by this spell takes damage, the
this spring gains 10 temporary hit points. While a creature has spell ends early.
these hit points, it has advantage on Constitution saving throws At Higher Levels. When you cast this spell using a spell slot
made to resist exhaustion. The spell doesn’t function if cast of 3rd level or higher, the damage increases by 1d8 for each
targeting a point of worked stone, such as in dungeons and towns, slot level above 2nd.
but does function underground.
Water produced by this spell retains its properties for the << Art by Mila Pesic
duration, after which it becomes nonmagical water.
At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, creatures that drink from the fountain gain 5
additional temporary hit points for each slot level above 2nd.
Figgly’s Exploding Squid
1st-level conjuration (hydromancy 120 feet) (Artificer, Bard,
Druid, Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
You summon a squid and fling it at a creature within range, which
can be extended through hydromancy. Make a ranged spell attack
against the target. On a hit, the squid explodes in a burst of ink.
The target takes 1d12 piercing damage and becomes blinded until
the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, you summon an additional squid for each slot
level above 1st. You can fling them at one target or several.
Frigid Strike
1st-level evocation (Paladin, Ranger)
Casting Time: 1 bonus action
Range: Self
Components: V
<< Art by Johan Grenier
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before the
spell ends, your weapon rimes with frost. The attack deals an
extra 1d6 cold damage to the target, its speed is reduced by 10
feet until the spell ends, and it must make a Strength saving throw Holy Hydropathy
or be restrained until the spell ends. As an action, the creature can 6th-level evocation (Bard, Cleric)
make a Strength check against your spell save DC, ending the Casting Time: 1 action
spell on a success. Range: 30 feet
At Higher Levels. When you cast this spell using a spell slot of Components: V, S, M (25 gp worth of powdered silver, which
2nd level or higher, the extra damage increases by 1d6 for each the spell consumes)
slot level above 1st. Duration: Concentration, up to 1 minute
Fulminous Smite You imbue a pool of water with holy energy, creating a water
1st-level evocation (Paladin) weird in an unoccupied space within range. The water weird is
bound to the pool of water, and dies if it leaves the water or if that
Casting Time: 1 bonus action
water is destroyed. The water weird reverts back into nonmagical
Range: Self
water when it drops to 0 hit points or when the spell ends.
Components: V
The water weird is friendly to you and your companions for the
Duration: Concentration, up to 1 minute
duration. Roll initiative for the water weird, which has its own
The next time you hit a creature with a weapon attack during the turns. It obeys any verbal commands that you issue to it (no
spell’s duration, your weapon arcs with lightning, and the attack action required by you). If you don’t issue any commands to the
deals an extra 1d6 lightning damage to the target and causes the water weird, it defends itself from hostile creatures but otherwise
target to glow faintly until the spell ends. As a bonus action on takes no actions.
your turn, you can dismiss this spell and cause a bolt of lightning The water weird’s attacks deal an additional 2d6 radiant
to strike the target. Each creature within 5 feet of the target must damage to fiends and undead. As an action, the water weird can
succeed on a Dexterity saving throw or take 1d6 lightning reach out and touch a creature other than itself within 10 feet of it.
damage. The water weird takes 2d10 necrotic damage, which can’t be
At Higher Levels. When you cast this spell using a spell slot of reduced in any way, and the target regains a number of hit points
2nd level or higher, both the initial extra damage and the damage equal to twice the necrotic damage taken.
dealt by the lightning bolt increase by 1d6 for each slot level At Higher Levels. When you cast this spell using a spell slot of
above 1st. 7th level or higher, the water weird’s maximum hit points increase
by 20 for each slot level above 6th.
Geyser
3rd-level transmutation (hydromancy 180 feet) (Cleric, Druid, Instant Iceberg
Sorcerer, Wizard) 5th-level evocation (Artificer, Bard, Druid, Sorcerer, Wizard)
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 90 feet
Components: V, S, M (vinegar and a handful of salt) Components: V, S, M (a glass marble)
Duration: Instantaneous Duration: 1 hour
You cause as a blast of steaming hot water to erupt in a 10-foot You cause water to freeze within a 20-foot cube within range,
radius, 60-foot high cylinder centered on a point on the ground or forming an iceberg. Each creature in the area can make a
on the surface of water that you can see within range, which can Dexterity saving throw. On a success, it can use its reaction to
be extended through hydromancy. Each creature in the area must move up to its speed so that it is no longer in the area. Otherwise,
make a Strength saving throw. On a failed save, a target takes a target becomes trapped within the transparent ice. A creature in
3d6 bludgeoning damage and 3d6 fire damage damage and is the iceberg is restrained and has total cover against attacks and
knocked prone if it is Medium or larger. On a successful save, other effects that originate from outside of its own space.
it takes half damage and is not knocked prone. A Tiny or The iceberg is a Gargantuan object with AC 12 and 100 hit
Small creature that fails the save is not knocked prone, but is points, and it is vulnerable to fire damage. It floats on the surface
instead flung 30 feet into the air, and lands 1d6 × 5 feet away of water, and rises at a rate of 60 feet per round at the start of each
in a random direction. of your turns if it is submerged in water. If the iceberg is reduced
Water created by this spell then rapidly boils away. If cast on to 0 hit points, it shatters, freeing any creatures trapped within it.
a point on the ground, any loose earth or stone in the area When a creature moves more than 5 feet for the first time on a
becomes difficult terrain until cleared, with each 5-foot-diameter turn while standing on top of the iceberg, it must succeed on a DC
portion requiring at least 1 minute to clear by hand. If cast on a 10 Dexterity saving throw or be knocked prone.
point on the surface of water, the spell deals an additional 1d6 At Higher Levels. When you cast the spell using a spell slot of
bludgeoning damage. 6th level or higher, ice’s maximum hit points increase by 20 and
At Higher Levels. When you cast this spell using a spell slot the size of the cube you can target increases by 10 feet for each
of 4th level or higher, the bludgeoning damage or the fire damage slot level above 5th.
(your choice) increases by 1d6 for each slot level above 3rd.

CHAPTER 3 | SPELLS
31
Jonah’s Hospitable Whale Kllimkaklaeia’s Coral Corral
5th-level conjuration (Artificer, Druid, Sorcerer, Warlock, Wizard) 3rd-level conjuration (hydromancy 120 feet) (Druid, Ranger)
Casting Time: 1 hour Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S, M (a fragment of whalebone worth at least Components: V, S, M (a chunk of coral worth at least 5 gp)
100 gp, which the spell consumes) Duration: Concentration, up to 1 hour
Duration: 8 hours This spell creates an array of coral chunks, which float on the
You name a destination and conjure a Gargantuan force in the surface of a 15-foot-radius sphere centered on a point you can see
form of a spectral whale, which appears in a body of water within within range, which can be extended through hydromancy.
range and lasts until the spell ends. If there isn’t enough room for When you cast this spell, you can designate any number of
the whale to manifest, the spell fails. When it is conjured, the creatures you can see to be unaffected by it. When an affected
whale immediately devours you and up to 5 willing creatures of creature moves into or out of the sphere for the first time on a
your choice within 10 feet of you, and then begins traveling turn, bristling coral blooms from the coral chunk nearest to it, and
toward the named destination, which must border a river, ocean, the creature must succeed on a Dexterity saving throw or take 2d4
or other body of water, or be underwater. If the destination and piercing damage and be restrained by the coral until the spell
your starting body of water are not connected by at least one ends. A creature restrained by the coral can use its action to make
water route, the spell fails. a Strength check against your spell save DC. On a success, it
The whale has a swimming speed of 300 feet, and can move 30 frees itself.
miles in an hour (240 miles in 8 hours). It travels at a depth of 30 Additionally, the sphere grants half cover against attacks that
feet in bodies of water that can accommodate it, or otherwise pass into or out of it.
along the surface. Upon reaching your final destination, the whale At Higher Levels. When you cast this spell using certain
disgorges you and all other passengers on the shoreline nearest higher-level spell slots, you create additional spheres of coral
the destination, and the spell ends. If the whale does not reach the centered on the same point: a second 30-foot-radius sphere with a
destination by the time the spell ends, it discharges all creatures 5th-level slot, a third 45-foot-radius sphere with a 7th-level slot,
inside it on the nearest piece of solid ground. and a fourth 60-foot-radius sphere with an 9th-level slot.
The interior of the whale is warm, comfortable, and relatively
dry, with enough air to sustain all passengers for the duration of
the spell. Nothing—not physical objects, energy, or other spell Art by Cliff Childs >>
effects—can enter or exit the whale. The whale is immune to all
damage, and a creature or object inside can’t be damaged by
attacks or effects originating from outside, nor can a creature
inside the whale damage anything outside it.
A disintegrate spell targeting the whale destroys it without
harming anything inside it.
At Higher Levels. When you cast this spell using a spell slot of
7th level or higher, the whale’s speed increases by 50 feet (5 miles
per hour) for each slot levels above 5th.

CHAPTER 3 | SPELLS
32
Leviathan’s Maw Liquefaction
8th-level abjuration (hydromancy 180 feet) (Bard, Druid, 5th-level transmutation (Druid, Sorcerer, Warlock, Wizard)
Sorcerer, Warlock, Wizard) Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 90 feet Components: V, S
Components: V, S, M (a piece of coral from the Elemental Plane Duration: Concentration, up to 1 hour
of Water worth 500 gp)
Each nonmagical object that is not being worn or carried in a
Duration: Concentration, up to 1 minute
20-foot cube within range liquefies into water with the same
You manifest the jaws of a leviathan, erupting from a point on the appearance and shape of its original material. For example, a
ground or on the surface of water that you can see within range, stone statue liquefied with this spell retains its shape, color, and
which can be extended through hydromancy. Each creature within appearance without collapsing or dripping. The water is retains
a 20-foot radius, 80-foot high cylinder centered on the point must the color and opacity of the object, potentially obscuring creatures
make a Dexterity saving throw. On a failed save, a target takes and objects submerged in it. Water created with this spell can’t be
12d6 force damage and is banished. On a successful save, it takes moved out of the spell’s area, and magically refills if removed.
half as much damage and isn’t banished. When the spell ends, the water solidifies back into solid matter,
If the spell is cast targeting a point on the ground, all creatures and each creature or object submerged within the water is shunted
banished by this spell are transported to a harmless demiplane. to the nearest unoccupied space.
Each creature remains there until the spell ends, at which point it At Higher Levels. When you cast this spell using a spell slot of
reappears in the space it left or in the nearest unoccupied space if 6th level or higher, the size of the cube increases by 10 feet for
that space is occupied. each slot level above 5th.
If the spell is cast targeting a point on the surface of a body of
water, all creatures banished by this spell are transported to the Liquid Sentinel
Elemental Plane of Water. Each creature is blinded and restrained, Transmutation cantrip (Artificer, Bard, Cleric, Druid, Warlock)
and takes 6d6 bludgeoning damage at the start of each of its turns. Casting Time: 1 action
Each creature remains there until the spell ends, at which point it Range: Self
reappears in the space it left or in the nearest unoccupied space if Components: V, S, M (a flask of holy water worth 25 gp)
that space is occupied. Duration: Concentration, up to 10 minutes
You shape water into an orb, which orbits around your head for
the duration, granting you the following benefits:
• You can adjust the orb’s shape as an action, allowing it to
function as either a magnifying glass or a spyglass.
• When you cast this spell, or as an action on a later turn, you
can focus light through the orb at point within 60 feet of you.
Make a ranged spell attack. On a hit, the target takes 1d6
radiant damage. You can only make this attack when standing
in bright light.
• When you are hit by an attack, the orb intercepts the attack,
reducing the damage you take by 1d6. The spell then ends.
The spell’s damage and reduction both increase by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Equipment
The descriptions of the magnifying glass and spyglass are
included here for convenience.
Magnifying Glass. This lens allows a closer look at small
objects. It is also useful as a substitute for flint and steel
when starting fires. Lighting a fire with a magnifying glass
requires light as bright as sunlight to focus, tinder to ignite,
and about 5 minutes for the fire to ignite. A magnifying
glass grants advantage on any ability check made to
appraise or inspect an item that is small or highly detailed.
Spyglass. Objects viewed through a spyglass are
magnified to twice their size.
–Player’s Handbook, page 152–153

<< Art by @zullustrations


Meandering Torrent The ship is a Gargantuan force with an AC of 15 and 500 hit
5th-level evocation (hydromancy 120 feet) (Cleric, Druid, points, can carry up to 150 tons of creature and cargo, has a speed
Sorcerer, Wizard) on the water of 50 feet (5 miles an hour), requiring no crew to
steer or man it. Its speed increases to 60 feet (6 miles an hour) if it
Casting Time: 1 action is sailing with the wind, and decreases to 30 feet (3 miles an hour)
Range: 120 feet if it is sailing into the wind. You can command the ship to move,
Components: S change directions, or stop as a bonus action on your turn.
Duration: Instantaneous Otherwise, it maintains its previous bearing, moving at the end of
You manipulate freestanding water within the spell’s range, your turn.
causing it to surge forward in a slithering path. Choose a point As an action before the spell ends, you can command the ship
within range, which can be extended through hydromancy, that is to unleash a volley of ethereal cannon fire in a 300-foot-long,
within a body of water. The water moves in a 5-foot-wide path 40-foot-wide line. Each creature in the line must succeed on a
originating from that point. You can shape the path in any way Dexterity saving throw or take 8d10 force damage. You can make
you choose so long as it is continuous, doesn’t intersect itself, and this attack three times, after which the ship runs out of ammo and
remains within range at all times. The length of this path is a becomes incapable of firing its cannons in this way again.
number of feet equal to the number of gallons contained within When the spell ends, the ship gradually fades over the course of
the body of water you chose, up to a maximum length of 120 feet. 10 minutes, allowing creatures on board to disembark and offload
Each creature in the path must make a Dexterity saving throw. On any objects placed onto it. The spell ends early if you dismiss it as
a failed save, a creature takes 6d10 bludgeoning damage and is an action or if the ship is reduced to 0 hit points.
pushed up to 20 feet along the path. On a successful save, the At Higher Levels. When you cast this spell using a spell slot of
creature takes half as much damage and isn’t pushed. 8th level or higher, the number of times you can fire the ship’s
The spell moves the water used to form the path, up to 120 cannons increases by 2 for each slot level above 7th.
gallons of water, to the end of the path, where it pools up.
At Higher Levels. When you cast this spell using a spell slot of
Plant Growth (Algal Bloom)
If you cast the plant growth spell using 1 action and choose a
6th level or higher, the damage increases by 1d10 for each slot
point on the surface of a body of water, you can choose the
level above 5th.
following effect instead of the spell’s normal effect:
Misty Apparitions Algal Bloom. This spell channels vitality into the water within
4th-level divination (ritual) (Bard, Cleric, Warlock, Wizard) a 100-foot radius circle on the surface of a body of water, causing
a sudden bloom of life. The surface of the water in the area
Casting Time: 1 action becomes opaque, covered by vibrant red algae, and the water in a
Range: Self 100-foot-radius, 100-foot-tall cylinder extending down from the
Components: V, S, M (a stick of incense) surface in the area becomes unbreathable. Creatures within the
Duration: 1 minute cylinder that can breathe water are unable to breathe. Addition-
You release spectral fog, which mingles with the spirits of the ally, each creature that starts its turn in the cylinder must succeed
dead and fills a 30-foot-radius sphere centered around you. The on a Constitution saving throw or become poisoned until the start
mist takes on the form of each creature that died in the area within of its next turn.
the past 10 days, reenacting each creatures’ last 1 minute of life The spell’s core mechanical text is restated below.
before dispersing. The mist is incapable of leaving the spell’s
area, and only shows a creature’s actions performed within the
area. Plant Growth
At Higher Levels. If you cast this spell using a slot of 5th level
3rd-level transmutation (Bard, Druid, Ranger)
or higher, the mist takes on the forms of each creature that died
within the past 1 year. If you use a spell slot of 7th level or higher, Casting Time: 1 action or 8 hours
the mist takes on the forms of each creature that died within the Range: 150 feet
past 10 years. If you use a spell slot of 9th level, the mist takes on Components: V, S
Duration: Instantaneous
the forms of each creature that died within the past 100 years.
This spell channels vitality into plants within a specific area.
Phantom Galley There are two possible uses for the spell, granting either
7th-level illusion (Warlock) immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within
Casting Time: 10 minutes range. All normal plants in a 100-foot radius centered on
Range: 120 feet that point become thick and overgrown. A creature moving
Components: V, S through the area must spend 4 feet of movement for every
Duration: 8 hours 1 foot it moves.
A quasi-real ship appears on the surface of the water in an You can exclude one or more areas of any size within the
spell’s area from being affected.
unoccupied space of your choice within range. You decide the
If you cast this spell over 8 hours, you enrich the land. All
ship’s appearance. Any objects created by the spell as part of the plants in a half-mile radius centered on a point within range
ship vanishes in a puff of smoke if it is carried more than 10 feet become enriched for 1 year. The plants yield twice the
away from the ship. normal amount of food when harvested.
–Player’s Handbook, page 266

CHAPTER 3 | SPELLS
34
Pollute Water Pressure Stream
5th-level transmutation (Artificer, Cleric, Druid, Ranger, Wizard) Evocation cantrip (hydromancy 30 feet) (Artificer, Druid,
Casting Time: 1 minute Sorcerer, Wizard)
Range: Self (100-foot cube) Casting Time: 1 action
Components: V, S, M (a bottle of wormwood spirits, which the Range: Touch
spell consumes) Components: V, S, M (garnet dust worth at least 5 gp)
Duration: 7 days Duration: Instantaneous
You befoul water in a 100-foot cube originating from you. Any A wire-thin stream of pressurized water shoots from your finger,
water that remains in the area during the entirety of the spell’s with devastating yet precise cutting power at point-blank range.
casting time becomes fouled for the duration, even if it later Make a melee spell attack against a creature or object you can
leaves the area. When a creature drinks from the water, breathes reach, whether through normal means or hydromancy. On a hit,
in the water, or spends more than 1 minute within the water, it the target takes 1d8 slashing damage. If the target is a creature or
must succeed on a Constitution saving throw or become poisoned object made of inorganic material such as stone, crystal, or metal,
for 24 hours. A poisoned creature must repeat the saving throw the spell deals maximum damage to it. You can’t target an object
every hour, taking 1d6 poison damage on a failed save. that is being worn or carried by an unwilling creature.
At Higher Levels. When you cast this spell using a spell slot of The spell’s damage increases by 1d8 when you reach 5th level
7th level or higher, you can befoul water in a 1,000-foot cube, and (2d8), 11th level (3d8), and 17th level (4d8).
the water remains fouled for 30 days. If you cast this spell using a
spell slot of 9th level, you can befoul water in a 1-mile cube, and Psychic Anchor
the water remains fouled until the spell is dispelled. 2nd-level enchantment (Bard, Sorcerer, Warlock, Wizard)

Portal to the Depths Casting Time: 1 action


Range: 120 feet
6th-level conjuration (hydromancy 60 feet) (Druid, Sorcerer, Components: V, S
Warlock, Wizard) Duration: Concentration, up to 1 minute
Casting Time: 1 action
Choose a creature you can see within range. The target must make
Range: 30 feet an Intelligence saving throw or become bound by a psychic
Components: V, S, M (a handful of seabed silt) anchor, which weighs it down and slows its movements. While
Duration: Concentration, up to 1 minute weighed down, the creature’s speed is reduced by 20 feet, it has
You choose a point on the ground or on the surface of water that disadvantage on attack rolls, ability checks, and saving throws
you can see within range, which can be extended through that use Strength or Dexterity, and it sinks 30 feet at the start of its
hydromancy, and transform a 20-foot radius area on the surface turn if it is swimming. At the end of each of its turns, the target
around the point into a portal into the deep ocean. When a can make another Intelligence saving throw. On a success, the
creature moves through the portal, it appears in the depths: a spell ends on the target.
20-foot-radius column of water that extends downward indefin- At Higher Levels. When you cast this spell using a spell slot of
itely, with an opening at the top in the shape of the portal. A 3rd level or higher, you can target one additional target for each
creature can enter or exit the depths by passing through the portal. slot level above 2nd. The targets must be within 30 feet of each
If the portal is on the surface of a body of water, the water other when you target them.
within the depths count as part of that body of water.
When a creature starts its turn within the depths, it must make a Rain to Arrows
Constitution saving throw. On a failed save, a creature take 4d6 5th-level transmutation (Artificer, Cleric, Paladin, Ranger,
cold damage, sinks 50 feet into the water, and becomes stunned Warlock, Wizard)
until the start of its next turn. Additionally, if a creature starts its Casting Time: 1 action
turn at a depth of 100 feet or more, it takes 1d6 bludgeoning Range: 120 feet
damage for every 10 feet of depth past 100 feet, to a maximum of Components: V, S, M (one piece of ammunition or one thrown
20d6. Creatures that are native to the deep sea automatically weapon, which the spell consumes)
succeed on this saving throw and are immune to all damage from Duration: Concentration, up to 1 minute
this spell.
As a bonus action on each of your turns before the spell ends, You can cast this spell only when it is raining. The spell forms a
you can cause water from the portal to leap out and grab at a 30-foot-radius magic circle centered 120 feet above a point you
creature you can see within 10 feet of it. The creature must can see within range. Any rain, natural or magical, that passes
succeed on a Strength saving throw or be dragged through the through the circle transforms into hundreds of duplicates of the
portal, into the depths. ammunition or weapon. Each creature that starts its turn under-
When the spell ends, any creatures and objects within the neath the circle or enters the area for the first time on a turn must
depths are shunted to the nearest unoccupied spaces within 5 feet make a Dexterity saving throw. On a failed save, a creature takes
of the portal. 3d8 damage in light rain, or 6d8 damage in heavy rain. On a
At Higher Levels. When you cast this spell using a spell slot of successful save, the creature takes half as much damage. The
7th level or higher, the cold damage increases by 1d6 for each slot damage type is the same as that of the ammunition or weapon.
level above 6th. In heavy rain, the ammunition and weapons created by this
spell forms difficult terrain underneath the circle. Ammunition
and weapons created by this spell revert back to water when the
spell ends.

CHAPTER 3 | SPELLS
35
Rime Rhyme Riptide
1st-level enchantment (hydromancy 120 feet) (Bard, Warlock) 1st-level evocation (Artificer, Druid, Ranger, Sorcerer, Wizard)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V Components: V, S
Duration: Concentration, up to 1 minute. Duration: Concentration, up to 1 minute.
You utter a chilling poem, targeting a creature that you can see You create a fast current within a body of water, forming a line
within range, which can be extended through hydromancy. If the 90 feet long and 10 feet wide in a direction of your choice ex-
target can hear you (though it need not under- tending away from a point you can see within range. Each
stand you), it must succeed on a Wisdom saving throw or it take creature that starts its turn in the line must succeed on a Strength
1d6 cold damage and begin to shiver violently until the spell saving throw or be knocked prone and pushed 30 feet in the
ends. While shivering, the target has disadvantage on attack rolls direction following the line.
and ability checks. At the end of each of its turns, the target must A creature in the line must spend 2 feet of movement for every
make another Wisdom saving throw. On a failed save, it takes 1d6 1 foot that it moves when moving against the tide.
cold damage. On a success, the spell ends for the target. If the At Higher Levels. When you cast this spell using a spell slot of
target takes any fire damage, the spell ends for it. 3rd level or higher, each creature in the line moving against the
At Higher Levels. When you cast this spell using a spell slot of tide must spend an extra 1 foot of movement for every 1 foot it
2nd level or higher, you can target one additional creature for moves for every two slot levels above 1st.
each slot level above 1st.
Sandbar
Rippling Orb 2nd-level conjuration (Artificer, Druid, Ranger)
Evocation cantrip (hydromancy 60 feet) (Artificer, Druid, Casting Time: 1 action
Sorcerer, Wizard)
Range: 120 feet
Casting Time: 1 action Components: V, S, M (a grain of sand)
Range: 30 feet Duration: Instantaneous
Components: V, S
You move loose earth and sand to form a barrier in a location you
Duration: Instantaneous
choose within range. The area of the spell consists of up to ten
You hurl a rippling fist-sized mass of water at a creature within 5-foot cubes, which you can arrange as you wish. Each cube must
range, which can be extended through hydromancy. Make a have at least one face adjacent to the face of another cube.
ranged spell attack against the target. On a hit, the creature takes Each 5-foot-cube is an object with AC 8, 15 hit points, and
1d6 bludgeoning damage, and if the creature is Large or smaller, resistance to bludgeoning, piercing, and slashing damage. When a
it is pushed up to 10 feet away from you. If you used hydromancy 5-foot cube of sand is reduced to 0 hit points, it collapses, and
with this spell, the creature is instead pushed away from the point might cause other cubes atop or adjacent to it to collapse to the
you chose to cast from. fill the space at the DM’s discretion.
This spell’s damage increases by 1d6 when you reach 5th level At Higher Levels. When you cast this spell using a spell slot of
(2d6), 11th level (3d6), and 17th level (4d6). 3rd level or higher, you create two additional 5-foot cube for each
slot level above 2nd.

Art by Zezhou Chen >>


Salt Spray Slippery Ice
1st-level evocation (hydromancy 30 feet) (Artificer, Cleric, Druid, 4th-level conjuration (Artificer, Druid, Sorcerer, Wizard)
Ranger, Sorcerer, Wizard) Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: Self (15-foot cone) Components: V, S
Components: V, S, M (a vial of saltwater) Duration: 10 minutes
Duration: 1 round You create a layer of slick ice, 6 inches thick, in a 30-foot radius
A burst of salty ocean mist erupts from your palms, or from a circle centered on a point on the ground or on the surface of water
point of your choice within the spell’s hydromancy radius if that you can see within range, which lasts for the duration. The
extended through hydromancy. Each creature in a 15-foot cone ice suppresses any underlying terrain that doesn’t protrude past
make a Dexterity saving throw. On a failed save, a target takes an the surface of the ice.
additional 1d4 necrotic damage each time it takes any piercing or A creature moving across the ice spends 1 foot of movement
slashing damage before the start of your next turn. for every 2 feet it moves, and must succeed a Dexterity saving
At Higher Levels. When you cast this spell using a spell slot of throw when it moves more than 5 feet across the ice for the first
3rd level or higher, the additional damage increases by 1d4 for time on a turn or be knocked prone. When a creature attempts to
every two slot levels above 1st. get up from prone while on the ice, it must succeed on a Dexterity
check against your spell save DC. On a failure, it falls prone
Shell Shock again. When you cast this spell, you can designate any number of
5th-level transmutation (Druid, Ranger, Sorcerer, Wizard) creatures you can see to automatically succeed on ability checks
Casting Time: 1 reaction, which you take when you take damage and saving throws made against this spell.
Range: Self At Higher Levels. When you cast this spell using a spell slot of
Components: V, S, M (a seashell) 5th level or higher, the radius of the ice increases by 10 feet for
Duration: 1 round each slot level above 4th.
A colorful layer of shell-like armor forms around your body, Steam Vent
absorbing the triggering damage. Until the start of your next turn, 4th-level conjuration (hydromancy 120 feet) (Druid, Ranger,
you are immune to all damage, your speed is 0, you are incap- Sorcerer, Wizard)
acitated, and attacks against you have advantage. The first time
Casting Time: 1 action
you deal damage to a creature with an attack or spell on your next
Range: 60 feet
turn, you can deal additional damage equal to the damage you
Components: V, S, M (a piece of volcanic rock)
would have taken while you were incapacitated.
Duration: Concentration, up to 10 minutes
You cause a 20-foot tall, 5-foot radius cylinder of searing steam to
erupt from point on a surface you can see within range, which can
be extended through hydromancy. The area fills with hot steam,
and is heavily obscured until the start of your next turn or until a
wind of moderate or greater speed (at least 10 miles per hour)
disperses it. Each creature in the area must make a Constitution
saving throw. A target takes 6d6 fire damage on a failed save, or
half as much damage on a successful one. Being underwater
doesn’t grant resistance to this damage.
On each of your turns until the spell ends, you can use your
action to create another vent in this way, targeting the same point
or a different one. When you do so, any vents previously created
by this spell cease to produce steam and disperse.
At Higher Levels. When you cast this spell using a spell slot of
5th level or higher, the damage increases by 1d6 for each slot
level above 4th.
Striking Tide
4th-level evocation (Paladin, Ranger, Sorcerer, Wizard)
Casting Time: 1 action
Range: Self
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You wreath a weapon with aqueous energy, lashing out with the
force of increasingly powerful tides. As part of the action used to
cast this spell, you can make up to three melee attacks with a
weapon. You can direct the attacks at the same target or at
different ones. The first attack deals an additional 1d10 damage,
the second attack deals an additional 2d10 damage, and the third
attack deals an additional 3d10 damage.

<< Art by Christopher Moeller


St. Eleanor’s Fire takes 4d8 acid damage on a failed save, and takes half as much
3rd-level abjuration (Bard, Cleric, Druid, Paladin, Warlock) damage on a successful one. The squall also damages objects not
being worn or carried.
Casting Time: 1 action The area of the spell then becomes covered in yellow, caustic
Range: Touch sulfur for the duration of the spell. The sulfur floats in place when
Components: V, M (a lightning rod worth at least 100 gp) cast on water or underwater, and clings to solid surfaces. When a
Duration: Concentration, up to 1 minute creature moves into or within the area, it takes 1d8 acid damage
You touch a Large or larger vehicle and conjure a corona of blue for every 5 feet it travels. The sulfur is flammable. If any part of
light, which gathers around any pointed elements on the vehicle. the area comes into contact with fire, the entire area erupts into
For the duration, ranged weapon attacks made against the vehicle flames and burns away in 1 round, dealing 4d8 fire damage to any
or creatures riding the vehicle have disadvantage, as the corona of creature that starts its turn in the fire. The spell ends when the
light dazzles attackers. Creatures aboard the vehicle and creatures sulfur is burned away.
with senses other than sight, such as blindsight, are unaffected by At Higher Levels. When you cast this spell using a spell slot of
this effect. 7th level or higher, the initial damage increases by 1d8 for each
If the vehicle is outdoors in stormy conditions, any ranged slot level above 6th.
weapon attack made by creatures aboard it deal an additional 1d4
lightning damage.
Teregra’s Treasure Map
4th-level divination (Bard, Warlock, Wizard)
At Higher Levels. If you cast this spell using a spell slot of 4th
level or higher, the duration is concentration, up to 10 minutes. Casting Time: 10 minutes
If you use a spell slot of 5th level or higher, the duration is 8 Range: Touch
hours. If you use a spell slot of 7th level or higher, the duration is Components: V, S, M (at least a 6 inch square of skin or hide
24 hours. If you use a 9th level spell slot, the spell lasts until it is from a creature that has died within the past hour, which the
dispelled. Using a spell slot of 5th level or higher grants a spell consumes)
duration that doesn’t require concentration. Duration: Instantaneous
Sulfurous Squall You touch the skin or hide of a slain creature and cause a map to
5th-level evocation (Cleric, Druid, Sorcerer, Warlock) form on its surface. The map details the geographic location of
the most valuable object or hoard of objects known to the
Casting Time: 1 action creature. The map is accurate to the creature’s knowledge to a
Range: 150 feet distance within 30 feet of the treasure, but does not show
Components: V, S, M (a pinch of brimstone) elevation, traps, or any markings to indicate what creatures or
Duration: 10 minutes spells may protect the treasure. If the location of the object or
A violent squall of sulfuric rain sweeps through a location you hoard is on a different plane of existence as you, the spell fails.
choose within range. The area of the squall consists of up to ten
10-foot cubes, which you can arrange as you wish. Each cube
must have at least one face adjacent to the face of another cube.
Each creature in the area must make a Dexterity saving throw. It

Art by Daniel Ljunggren >>


Torrential Culling
7th-level necromancy (hydromancy 120 feet) (Bard, Cleric, The force of the water is enough to keep creatures aloft, though
Sorcerer, Warlock, Wizard) it is impossible for a creature to stand at the top of the waterspout
unless it can normally stand on water. A creature that can’t stand
Casting Time: 1 action on water is prone while it remains at the top of the cylinder.
Range: 60 feet Water created by this spell vanishes when the spell ends.
Components: V, S, M (a rusted scythe that has been submerged At Higher Levels. When you cast this spell using a spell slot of
in saltwater for a week) 3rd level or higher, the height of the cylinder increases by 10 feet
Duration: Instantaneous for each slot level above 2nd.
You create a whirl of shadowy saltwater in a 30-foot-radius Water Veil
sphere centered on a point you can see within range, which can be 2nd-level illusion (hydromancy 60 feet) (Artificer, Druid,
extended through hydromancy. Each creature in the area must Sorcerer, Wizard)
make a Dexterity saving throw, taking 4d8 slashing damage and
Casting Time: 1 action
4d8 necrotic damage on a failed save, or half as much damage on
Range: 30 feet
a successful one.
Components: V, S
If the damage from this spell reduces one or more creatures to
0 hit points, you can grant 4d8 temporary hit points to a number Duration: Concentration, up to 1 minute
of creatures you can see within range equal to the number of You create a thin veil of water on the ground at a point you can
creatures reduced to 0 hit points. see within range, which can be extended through hydromancy.
At Higher Levels. When you cast this spell using a spell slot of You can choose to make the veil up to 30 feet long and 10 feet
8th level, the necrotic damage and temporary hit points increase high, or a circle that has a 10-foot diameter and is up to 10 feet
by 1d8 for each slot level above 7th. high. The veil is 1 inch thick and transparent, but causes visual
distortions of anything observed through it.
Waterspout When a creature makes an attack, casts a spell, or uses an
1st-level conjuration (hydromancy 60 feet) (Druid, Ranger, ability that targets a creature or object on the other side of the
Sorcerer, Wizard) veil, roll a d20. On a roll of 10 or lower, the attack, spell, or
Casting Time: 1 action ability fails or misses.
Range: 30 feet
Components: V, S
Wave Strike
2nd-level transmutation (Paladin, Ranger)
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
You cause a spout of water to emerge from a 5-foot-square on the
Range: Self
ground or on the surface of water that you can see within range,
which can be extended through hydromancy. Water emerges to fill Components: V
Duration: Concentration, up to 1 minute
a 20-foot-tall cylinder with a 5-foot diameter that rises from the
chosen square and lasts for the duration. The next time you hit a creature with a weapon attack before this
A creature that enters the area for the first time on a turn or spell ends, rushing water surrounds the attack. The target takes an
starts its turn there must make a Dexterity saving throw, which it additional 2d6 bludgeoning damage, and must make a Strength
can choose to fail. On a failed save, a creature is pushed to the top saving throw. On a failed saving throw, the target is pushed 15
of the cylinder. On a successful save, a creature is pushed 5 feet feet away from you in a straight line.
out of the area into an unoccupied space of the creature’s choice. If you hit a target that is submerged in water, each creature in a
If no unoccupied space is available, the creature automatically 15-foot cone behind the initial target must also succeed on a
fails the saving throw. Strength saving throw or be pushed 15 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, the damage increases by 1d6 for each slot
level above 2nd.

<< Art by Allen Williams


Wellspring Whirlpool Slash
7th-level conjuration (Bard, Cleric, Druid) 3rd-level evocation (Paladin, Ranger, Sorcerer, Wizard)
Casting Time: 1 hour Casting Time: 1 action
Range: Touch Range: Self
Components: V, S, M (diamond dust worth at least 5,000 gp,
Components: S, M (a melee weapon worth at least 1 sp)
which the spell consumes) Duration: Instantaneous
Duration: 24 hours
You swing a weapon with the force of a whirlpool. Each creature
You touch a pool of water that is fully contained within a 60-foot within 15 feet of you must succeed on a Strength saving throw or
radius, blessing and purifying it. For the duration, the pool’s
be pulled up to 10 feet in a straight line toward you. As part of the
contents becomes holy water. When a creature enters the water action used to cast this spell, you can make a melee attack with a
for the first time on a turn or starts its turn there, it regains 1 hit
weapon at each creature that is pulled within 5 feet of you. If both
point if it is not a fiend or undead. A fiend or undead instead takes
you and the target are standing on or submerged in a body of
2d6 radiant damage. water, you have advantage on the attack roll.
Additionally, any creature that spends 1 minute bathing in the
water gains one of the following benefits:
• One disease or condition afflicting the target is removed.
• One curse, including the target’s attunement to a cursed magic
item, is ended.
• Any reduction to one of the target’s ability scores or maximum
hit points is ended.
• The target’s lifespan is increased by 1d4 years. A creature can
only gain this benefit once in its lifetime.
Any water removed from the blessed pool loses these benefits,
though it is clean, safe to drink, and has a pleasant mineral taste. Art by Willian Murai
At Higher Levels. When you cast this spell using a spell slot of
8th-level or higher, the water remains blessed for 1 year. If you
cast this spell using a spell slot of 9th level, the water is blessed
until the spell is dispelled.
Whaleoil
5th-level transmutation (Artificer, Ranger, Warlock)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a length of cotton wick)
Duration: 1 minute
You transform the flesh of a creature you can see within range
into burning fuel. The target must make a Constitution saving
throw. On a failed save, the target takes 6d10 necrotic damage
and ignites in flames. On a successful save, the target takes half as
much damage and isn’t set ablaze. While ablaze, the target sheds
bright light in a 30-foot radius and dim light for an addi-
tional 30 feet. At the start of each of the target's turns, it and each
creature within 10 feet of it takes 2d10 fire damage. At the end of
each of its turns, the target can make a Constitution saving throw.
On a success, the spell ends.
If you target a creature without flesh, such as an ooze, iron
golem, or skeleton, the spell fails.
At Higher Levels. When you cast this spell using a spell slot
of 6th-level or higher, both the necrotic and fire damage increase
by 1d10 for each slot level above 5th.
Chapter 4: Feats Ballista
HIS CHAPTER PRESENTS NEW FEATS Large object
to supplement those in the Player’s Handbook. Armor Class: 15
Some DMs allow the use of feats to customize a Hit Points: 50
character, under the optional rule in chapter 6, Damage Immunities: poison, psychic
“Customization Options,” of the Player’s
A ballista is a massive crossbow that fires heavy bolts.
Handbook. Most of these feats are suited for a Before it can be fired, it must be loaded and aimed. It takes
campaign that takes place in a water-rich env- one action to load the weapon, one action to aim it, and one
ironment, such as one set aboard a boat or near action to fire it.
the coast. Some of these feats interface with the hydromancy tag, Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
found in chapter 3, “Spells,” of this book. one target. Hit: 16 (3d10) piercing damage.
The feats are presented in alphabetical order.
Cannon
Cannoneer Large object
Your familiarity with ballistas, cannons, and other heavy mounted Armor Class: 19
weaponry grants you the following benefits: Hit Points: 75
Damage Immunities: poison, psychic
• You can load, aim, or fire a ballista or cannon as a bonus
action on your turn. A cannon uses gunpowder to propel heavy balls cast of
iron through the air at destructive speeds. In a campaign
• When a ballista or cannon you loaded deals damage, you can
without gunpowder, a cannon might be an arcane device
reroll the weapon’s damage dice and use either total. built by clever gnomes or wizardly engineers.
• When a ballista or cannon that you aimed is fired, you can add A cannon is usually supported in a wooden frame with
your proficiency bonus to the attack roll. wheels. Before it can be fired, the cannon must be loaded
• When you fire a ballista or cannon, attacking at long range and aimed. It takes one action to load the weapon, one
doesn’t impose disadvantage on the ranged weapon attack roll. action to aim it, and one action to fire it.
• If you spend 1 minute repairing a ballista or cannon, it regains Cannon Ball. Ranged Weapon Attack: +6 to hit, range
hit points equal to 1d6 + your level. 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

Conductive Hydromancer –Dungeon Master’s Guide, page 255⠀

Prerequisite: The ability to cast at least one spell that deals


lightning damage
You have learned techniques to direct lightning spells through
Fanatical Devotion
bodies of water, gaining the following benefits: Prerequisite: Kuo-toa ABYSS

• You learn the create or destroy water spell and can cast it once Your intense worship and piety grant you the following benefits:
without expending a spell slot or providing material • Increase your Intelligence, Wisdom, or Charisma score by 1,
components. You regain the ability to cast this spell in this to a maximum of 20.
way when you finish a long rest. • When you create a kuo-toa idol using God Making, it remains
• When you cast a spell using hydromancy, you can treat any for 8 hours instead of 1 hour, and is created with a number of
bodies of water that are less than 10 feet apart at any point as a temporary hit points equal to your level.
single body of water. • While you are within 10 feet of your kuo-toa idol and can see
• When you cast a spell that deals lightning damage, it gains the it, you have advantage on all Intelligence, Wisdom, and
hydromancy tag with a hydromancy radius of 30 feet. Charisma saving throws, and can’t be frightened or charmed.
• Once per turn when you deal lightning damage to a creature ABYSS
The kuo-toa race can be found in chapter 1, “Races,” of this book.
with a spell cast using hydromancy, you can cause it to take an
additional 1d8 lightning damage, or 1d12 lightning damage if
the creature is submerged in water.
Heavy Carapace
Prerequisite: Karkinos ABYSS
Expert Fisherman Your carapace hardens and grows more dense, granting you the
Experienced in the behavior and motions of aquatic prey, you following benefits:
gain the following benefits: • Your weight doubles.
• You have advantage on Intelligence (Nature), Wisdom • When you aren’t wearing armor, your AC is 17 (your Dexterity
(Animal Handling), and Wisdom (Survival) checks made modifier doesn’t affect this number). You can use your natural
when interacting with aquatic creatures. armor to determine your AC if the armor you wear would
• You have advantage on Wisdom (Perception) checks made to leave you with a lower AC. A shield’s benefits apply as normal
spot creatures and phenomena underwater. while you use your natural armor.
• When you make an attack at a target that is submerged in • You have advantage on Strength checks and saving throws made
water on your turn in combat, you can use a bonus action to against effects that would push you or knock you prone.
steady your aim in order to gain advantage on the attack roll. • Your pincers gain the heavy property, and you can deal
• If you are proficient with nets, you can add your proficiency bludgeoning or slashing damage (your choice) equal to
bonus to the DC for the Strength check required to free a 1d8 + your Strength modifier when you hit with them.
creature from a net you threw. ABYSS
The karkino race can be found in chapter 1, “Races,” of this book.

CHAPTER 4 | FEATS
41
Rime Hydromancer Sure-Footed
Prerequisite: The ability to cast at least one spell that deals Experienced with shifting terrain or the rocking and swaying of
cold damage ships out at sea, you gain the following benefits:
You have learned techniques to direct your hydromancy through • Increase your Strength or Dexterity score by 1, to a maximum
ice and snow, and to direct cold spells through bodies of water, of 20.
gaining the following benefits: • You have advantage on ability checks and saving throws made
• You learn the water walk spell and cast it once without to resist being knocked prone.
• When a creature within 5 feet of you fails an ability check or
expending a spell slot or providing material components.
saving throw against an effect that would knock it prone, you
When you cast the spell in this way, it is only capable of
targeting yourself, only allows you to move across the can use your reaction to allow the creature to reroll the ability
check or saving throw if you have at least one hand free.
surface of liquid water, and leaves shards of ice in your wake.
You regain the ability to cast this spell in this way when you
finish a long rest. Swimmer
• You can treat a body of snow or ice as a body of water when You have undergone extensive aquatic training to gain the
casting spells with the hydromancy tag. following benefits:
• When you cast a spell that deals cold damage, it gains the
• Increase your Strength or Dexterity score by 1, to a maximum
hydromancy tag with a hydromancy radius of 30 feet.
of 20.
• While you are fully submerged in water, you have resistance to
• You gain a swim speed equal to your walking speed.
cold damage.
• You can hold your breath a number of minutes equal to 2 +
Steam Hydromancer twice your Constitution modifier (minimum of 1 minute).
• When you fall into water, you take no bludgeoning damage
Prerequisite: The ability to cast at least one spell that deals from the fall if you are not incapacitated.
fire damage • You can’t be knocked prone while you are underwater.
You have learned techniques to direct your hydromancy spells
through water vapor, and to direct fire spells through bodies of
water, gaining the following benefits:
• You learn the fog cloud spell and can cast it once without
expending a spell slot. You regain the ability to cast this spell
in this way when you finish a long rest.
• You can treat an area of fog, mist, or steam as a body of water
when casting spells with the hydromancy tag.
• When you cast a spell that deals fire damage, it gains the
hydromancy tag with a hydromancy radius of 30 feet.
• Fire damage dealt by spells you cast using hydromancy
ignores resistance granted from being underwater.

Art by Johan Grenier >>


Chapter 5: Magic Items
HIS CHAPTER OFFERS NEW MAGIC ITEMS
sailcloth with either hand, you immediately fall as normal.
to supplement those in the Player’s Handbook and
The sailcloth has 3 charges, and it regains 1d3 expended
Dungeon Master’s Guide. These new items allow
charges daily at dawn. While holding the sailcloth, you can use an
your character to harness the power of water and
action to speak the sailcloth’s command word, expending 1 to 3
the crashing waves.
of its charges to create a powerful updraft which propels you
Your DM determines if and where these items
upwards a 30 feet for each charge you spend. This movement
they might be discovered, whether that be in
doesn’t provoke opportunity attacks.
underwater ruins or long lost shipwrecks.
The sailcloth can also be used as a sail for any Large or smaller
The items are presented in alphabetical order.
water vehicle (such as a rowboat). While used in this way, you
Bag of Teeth can use an action to speak the sailcloth’s command word, expend-
Wondrous item, uncommon ing 1 to 3 of its charges to cause the sail to billow with wind. For
the next 10 minutes, the vehicle’s speed increases by 10 feet per
This small sack is made of fish skin and contains a handful of charge expended.
quipper teeth. As an action, you can open the bag and scatter its
contents in a body of water, creating a swarm of quipper which Blade of Parting Water 14
lasts for 10 minutes. Weapon (greatsword), rare (requires attunement)
The swarm is hostile toward every creature. Roll initiative for
This monolithic bronze blade has the pinkish hue of untarnished
the swarm, which has its own turns. On its turn, the swarm moves
copper. Attacks made with this magic weapon don’t suffer
towards the nearest creature it can see and attacks it. If the swarm
disadvantage from being underwater.
can’t attack a creature on its turn, it instead takes the Dash action
Whenever this weapon hits a creature with an amorphous form
toward the nearest creature it can see. If the swarm can’t see any
composed of liquid, such as an ooze or water elemental, the hit is
creatures, it does nothing on its turn.
a critical hit.
Bailing Twine 2 This sword has 3 charges, and regains 1d3 charges daily at
Wondrous item, uncommon dawn. If it is submerged in a river or the sea at dawn, it regains all
its charges instead. As an action while wielding this blade, you
This 50-foot length of hempen rope weighs 10 pound. If one end can expend a charge to strike the earth, sending a blast of power
of the rope is dipped into water, the rope absorbs and ejected the in a 30 foot wide, 90 foot long line. Each creature in the area
water out the other end at a rate of 1 gallon per round, or 10 makes a DC 17 Strength saving throw. On a failed save, a creature
gallons per minute. takes 3d8 bludgeoning damage and is pushed 15 feet away from
Bantering Blade the center of the line and knocked prone. On a successful save,
the creature takes half as much damage and isn’t pushed or
Weapon (scimitar), rare (requires attunement)
knocked prone. If the line passes through a body of water, the
This well-worn cutlass is a veteran of hundreds of voyages across shockwave pushes the water aside, forming a 30-foot-wide
the seas. You gain a +1 bonus to attack and damage rolls made trench. The trench remains until the end of your next turn, after
with this magic weapon. which the water slowly flows back into place.
Once on each of your turns when you hit a creature with this
weapon, you can have the sword unleash a string of magical Braziers of Misty Forms 2
insults at the target, often with nautical allusions or crude humor. Wondrous item, uncommon
The target must succeed on a DC 15 Wisdom saving throw or take Braziers of misty forms come in pairs, with each silver goblet
2d4 psychic damage and have disadvantage on the next attack roll marked with matching ripple patterns. While you are holding a
it makes before the end of its next turn. brazier, you can speak its command word as an action. When you
Sentience. The sword is a sentient chaotic neutral item with an do so, any nonmagical liquid within the brazier instantly trans-
Intelligence of 10, a Wisdom of 9, and a Charisma of 14. It has forms into mist, spreading out around you in a 10-foot-radius
hearing and darkvision out to a range of 10 feet. sphere that lightly obscures the area for 1 minute. The mist takes
The sword can speak, read, and understand Common. It on the form of each creature or object within 10 feet of the other
communicates verbally, and its voice is slurred and theatrical. brazier, moving and shifting as the shapes it represents does for
Personality. The sword possess a vicious wit, enthusiastically the duration. The other brazier then also activates as if its
mocking any that it strikes. It punctuates its attacks with verbal command word had been spoken.
jabs and curses, questioning its opponent’s honor, skill, or If the brazier is empty when you speak its command word, it
physical appearance. The sword prefers high adventures with does not produce a mist.
good friends, and often voices support for decisions that lead to Once you use a brazier in this way, it can’t be used again until
great exploits and dramatic duels. the next dawn. If one of the braziers is destroyed, the other one
Billowing Sailcloth 2 becomes nonmagical.
Wondrous item, uncommon
This white canvas sailcloth is imbued with energy from the Replicate Magic Items
Elemental Plane of Air, and can be worn as a billowing cape.
When held in both hands, the sailcloth slows your rate of descent Some items in this chapter are marked with this symbol
to 10 feet per round (falling at the end of each of your turns). It to denote that they can be made using an artificer’s
Replicate Magic Item infusion, with the number inside
can carry up to 400 pounds, but your rate of descent becomes 30
noting the minimum required artificer level.
feet while it is carrying more than 200 pounds. If you let go of the

CHAPTER 5 | MAGIC ITEMS


43
Brine-Burst Blade 6 CAPTAIN ’S LANTERN
Weapon (any sword), rare << Art by Yongjae Choi
This pale white blade is constructed entirely from a single crystal
of salt. You gain a +1 bonus to attack and damage rolls made with
this magic weapon.
This sword has 3 charges, and regains 1d3 expended charges
daily at dawn. While holding it, you can use your action to ex-
pend 1 of its charges to cast the salt spray ABYSS spell (save DC 15) BRINE-BURST BLADE
from it. Additionally, when you attack a creature with this magic
weapon and roll a 20 on the attack roll, you can cause the weapon Art by Alan Pollack >>
to release a blast of saltwater, which destroys any nonmagical
armor made of metal that the target is wearing.
ABYSS
This spell can be found in chapter 3, “Spells,” of this book.

Bubble Barrier
Wondrous item, rare
This fist-sized glass orb glistens iridescent in sunlight. When you
take damage or are forced to make a saving throw against an
effect that you can see, you can crush the orb as a reaction,
destroying it and enveloping you in a protective bubble which
functions as an Ottiluke’s resilient sphere, preventing the
triggering effect and lasting until the start of your next turn.
Captain’s Lantern 2 BUBBLE BARRIER
Wondrous item, uncommon
<< Art by Brian Snoden
This exquisite brass-and-green glass lantern constantly protects
the ship it is mounted on. Until it is removed, the entire ship is
under the effect of the alarm spell, set to produce the sound of
heavy bronze bells ringing when triggered.
If you speak the lantern’s command word while touching a
copper coin to the underside of the lantern, the coin becomes a
token of passage, marked with a depiction of the ship on one of
its faces. While a creature is carrying a token, it does not trigger
the lantern’s alarm. If you speak the lantern’s command word
while holding a silver coin to the underside of the lantern, all
previously created tokens of passage lose their magic and revert
to nonmagical copper coins.
A creature that spends 1 minute studying the lantern can CEPHALIAN BANDS
attempt to learn the lantern’s command word with a successful
DC 20 Intelligence (Investigation) check. On a failed check, the Art by Alex Hearth >>
alarm spell triggers.
Cephalian Bands 10
Wondrous item, rare (requires attunement)
These brass armbands bear the shape of entwined tentacles, lined
with veins of black ink. While wearing them, you have advantage
on checks made to maintain grapples.
While you are underwater, you can use an action to cast
darkness from the bands, centered on yourself. When you do so,
your speed is doubled until the end of the turn. Once you cast this
spell in this way, you can’t do so again until the next dawn.
Crab Claw Gauntlets 6
Wondrous item, rare
These spiked silver gauntlets resemble the claws of a giant crab.
While you are wearing these gauntlets, your unarmed strikes
made with these claws deal bludgeoning damage equal to 1d6 + CRAB CLAW GAUNTLETS
your Strength modifier instead of their normal damage and gain a
+1 bonus to attack and damage rolls. When you hit a creature << Art by Joseph Meehan
with an unarmed strike made with one of these claws, the creature
is grappled if the claw isn’t already grappling another creature or
holding an object.

CHAPTER 5 | MAGIC ITEMS


44
Dragon Turtle Armor DRAGON TURTLE ARMOR
Armor (plate), very rare
Art by Daniel Ljunggren >>
This fine turtle-shell armor constantly emits faint trails of steam.
While wearing this armor, you gain a swim speed of 40 feet, have
resistance to fire damage, and can breathe air and water.
While you are wearing the armor, you can use an action to cast
burning hands as a 3rd-level spell (save DC 15) from the armor.
When you cast the spell in this way, it produces a burst of steam
instead of flames, and being underwater doesn’t grant resistance
against the spell’s damage. Once you cast the spell in this way,
you can roll a d6 at the start of each of your turns. On a 5 or 6,
you regain the ability to cast the spell with this armor.
Figgly’s Wand of Squids 6
Wand, uncommon
This jet black wand has 7 charges. While holding it, you can use
an action to expend 1 or more of its charges to cast the Figgly’s
exploding squid ABYSS spell (+7 to hit) from it. For 1 charge, you
cast the 1st-level version of the spell. You can increase the spell
slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If
you expend the wand’s last charge, roll a d20. On a 1, the wand
explodes in a burst of black ink and is destroyed.
ABYSS
This spell can be found in chapter 3, “Spells,” of this book.

Fishbone Blade
Weapon (any sword), very rare (requires attunement)
A fishbone blade is a sword crafted in form of a fish’s skeleton,
and functions as a dancing sword. Attacks made with this weapon
don’t suffer disadvantage from being underwater.
When you speak the sword’s command word to cause it to
hover, it provides additional benefits while it is submerged in FOG HORN
water, as specified in the sword’s description.
Master’s Marlin. When the sword deals damage to a creature, << Art by Eric Deschamps
you gain advantage on the next attack you make against it before
the end of the turn.
Sage’s Salmon. When the sword deals damage to a creature, it
has disadvantage on the next saving throw it makes against a spell
you cast before the end of the turn.
Surgeon’s Sturgeon. You can use a bonus action to cause the
sword to fly up to 30 feet to another spot within 30 feet of you
and stabilize an unconscious creature within 5 feet of it.

Dancing Sword Flow Gauntlets 10


Weapon (any sword), very rare Wondrous item, rare (requires attunement by a spellcaster)
You can use a bonus action to toss this magic sword into the These gauntlets appear to be made out of mercury bound into a
air and speak the command word. When you do so, the semi-solid shape, but become transparent when submerged in
sword begins to hover, flies up to 30 feet, and attacks one water. These gauntlets have 3 charges, and regain all expended
creature of your choice within 5 feet of it. The sword uses charges daily at dawn. When you cast a spell that lacks the
your attack roll and ability score modifier to damage rolls.
hydromancy tag while wearing these gauntlets, you can spend 1
While the sword hovers, you can use a bonus action to
charge to grant the spell the hydromancy tag with a hydromancy
cause it to fly up to 30 feet to another spot within 30 feet of
you. As part of the same bonus action, you can cause the radius of 30 feet. When you cast a spell in this way, a watery hand
sword to attack one creature within 5 feet of it. appears at the chosen point, delivering the spell for you.
After the hovering sword attacks for the fourth time, it
Fog Horn
flies up to 30 feet and tries to return to your hand. If you
Wondrous item, uncommon
2
have no hand free, it falls to the ground at your feet. If the
sword has no unobstructed path to you, it moves as close to This silver horn 3 charges, and it regains 1d3 expended charges
you as it can and then falls to the ground. It also ceases to daily at dawn. While holding it, you can use an action to expend 1
hover if you grasp it or move more than 30 feet away from or more of its charges to cast the fog cloud spell from it,
it.
producing a low drone audible out to 300 feet. For 1 charge, you
–Dungeon Master’s Guide, page 161 cast the 1st-level version of the spell. You can increase the spell
slot level by one for each additional charge you expend.

CHAPTER 5 | MAGIC ITEMS


45
Gold Fish 2
Wondrous item, common
This solid gold clockwork fish flops pathetically when it is within
120 feet of another piece of gold that is coin-sized or larger. If the
fish is submerged, it instead swims toward the treasure at a rate of
10 feet per round.
Grail of Restoration 14
Wondrous item, rare
GRAIL OF RESTORATION This ornate alabaster grail can’t be accidentally spilled. This grail
has 20 charges. While holding it, you can use an action to drink
<< Art by Howard Lyon from the grail or pour water from it on another creature’s wounds,
expending any number of charges from the grail. The target re-
gains a number of hit points equal to the number of charges spent.
Alternatively, you can expend 5 charges to cast lesser restoration,
or 20 charges to cast greater restoration from the grail.
The grail regains all its charges by being refilled with water at a
river or freshwater lake at the moment of dawn.
Helm of Hunger
Wondrous item, very rare (requires attunement)
This finned iron helmet resembles the visage of a shark, and
HELM OF HUNGER grants the wearer the beast’s signature frenzied hunger. While
you are wearing the helmet you automatically know the location
Art by Dee Chiu >> of each creature within 300 feet of you that doesn’t have all of its
hit points.
Additionally, this helmet has 3 charges, and it regains 1d3
expended charges daily at dawn. While you are wearing the
helmet, you can use an action to expend 1 of its charges to cast
the polymorph spell targeting yourself. When you cast the spell in
this way, you can only become a reef shark, hunter shark, giant
shark, or megalodon,ABYSS obeying all of the spell’s other rules.
Curse. This helmet is cursed. Attuning to it curses you until
you are targeted by the remove curse spell or similar magic.
Removing the helmet fails to end the curse on you. While you are
cursed, you require ten times as much food to sustain yourself
each day.
ABYSS
The megalodon can be found in appendix A, “Assorted Creatures,”
of this book.

Variant: Shark Traits


This book also contains alternative traits for sharks, which
replace the Blood Frenzy and Pack Tactics traits. These traits
can be found in appendix A, “Assorted Creatures,” of this
book, and can be applied to the shark forms while
transformed by the helm of hunger.

Hoarfrost Hammer 6
Weapon (flail, light hammer, mace, maul, morningstar, or
warhammer), rare (requires attunement)
This magic weapon emits a cold mist, and is rimed over with
small ice crystals. It has 3 charges, and regains 1d3 charges daily
at dawn. As an action, you can expend a charge to slam the
HOARFROST HAMMER ground or the surface of a body of water, causing sharp ice spikes
to form in a line 60 foot wide and 20 foot wide, which last until
<< Art by Aaron Miller the end of your next turn. The area becomes difficult terrain for
the duration. If a creature moves into or within the area, it takes
2d6 piercing damage for every 5 feet it travels.

CHAPTER 5 | MAGIC ITEMS


46
Hydromancer’s Trident 6 Instrument of the Coxswain
Weapon (trident), uncommon Wondrous item, rare (requires attunement by a bard)
This trident is carved with arcane channels that run its length, This musical instrument has 7 charges, and regains 1d6 + 1
allowing it to transfer its movements through bodies of water. expended charges daily at dawn. You can use an action to start a
When you make an attack with this trident while you are standing performance, expending 1 charge from it to command obedience
within 5 feet of a body of water, you can choose a point within 30 from each creature of your choice that can see and hear you
feet of you that is within the same body of water. The attack is within 120 feet. The performance lasts for up to 1 minute, and
made as if you were at the chosen point, but you must use your ends if you use your action to do anything else. Each target must
own senses. succeed on a Wisdom saving throw using your spell save DC or
be charmed by you until the performance ends. While charmed in
Knave’s Cutlass 6 this way, the creature uses its action to sing and all its movement
Weapon (scimitar), uncommon to dance. You can mentally command the creature to instead use
This weapon is unusually light, and was crafted to be used by the its action and movement to perform strenuous or intense labor
most vicious of pirates. You can use this weapon while it is held such as mining, cleaning, crafting, or cooking and serving food
between your teeth as if you were holding it in a hand. While you and drinks. If harmed by you or your companions, or commanded
are holding the weapon in this way, your speech is somewhat im- to do something that would be harmful to it, a target ceases to be
peded, and you can’t cast spells that include a verbal component. charmed in this way.
When you make an attack as a bonus action using two-weapon You can also use an action to play the instrument and expend 6
fighting, you can make an additional attack with this weapon as charges from it to cast the Otto's irresistible dance spell from it,
part of the same bonus action. You must be wielding three using your spell save DC.
separate one-handed melee weapons in order to make this
additional attack, and you don’t add your ability modifier to the
Lifeline 6
Wondrous item, rare
damage of the additional attack, unless that modifier is negative.
While held, 50-foot length of rope binds itself around your wrist.
Krend’s Fishing Rod 6 As an action, you can tether this rope to a creature within 20 feet
Weapon (spear), uncommon (requires attunement) of you. If you target an unwilling creature, it must succeed on a
This fishing rod is tipped at the end with a jagged spear point, and DC 15 Dexterity saving throw to avoid being tethered. While
is fitted with a magical lure. You have a +1 bonus to attack and tethered, the creature can’t move more than 50 feet away from
damage rolls made with this magic weapon. you. If an effect would move either you or the tethered creature
As a bonus action on your turn, you can cast the lure out to a more than 50 feet apart, the other is dragged along as well.
point within 10 feet of you. While the lure is floating within a While you are tethered to a creature, both you and that creature
body of water, you know the exact depth of the water directly have resistance to all damage. Each time either you or the tethered
underneath the lure. Additionally, when a submerged creature creature takes damage, the other takes the same amount of
comes within 10 feet of the lure, you can cause the lure to shoot damage. Additionally, while either you or the tethered creature
out toward it. The target must succeed on a DC 13 Dexterity can breathe, the other can also breathe.
saving throw or become ensnared by the lure. While ensnared, the The rope is an object with with an AC of 15, 20 hit points, and
target can’t move more than 30 feet away from you. A creature immunity to poison and psychic damage. If the rope is reduced to
can use its action to make a DC 13 Strength check, freeing itself 0 hit points, it is severed and can’t be used again until the next
or another creature within its reach on a success. dawn, at which time its segments knit back together. The rope is
As an action, you can attach the lure to the butt end of the also severed if a creature takes an action and succeeds on a DC 15
spear, allowing the fishing rod to function as a longbow. Strength check, or if an effect would ever cause you to have full
cover from the tethered creature.
Lurelight 2
Wondrous item, uncommon
This dangling, glowing orb ever draws eyes towards it. It emits
bright light in a 15-foot radius and dim light for an additional 15
feet. As an action while you are holding the orb, you can expand
Knave’s Cutlass or reduce the radius of the bright and dim light by 5 feet each, to a
maximum of 30 feet each or a minimum of 10 feet each.
Art by Wayne Reynolds >>
A creature that can see the orb has disadvantage on Wisdom
(Perception) checks made to perceive any creature not illumi-
nated by the orb's light.
14
Mariner’s Cowl
Wondrous item, rare (requires attunement)
This cloak appears to be made of a translucent material that is
perpetually covered by fresh dew. While wearing this cloak with
its hood up, a fine mist fills your space, lightly obscuring you.
You can see through this mist, as well as any fog, mist, or steam,
both magical and nonmagical. Pulling the hood up or down
requires an action.
While wearing the cloak, you can use your action to cast
gaseous form on yourself. When you cast the spell in this way, it
doesn’t require concentration, and you can use a bonus action on
your turn to end the spell and revert to your normal form.
CHAPTER 5 | MAGIC ITEMS
47
.
Mermaid’s Sapphire MERMAID ’S SAPPHIRE
Wonderous item, very rare (requires attunement)
Art by Daniel Ljunggren >>
This silver pendant bears a large sapphire, flanked by mermaids.
While you are attuned to it, you gain the following benefits:
• You can breathe water, and have a swim speed of 60 feet.
When you leap out of water that is at least 10 feet deep, you
can jump up to 20 feet.
• You have blindsight to a range of 60 feet while you are
underwater and aren’t deafened.
• If you move at least 30 feet in a straight line on your turn while
you are underwater, attacks against you are made at
disadvantage until the start of your next turn.
Necklace of Ocean Pearls PEARL OF PUTRESCENCE
Wondrous item, rare << Art by Ryan Pancoast
This necklace has 1d6 + 3 pearls hanging from it. You can use an
action to detach a pearl and throw it up to 60 feet away. When it
reaches the end of its trajectory, the pear detonates as a 3rd-level
aqueous blast ABYSS spell (save DC 15). Pipe of Bubbles 2
You can hurl multiple pearls, or even the whole necklace, as Wondrous item, common
one action. When you do so, increase the level of the aqueous This coral smoking pipe has 3 charges. While holding it, you can
blast by 1 for each bead beyond the first. use an action to expend 1 of its charges to speak a message of
ABYSS
This spell can be found in chapter 3, “Spells,” of this book. twenty-five words or less into the pipe, designating a creature you
are familiar with. The pipe then forms a bubble, 1 inch in diameter.
Pearl of Lightning Absorption If the target isn’t on the same plane of existence as you, the bubble
Wondrous item, rare bursts. Otherwise, the bubble begins drifting towards the target at a
Shining with an impossible wet sheen, this silvery-white pearl rate of 30 feet per round (3 miles an hour), following the
from the Elemental Plane of Water has the ability to absorb and straightest possible path towards the target, while avoiding
store lighting. When you take lightning damage while carrying obstructions. If the bubble comes across an obstruction it can’t
this pearl, you can grant yourself resistance to the triggering avoid (such as a closed door between it and the target), it stops
lightning damage as a reaction, causing the pearl to gain 1 charge. moving until there is a clear path to the target. When the bubble
If this brings the pearl’s total number of charges above 10, the reaches the target, it bursts harmlessly against the target’s ear,
pearl explodes as if you had thrown it (see below). The pearl delivering the message to the target. The target (and only the
loses 1d4 stored charges daily at dawn. target) can hear the message.
As an action, you can throw the pearl at a point up to 60 feet The bubble is a Tiny object with an AC of 5 and 1 hit point. If it
away, causing it to shatter on impact. Each creature within 30 feet is reduced to 0 hit points, it bursts. At the end of each hour it has
of that point must make a DC 15 Dexterity saving throw, taking traveled, roll a d6. On a 6, the bubble bursts.
1d10 lightning damage for each charge in the pearl on a failed
save, or half as much damage on a successful one.
Potion of Blooming Coral
Potion, rare
Pearl of Putrescence When you drink this potion, coral formations rapidly form over the
Wondrous item, uncommon (requires attunement by a spellcaster) surface of your skin, lasting for 1 hour. For the duration, your AC
This flawless black pearl appears to be a pearl of power to anyone can’t be less than 16, and you emit an invisible aura around you in
who tries to identify it, and can be used as one. a 10 foot radius around you. Spells of 3rd level or lower can’t
Curse. This pearl is cursed. Attuning to it curses you until you affect creatures or objects within the radius, and the area within the
are targeted by the remove curse spell or similar magic. Remov- radius is excluded from areas affected by such spells.
ing the pearl fails to end the curse on you. Until the curse is When you first drink the potion, you must succeed on a DC 15
broken, you don’t regain spell slots when you finish a short or Constitution saving throw or become restrained by the coral for the
long rest. duration. While you are restrained by the coral, you must repeat
the Constitution saving throw at the start of each of your turns. If
you fail the saving throw against this potion three times, you
become petrified for the duration. If you succeed on the saving
Pearl of Power throw three times, you are no longer restrained. The successes and
Wondrous item, uncommon (requires attunement by a failures don’t need to be consecutive; keep track of both until you
spellcaster) collects three of a kind.
While this pearl is on your person, you can use an action to This potion’s sea-green liquid contains flakes of vibrant coral
speak its command word and regain one expended spell suspended within it.
slot. If the expended slot was of 4th level or higher, the new
slot is 3rd level. Once you use the pearl, it can’t be used Potion of Icy Veins
again until the next dawn. Potion, rare
–Dungeon Master’s Guide, page 184 When you drink this potion, you gain the effect of the armor
of Agathys spell at the start of each of your turns for 1 hour. The
potion’s pale blue fluid is sparkles with iridescent ice crystals.

CHAPTER 5 | MAGIC ITEMS


48
RIME-WROUGHT BOW
Art by Yeong-Hao Han >>

QUIVER OF THE KRAKEN


<< Art by Yeong-Hao Han Rayleigh’s Raincoat 10
Wondrous item, rare
This knee-length coat is imbued with absorptive magic, and can
be worn over normal clothing or light armor. When it comes into
contact with at least 1 gallon of water, the coat’s weight magically
increases to 60 pounds, and it functions as a suit of splint armor
(AC 17). You are considered proficient with this armor even if
you lack proficiency with heavy armor. If the coat is left to dry
for 1 minute, it reverts to normal.
Prismatic Polyp Rhelmon’s Anchor
Wondrous item, uncommon Weapon (maul), rare (requires attunement)
You can use an action to throw this colorful coral bud at a point This weapon takes the form of a heavy iron anchor, pitted and
within 60 feet of you, which shatters on impact and is destroyed. worn through time, attached to a 30-foot-long iron chain. While
Each creature within 5 feet of the point must succeed on a DC 13 you are attuned to the weapon, its chain is bound to the wrist of
Dexterity saving throw or take 2d4 piercing damage. Colourful your dominant hand, and it can’t ever be moved more than 30 feet
entangling coral then spreads along solid surfaces in a 15-foot away from you. If an effect would move either you or the weapon
radius around the point, becoming difficult terrain until cleared. more than 30 feet away from each other, the other is dragged
When a creature moves into or within the area, it takes 1d4 along as well.
piercing damage for every 5 feet it travels. Each 5-foot-square You gain a +2 to attack and damage rolls made with this magic
portion of the coral requires at least 1 minute to clear by hand. weapon. It has the thrown property with a normal range of 10 feet
and a long range of 30 feet.
Quiver of the Kraken Immediately after making a ranged attack with this weapon on
Wondrous item, legendary your turn, you can use a bonus action to reel the weapon back to
This magic quiver is imbued with the power of a mighty kraken, your hand. The target of the attack must make a DC 17 Strength
and has three compartments. The large first compartment can hold saving throw. On a failed save, the target is dragged up to 10 feet
up to 10 pieces of ammunition. The smaller second and third toward you if it is Large or smaller, or knocked prone if it is Huge
smaller compartments can each hold up to 5 pieces of ammu- or larger.
nition. Every day at dawn, the quiver imbues each piece of Curse. This maul is cursed, and becoming attuned to it extends
nonmagical ammunition in the first compartment with the the curse to you. As long as you remain cursed, the weapon’s
Binding Tentacles property, the second compartment with the chain binding it to you can’t be removed, and you have
Lightning properties, and the third compartment with the Ink disadvantage on attack rolls with weapons other than this one.
Cloud property. Rhelmon’s anchor is a weapon of supernatural density,
Once a piece of ammunition drawn from this quiver has been weighing 100 pounds. If you have a Strength score below 17,
used, the ammunition is destroyed. your movement speed is reduced by 20 feet and you have
Binding Tentacles. This piece of ammunition transforms into a disadvantage on ability checks, attack rolls, and saving throws
mass of tentacles when you make an attack with it. If the attack that use Strength, Dexterity, or Constitution while the weapon is
hit a creature, it suffers the attack’s normal effects and becomes bound to you.
restrained by the tentacles for 1 minute, after which the tentacles
vanish. A creature restrained by the tentacles can use its action to
Rime-Wrought Bow 14
Weapon (any bow or crossbow), rare (requires attunement)
make a DC 17 Strength check. On a success, it frees itself,
destroying the tentacles. This magic bow is formed of silver, laced with veins of icy blue,
Ink Cloud. You have a +2 bonus to attack and damage rolls and creates ammunition by freezing the water in the air into
made with this piece of ammunition, which releases wisps of arrows or bolts.
poisonous ink when you make an attack with it. Hit or miss, the You gain a +2 bonus to attack and damage rolls made with this
ammunition bursts into an ink cloud in a 60 foot radius around the weapon. When you make a ranged attack with this weapon, you
target. The cloud spreads around corners, and its area is heavily can create one piece of magic ammunition from water within an
obscured. A strong current disperses the cloud, which otherwise open container within 5 feet of you. The ammunition created by
disappears at the end of your next turn. Each creature that ends its the weapon melts after it hits or misses a target. When you create
turn in the area must make a DC 17 Constitution saving throw, ammunition for the weapon in this way, you ignore the weapon’s
taking 3d10 poison damage on a failed save, or half as much loading property, if it has it.
damage on a successful one. This weapon has 3 charges, and it regains 1d3 expended
Lightning. You have a +2 bonus to attack and damage rolls charges daily at dawn. When you make a ranged attack made with
made with this piece of ammunition, which arcs with lightning this weapon, you can expend 1 charge from the weapon to cast
when you make an attack with it and deals an additional 4d10 fog cloud, centered on the target of the attack. When the spell is
lightning damage to a creature it hits. cast in this way, it doesn’t require concentration.

CHAPTER 5 | MAGIC ITEMS


49
SEA DEVIL’S SAPPHIRE
RING OF THE HAGFISH
Art by Brad Rigney >>
<< Art by Erica Yang

SEA WALKER ’S HELM


<< Art by Duke of Slimes

Ring of the Hagfish


Ring, very rare (requires attunement)
This silver ring in the shape of a hagfish is constantly
slick with a thin layer of mucus. While you are attuned
to this magic item, you have a swim speed of 30 feet,
can breathe underwater, are immune to acid damage,
and can’t be grappled or restrained.
As an action, you can summon a Huge gelatinous
cube, which appears centered in your space. Its statistics
other than its size are unchanged. Each creature that would
be inside the cube’s space when it first appears can make a
DC 12 Dexterity saving throw. On a success, it can use its
reaction to move up to its speed so that it is no longer engulfed
by the cube.
The cube disappears after 1 hour or when it drops to 0 hit
points. It is friendly to you and your companions, and has its own SHAPE OF WATER
turn on your initiative count. You can use a bonus action to
command how the cube moves and what action it takes on its next Art by Yolkan Baga >>
turn, or to give it general orders, such as to attack your enemies.
Otherwise, the cube acts in accordance with its normal disposition
and alignment. After summoning a cube this way, you can’t
summon another until the next dawn.
Sea Devil’s Sapphire
Wondrous item, very rare (requires attunement)
Sea Walker’s Helm
This silver pendant bears a small sapphire surrounded by all Wondrous item, uncommon 2
manner of strange and terrifying creatures. While wearing it, you
can expend 1 charge as an action to speak this pendant’s This piece of headgear is cobbled together from the chitin and
command word, granting yourself the terrifying visage of a devil gills of a giant crab. It remains constantly damp with briny water,
for 1 minute. If a creature that isn’t a fiend or undead starts its and never rots. While wearing this helm, you can walk and act on
turn within 30 feet of you and can see you, it must succeed on a surfaces underwater as if on dry land, regardless of orientation,
DC 15 Wisdom saving throw or become frightened of you for 1 and the amount of time you can hold your breath is doubled.
minute. A creature that isn’t surprised can avert its eyes to avoid
the saving throw at the start of its turn. If it does so, it can’t see
Shape of Water 2
Wondrous item, rare (requires attunement)
you until the start of its next turn, when it can avert its eyes again.
While frightened, the creature is paralyzed. A creature can This holy water within this flask can be willed into the shape of a
repeat the saving throw at the end of each of its turns, ending the beast. While you are attuned to the flask, you can perform a 1
effect on itself on a success. If a creature’s saving throw is hour ritual to cast the find familiar spell, forming the familiar
successful or the effect ends for it, the creature is immune to the formed by the water in the flask. The familiar is an elemental
pendant’s effect for the next 24 hours. Once used, this pendant instead of a beast, is invisible while submerged in a body of
can’t be used again until the next dawn water, and can use its action to change forms into another creature
Curse. The pendant is cursed. Attuning to it curses you until listed in the find familiar spell.
you are targeted by the remove curse spell, a dispel evil and good If the familiar is reduced to 0 hit points or your attunement
spell, or similar magic. Removing the pendant fails to end the with the flask ends, the familiar becomes a normal puddle of
curse on you. While cursed, you have a swim speed of 0 and sink water. The flask must then be refilled with 1 pint of holy water
60 feet at the start of your turn if you are in water. before it can be used to cast the spell again in this way.

CHAPTER 5 | MAGIC ITEMS


50
SHARK-TOOTH BLADE
Art by Manuel Castañón >>

Shark-Tooth Blade
Weapon (longsword or greatsword), rare (requires attunement)
This savage blade is consists of shark’s teeth bound to a staff of
coral and decorated with pearls.
A number of the shark-tooth blade’s teeth (typically 1d4) are
marked with runes. The first rune always grants a +1 bonus to
attack and damage rolls made with this magic weapon. Each rune SHIELD OF SURFING
beyond the first grants the shark-tooth blade an additional
property. The DM chooses each property or determines it Art by Ryan Barger >>
randomly on the Shark-Tooth Blade Properties table.
You can perform a 1 hour ritual to etch a new rune into one of
the blade’s teeth, using the blood of a sea creature of CR 10 or
higher killed within the past 1 hour. For each rune the blade
possesses, the minimum CR required increases by 1.

Shark-Tooth Blade Properties


d100 Property
Increase the bonus to attack and damage rolls by 1,
01–40 to a maximum of +3. Reroll if the shark-tooth blade
already has a +3 bonus.
You can use an action to cast one 1st-level spell
(chosen by the DM) from the sword (spell save DC
41–60 15, +7 to hit with spell attacks, +4 spellcasting ability
modifier). After you cast the spell, you can’t cast it Shield of Surfing 6
again until the next dawn. Armor (shield), uncommon
You can use an action to cast one 2nd-level spell This shield functions as a mundane shield until you place it upon
(chosen by the DM) from the sword (spell save DC the surface of a liquid and speak its command word. It then can
61–70 15, +7 to hit with spell attacks, +4 spellcasting ability be ridden over the surface of the liquid. The shield has a speed of
modifier). After you cast the spell, you can’t cast it 50 feet. It can carry 400 pounds, but its speed becomes 30 feet
again until the next dawn. while carrying over 200 pounds. The shield sinks if its carrying
You can use an action to cast one 3rd-level spell more than 400 pounds, and stops floating when held.
(chosen by the DM) from the sword (spell save DC On your turn, you can expend 10 feet of movement to attempt a
71–75 15, +7 to hit with spell attacks, +4 spellcasting ability DC 10 Dexterity check to perform a stunt with the shield, such as
modifier). After you cast the spell, you can’t cast it a flip or a spin. If the check is successful, you perform the stunt
again until the next dawn.
and gain a bonus to AC as if holding the shield until the end of
The shark-tooth blade can be used as a spellcasting your turn. If the check fails by 5 or more, you and all creatures
focus, and you gain a +1 bonus to spell attack rolls riding on the shield immediately fall prone as the shield wipes out
76–80
and to the saving throw DCs of your spells. Reroll if and comes to a dead stop.
the shark-tooth blade already has a +3.
81–85 The shark-tooth blade gains the reach property. Ship in a Bottle
86–90 The shark-tooth blade gains the finesse property. Wondrous item, very rare
91–95 The shark-tooth blade gains the heavy property. This glass bottle contains a miniature ship within it, which glows
The shark-tooth blade scores a critical hit on a roll of faintly when within 120 feet of the sea. You can use an action to
96–98 throw this bottle up to 60 feet away. The bottle shatters on impact
19 or 20.
Attack rolls made with the shark-tooth blade have with a body of water, releasing a ghostly ship as a 7th-level
99–00 advantage against any creature that doesn’t have all phantom galley ABYSS spell (save DC 17).
its hit points. ABYSS
This spell can be found in chapter 3, “Spells,” of this book.

CHAPTER 5 | MAGIC ITEMS


51
Soulbound Wheel STORM CLEAVER
Wondrous item, very rare
<< Art by Jonoman3000
This ornately carved wheel harbors the soul and of an
experienced mariner. The wheel is affixed to a ship with a
successful DC 15 Dexterity check using carpenter’s tools made
over the course of 1 hour, binding the soul to the ship.
Sentience. The wheel is a sentient magic item with an
Intelligence of 13, a Wisdom of 17, and a Charisma of 13. It
retains the same alignment of the soul bound to it in life. The
wheel has hearing and darkvision out to a range of 120 feet, and
can see normally beyond this range.
The wheel can speak, read, and understand Common, and can
communicate telepathically with any creature within 120 feet of
it, with the same voice it had in life.
While it is bound to a ship, the wheel can steer and navigate the
ship automatically. When it makes a Wisdom (Survival) check
pertaining to navigating the open seas, it makes the check with a
bonus of +7.
Personality. The wheel is gruff and abrasive. With such a vast
wealth of knowledge pertaining to the seas, ships, and navigation,
it tends to butt words with those it perceives as being unworthy of
command. To earn the wheel’s respect, a captain must demon-
strate powerful command, as well as both the respect of their
crew and a deep compassion for them. Storm Cleaver
14 Weapon (greatsword), legendary
Spellguard Staff
Staff, rare (requires attunement) This ancient sword is imbued with energy from the Elemental
Plane of Air, and is capable of manifesting the power of
This staff is formed from vibrant coral and imbued with defensive storms.When drawn, it produces a gentle wind which swirls
enchantments. It can be wielded as a magic quarterstaff that around its blade.
grants a +1 bonus to attack and damage rolls made with it. While You gain a +3 bonus to attack and damage rolls made with this
holding it, you gain a +1 bonus to Armor Class. magic weapon. While you hold the sword, you have resistance to
The staff has 10 charges, and regains 1d8 + 2 charges daily at thunder damage, and you can cleave the air as an action to use
dawn. You can use your reaction when a creature within 30 feet of one of the following additional properties. When one of these
you is targeted by a spell or magical effect to expend up to 5 properties is used, it can’t be used again until the next dawn.
charges from the staff. The target gains a number of temporary hit Air Slash. You send a shockwave traveling in a line 60 foot
points equal to five times the number of expended charges. While long and 5 feet wide in a direction you choose. Each creature in
a creature has these hit points, it has advantage on saving throws the line must make a DC 18 Dexterity saving throw. On a failed
against spells and other magical effects, and spell attacks have save, a creature takes 6d6 bludgeoning damage and is knocked
disadvantage against it. These hit points are applied to the target prone. On a successful save, the creature takes half as much
before the effects of the spell or magical effect targeting it. damage and isn’t knocked prone. The shockwave functions as a
6
Sticky Shield gust of strong wind, dispersing gas or vapor and extinguishes
candles, torches, and similar unprotected flames in the area.
Armor (shield), uncommon Cleave Clouds. You send a wide arc of wind high into the sky,
This shield’s face is covered with a sticky substance which allows dispersing any clouds in a 1 mile radius directly above you.
it to bind to anything it touches. When a creature that is no more Uplifting Gale. You create a blast of wind beneath your feet.
than one size larger than you misses you with a melee attack You can fly up to 60 feet in any direction and make one melee
while you are holding this shield, you can use your reaction to attack with this sword. This movement does not provoke
attempt to catch the weapon against the shield’s face. The attacker opportunity attacks, and the attack deals an additional 1d6
must make a DC 13 Strength saving throw. On a failed save, the damage for every 10 feet you moved toward the target as part of
weapon becomes stuck to the shield. If the weapon’s wielder can’t this action.
or won’t let go to the weapon (such as if it missed with a natural Whirlwind. You create a vortex of wind that fills a 20 foot
weapon or unarmed strike), the wielder is grappled while the radius centered on you. Each creature in the area must make a DC
weapon is stuck. While stuck, the weapon can’t be used. A crea- 18 Strength saving throw. On a failed save, a creature is pulled or
ture can attempt to pull the weapon free by using an action to pushed up to 10 feet towards or away from you. You choose
make a DC 13 Strength check, freeing it on a success. whether the whirlwind pushes or pulls when you create it.

CHAPTER 5 | MAGIC ITEMS


52
SUPREME SOAKER
<< Art by Igor Kieryluk
& Matt Stewart Tome of the Deep Sea
Wondrous item, legendary (requires attunement by a wizard)
The cover of this ancient spellbook is made from seaweed, and its
pages are constantly damp.
This spellbook, along with anything written on its pages, can’t
be damaged by immersion in water. A newly discovered spell-
book contains the following spells:
Supreme Soaker Spell Level Spells
Weapon (unique), legendary 1st riptide,ABYSS waterspout ABYSS
The supreme soaker is a uniquely designed ranged weapon, 2nd crashing wave, ABYSS water veil ABYSS
consisting of a series of three flasks held within an external 3rd aqueous blast,ABYSS aqueous form ABYSS
backpack, which is hooked up to a barrel through which liquid 4th crushing depths,ABYSS drown ABYSS
can be expelled. It also has a grip, for ease of use, and a trigger 5th instant iceberg,ABYSS liquefaction ABYSS
that can be pressed to activate the weapon. You have a +3 bonus
6th meandering torrent ,ABYSS portal to the depths ABYSS
to attack and damage rolls made with this magic weapon, which
has the heavy and two-handed weapon properties, and its attacks 7th phantom galley,ABYSS torrential culling ABYSS
have a range of 100/400 feet. Creatures proficient with heavy 8th flood,ABYSS tsunami
crossbows are also proficient with this weapon. 9th carve gulf,ABYSS echoes of the deep ABYSS
The weapon uses liquid as ammunition. Liquid can be loaded
into each of the weapon’s three flasks, which can each magically These spells are wizard spells for you.
hold up to 10 gallons (80 pints) despite their small size. You can Font of Seawater. You can use an action to open the spellbook
switch which flask the weapon draws from as a bonus action. and speak one of its command words to cause the spellbook to
Making an attack with this weapon consumes 1 pint of liquid. produce 10 gallons of seawater, which pours from its pages as if
The weapon deals 2d6 bludgeoning damage on a hit, and magic- from an overflowing basin. The spellbook continues to produce
ally soaks the target until the start of your next turn. A soaked sea water at the same rate at the start of each of your turns until it
creature has its speed reduced by 10 feet, and has disadvantage on is closed (100 gallons per minute or 6,000 gallons per hour), up to
Dexterity ability checks. a maximum of 144,000 gallons over 24 hours.
If the weapon is loaded with a any of the following liquids, it Once the spellbook has produced 144,000 gallons of water, its
has additional effects, depending on the type of liquid: pages turn bone-dry and it can’t be used in this way again until it
Acid. On a hit, the target takes an additional 6d6 acid damage. has been submerged in seawater for 24 hours. During this time,
Holy Water. A fiend or undead takes 2d6 additional radiant the spellbook absorbs seawater at a rate of 10 gallons per turn at
damage on a hit. While soaked in holy water, a target sheds dim the start of each of your turns (100 gallons per minute or 6,000
light in a 5-foot radius. gallons per hour), up to a maximum of 144,000 gallons of water
Oil. If a target soaked in oil takes fire damage, it takes an add- over 24 hours.
itional 5 fire damage from the oil burning away. Afterwards, the Ocean Codex. You can use your action to open the spellbook
creature is no longer soaked. and speak one of its command words, naming a creature, loca-
Tide Inheritor’s Conch tion, or object, to search the spellbook for information. Roll a d6.
On a 6, the spellbook magically displays information about the
Wondrous item, rare creature, location, or object within its pages. This information is
This Large conch shell shines iridescent in the light, weighing limited to subject matter associated with the ocean, and may not
300 pounds. As an action, you can make a DC 15 Constitution be complete. Once you have used the spellbook in this way, it
check to blow the conch. A Huge or larger creature automatically can’t be used again until the next dawn.
succeeds on this check. On a success, a deep drone fills the air. Summons of the Sea. You can use an action to open the
Each beast and humanoid that can hear the conch within 300 feet spellbook and speak one of its command words to conjure a
of it must succeed on a DC 15 Wisdom saving throw or be creature, which appears within a body of water you can see within
charmed by you for 1 minute. 30 feet of you. Roll a d100 and consult the table to determine
While a humanoid is charmed by the conch, it regards you and which creature appears. If there isn’t enough space for the
your possessions as magnificently beautiful, and takes your creature within the body of water, it fails to manifest.
requests or actions in the most favorable way it can. While a beast The creature is friendly to you and your companions, and obeys
is charmed by the conch, you have a telepathic link with it as long your commands. It vanishes after 1 hour or if it is reduced to 0 hit
as the two of you are on the same plane of existence. You can use points.
this telepathic link to issue commands to the creature while you Once you use the spellbook in this way, you can’t do so again
are conscious (no action required), which it does its best to obey. until the next dawn.
You can specify a simple and general course of action, such as
d100 Creature d100 Creature
"Attack that creature," "Run over there," or "Fetch that object." If
the creature completes the order and doesn’t receive further 01–25 Reef razor ABYSS 71–80 Hydra
direction from you, it defends and preserves itself to the best of its 26–40 Water weird 81–85 Crystazoa ABYSS
ability. 41–50 Chuul 86–90 Aboleth
Each time you or your companions do anything harmful to a 51–60 Water elemental 91–95 Abyssal whale ABYSS
charmed target, it can repeat the saving throw, ending the effect ABYSS
61–70 Black shoal 96–00 Lochkinhaz ABYSS
on itself on a success. If a creature’s saving throw is successful or
the effect ends for it, the creature is immune to the conch’s effects ABYSS
These spells and creatures can be found in chapter 3, “Spells,” and
for the next 24 hours. chapter 5, “Bestiary,” of this book respectively.

CHAPTER 5 | MAGIC ITEMS


53
Tranquil Anchor 14 TRANQUIL ANCHOR
Wondrous item, very rare (requires attunement)
Art by Dee Chiu >>
This anchor-shaped iron pendant seems completely stationary,
never swaying or shaking even in defiance of its wearer’s move-
ments. While wearing this pendant, you can’t be moved against
your will, and can’t be teleported or transported to other planes
against your will, such as by the teleport or banishment spells.
Treasure Map
Scroll, varies
Promising a vast fortune, this scroll bears upon it a map with a
particular location marked with a glowing red cross. By using an
action to read the scroll’s command word, you can cause the
scroll to conjure forth its treasure in an unoccupied space within
30 feet of you. You must be standing in the marked location when
you use the scroll, or the treasure will not appear. Once the scroll
has manifested its treasure, it becomes a non- magical piece of
parchment. The DM chooses the treasure or determines it
randomly, which also determines the scroll’s rarity.
d100 Rarity Treasure
Roll on the Treasure Hoard: Challenge
01–50 Uncommon
0–4 table DMG
Roll on the Treasure Hoard: Challenge
51–80 Rare
5–10 table DMG
Vitreous Tear 6
Roll on the Treasure Hoard: Challenge Wondrous item, uncommon (requires attunement)
81–95 Very Rare
11–16 table DMG
Roll on the Treasure Hoard: Challenge
This glassy pendant, hung from kelp thread, never quite dries.
96–00 Legendary While wearing this pendant while you are underwater, you can
17+ table DMG
use your action to become invisible until you move or take an
DMG
The Treasure Hoard tables can be found on pages 137–139 of the action or a reaction.
Dungeon Master’s Guide.
Wand of Phase Change 2
Wand, uncommon
Variant: Treasure Map Guardians The wand has 3 charges, and regains 1d3 expended charges daily
Certain treasure maps employ one or more creatures as at dawn. While holding it, you can use an action to expend 1 of its
guardians, which are also conjured when the treasure charges to produce one of the following effects in a 5 foot
appears. The conjured creatures are hostile to you, and radius centered on a point you can see within 30 feet of you.
appear in unoccupied spaces within 30 feet of the treasure. Condense. Any nonmagical fog, mist, or steam within the area
An identify spell reveals that the scroll’s treasure is condenses into water.
guarded, but only a legend lore or wish spell reveals the type Freeze. Any nonmagical water within the area freezes into ice.
and number of creatures. The DM chooses the guardian If a creature is submerged in the water, it must succeed on a DC
creatures, based on the scroll’s rarity.
13 Dexterity saving throw or become restrained within the ice. A
creature can use its action to make a DC 13 Strength check,
Variant: Cursed Treasure Map freeing itself or another creature within its reach on a success.
Some treasure maps may also bear potent curses. Each Dealing 5 bludgeoning or fire damage to the ice (AC 13) destroys
creature within 30 feet of a cursed scroll experiences the the ice, freeing the creature without harming it. The surface of the
following effects: ice is slick and slippery, and functions as a grease spell (DC 13)
• When you attempt to take a long rest, you must succeed
until it is destroyed.
on a DC 15 Wisdom saving throw or gain no benefit from Melt. Any nonmagical ice within the area melts into water.
finishing the rest. Vaporize. Any nonmagical water within the area evaporates
• You no longer experience hunger or thirst. Although you into steam, which heavily obscures the area. The steam lasts until
still require food and water, you don’t feel any particular the start of your next turn before dispersing, or until a wind of
need to eat or drink. moderate or greater speed (at least 10 miles per hour) disperses it.
Additionally, you must make a DC 15 Constitution saving War Rigging 2
throw when you read the command word for a cursed map,
taking 10d10 necrotic damage on a failed save, or half as
Wondrous item, uncommon
much damage on a successful one, as the scroll drains your The enchantments placed upon this collection of heavy ropes and
life force as a toll for the treasure. canvas sails makes it impossible for them to be set ablaze by any
means, nonmagical or magical.
An individual piece of rope or fabric separated from the whole
loses its magic, but rope or fabric used to repair the rigging gains
the enchantment’s benefits.

CHAPTER 5 | MAGIC ITEMS


54
Chapter 6: Bestiary Cruel Tactics. Influenced by the nature of the Lower Planes,
the abyssal whale derives great satisfaction in toying with its prey
HIS CHAPTER PRESENTS NEW MONSTERS before going in for the kill. Against smaller sea creatures, the
to supplement those in the Monster Manual. whale wounds and maims, before allowing the creature to slip
Most of these monsters fit well in seafaring away for some time. Only after its prey has experienced some
campaigns, though many of them could find their sense of relief, believing that it has escaped the jaws of death,
place in a wide variety of environments. does the whale return to extinguish any life and hope.
As with the monsters in the Monster Manual, When hunting ships at sea, the whale prefers to sunder oars and
we’ve tried to make each monster presented here sails, leaving the boat with no way to escape. It then starves out
general enough to fit into most settings. Though the ship’s crew over the course of days or even weeks, allowing
lore is presented, you can do whatever you will with these them to succumb to a slow and painful death before being
monsters and change their lore to fit your setting. devoured. Any sailors daring enough to abandon ship and head
The monsters are presented in alphabetical order. for land are met with a swift end in the jaws of the monster.
Sailors familiar with tales of the white whale know well to
Abyssal Whale change course and flee from the abyssal creature, as a direct
confrontation with the whale will lead only to a long and drawn
The unlikely union of the natural world and the Lower Planes, out demise.
abyssal whales are strange mutant predators that wander the Underwater Furnace. Originally an adaptation to allow the
depths of both planes. Though rare, legends from various cultures whale to sustain itself on the ichor of other demons, the abyssal
tell of the mighty ashen whales bringing down many a ship with whale’s stomach houses a raging forge, hot enough to melt iron
their insatiable hunger and cruel intelligence. Some even believe and steel. Its metabolism allows it to convert wood, plant
them to be guardians of the sea, seeking retribution against those material, and other organic material it consumes into energy
who hunt and exploit the ocean’s denizens for profit. through a burning forge that rages on within its stomach. A
Abyssal Migration. The first abyssal whales were likely creature unfortunate enough to be swallowed alive by the whale
created by accident, when a mundane whale found its way into burns to a crisp inside the whale’s stomach, along with anything
the Lower Planes by way of errant magic within the deep sea. The they are carrying.
twisted energy of the plane caused the creature to mutate and Excess heat from this process radiates out from the whale’s
evolve, eventually becoming a fiend itself. This process, though body, heating up the water around it and allowing it to dwell in
unusual and rare, may have occurred multiple times over even the most frigid of waters. In warmer waters, this heat can
centuries, resulting in a small but stable population of abyssal cause clouds of steam to form around the whale, which it vents
whales still inhabiting the Lower Planes. out in massive geysers through its blowhole.

Abyssal Whale Actions


Gargantuan fiend (demon), chaotic evil Multiattack. The whale makes two attacks: one with its bite
and one with its tail.
Armor Class 14 (natural armor)
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit Points 217 (14d20 + 70)
Hit: 29 (6d6 + 8) piercing damage. If the target is a Large or
Speed 0 ft., swim 60 ft.
smaller creature, it must succeed on a DC 18 Dexterity saving
STR DEX CON INT WIS CHA throw or be swallowed by the whale. A swallowed creature is
blinded and restrained, it has total cover against attacks and
26 (+8) 10 (+0) 21 (+5) 7 (–2) 15 (+2) 9 (–1)
other effects outside the whale, and it takes 14 (4d6) fire
Saving Throws Dex +5, Con +10, Wis +7 damage at the start of each of the whale’s turns.
Skills Perception +7 If the whale takes 30 damage or more on a single turn from
Damage Resistances cold, lightning; bludgeoning, a creature inside it, the whale must succeed on a DC 20 Consti-
piercing, and slashing from nonmagical attacks tution saving throw at the end of that turn or regurgitate all
Damage Immunities fire, poison swallowed creatures, which fall prone in a space within 20 feet
Condition Immunities charmed, frightened, poisoned of the whale. If the whale dies, a swallowed creature is no
Senses blindsight 120 ft., passive Perception 17 longer restrained by it and can escape from the corpse by
Languages Abyssal, telepathy 120 ft. using 10 feet of movement, exiting prone.
Challenge 13 (10,000 XP) Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 26 (4d8 + 8) bludgeoning damage.
Echolocation. The whale can’t use its blindsight while deafened.
Sonar Burst (Recharge 5–6). The whale releases a blast of
Heated Body. A creature that touches the whale or hits it with a thunderous energy in a 60-foot cone. Each creature in that
melee attack while within 5 feet of it takes 5 (1d10) fire damage. area must succeed on a DC 18 Constitution saving throw or
Hold Breath. The whale can hold its breath for 90 minutes. take 35 (10d6) thunder damage and become stunned until
the end of the whale’s next turn. On a successful save, the
Keen Hearing. The whale has advantage on Wisdom
creature takes only half the damage and isn’t stunned. A
(Perception) checks that rely on hearing.
creature made of inorganic material such as stone, crystal, or
Siege Monster. The whale deals double damage to objects and metal has disadvantage on this saving throw. Objects in the
structures. area that aren’t being worn or carried also take the damage.

CHAPTER 6 | BESTIARY
55
Black Shoal Black Shoal
A black shoal moves like smoke underwater, a flurry of inky
Large fiend (demon), chaotic evil
black punctuated by flashes of blood-red teeth. Created of aquatic
demons, black shoals are fielded as unstoppable siege weapons in
Armor Class 13
times of war and let loose as terrors of the high seas in times of
Hit Points 85 (10d10 + 30)
peace so that sailors do not forget their fear of the dark waters.
Siege Swarm. Black shoals are created when demons wage war Speed 0 ft., swim 40 ft.
against their infernal or mortal foes, and are used to assert
STR DEX CON INT WIS CHA
dominance over maritime battlefields. These terrible swarms of
piscine demons can bore through the hulls of wooden and even 19 (+4) 16 (+3) 17 (+3) 3 (–4) 9 (–1) 3 (–4)
metal ships with their saw-like teeth, flooding the ships and
feasting on the vulnerable crew. Damage Resistances bludgeoning, cold, fire, lightning,
Tide of Hunger. Materials a black shoal consumes is magically piercing, slashing
transported back into the abyss, leaving the shoal shoal with only Damage Immunities poison
the barest necessities for survival, honing its hunger. These Condition Immunities charmed, frightened, grappled,
material are then used to create weapons and other instruments of paralyzed, petrified, poisoned, prone, restrained, stunned
war. The souls of those consumed by a black shoal are likewise Senses darkvision 60 ft., passive Perception 9
also condemned to the abyss, where they reform as manes in the Languages —
service of the black shoal’s demonic creators. Challenge 6 (2,300 XP)
Unruly and nearly impossible to contain, black shoals are
allowed to roam free and feast on anything they desire in mortal
Blood Frenzy. The shoal has advantage on melee attack rolls
waters. Legends tell of entire war-fleets going missing off of
turbulent waters where black shoals are sighted, leaving not even against any creature that doesn’t have all its hit points.
a single piece of flotsam to be rescued. This arrangement Magic Resistance. The shoal has advantage on saving throws
provides great benefits for the shoal’s demonic creators, allowing against spells and other magical effects.
them to gather vast resources from the material plane while
Siege Monster. The shoal deals double damage to objects and
simultaneously expanding their influence into the domains of
mortal kingdoms. structures.
One Mind, Many Mouths. Although a black shoal may appear Swarm-Like. The shoal can occupy another creature’s space
as a swarm of distinct demonic fish, the true nature of such a and vice versa, and the shoal can move through any opening
shoal is far more insidious. A black shoal is a singular entity, an large enough for a Tiny fish.
enslaved soul with its mind split across countless hungry bodies.
This torturous existence drives it into depraved madness, only Water Breathing. The shoal can breathe only underwater.
making black shoals all the more deadly. Capable of reacting to
threats as a single being, black shoals have great resilience
Actions
against physical weapons, not to speak of the usual elemental Bites. Melee Weapon Attack: +7 to hit, reach 0 ft., one target in
resistances that most demons are afforded. the shoal’s space. Hit: 35 (10d6) piercing damage, or 17 (5d6)
piercing damage if the shoal has half of its hit points or fewer.

Art by Rudy Siswanto >>

CHAPTER 6 | BESTIARY
56
Cloud Creeper Cloud Creeper
Mindless and formless, cloud creepers are a form of ooze with the
Medium ooze, unaligned
ability to rapidly shift between liquid and gaseous form. These
oozes can be found within pools of water, be they clear or murky,
Armor Class 12
and instinctively lash out at any sources of magical energy they
Hit Points 97 (15d8 + 30)
can sense. Adventurers versed in the dangers of these oozes
advise leaving behind any magic items while in the territory of a Speed 10 ft., swim 20 ft.
cloud creeper, and emphasize restraint in the use of magic as only
STR DEX CON INT WIS CHA
a last resort.
Though often mistaken for water weirds due to their similar 15 (+2) 15 (+2) 15 (+2) 1 (–5) 11 (+0) 3 (–4)
appearance, cloud creepers are not bound to a singular pool of
water, and are capable of taking to the air in their gaseous form. Damage Immunities bludgeoning, piercing, slashing
Some creatures that share the ooze’s domain utilize these misty Condition Immunities blinded, charmed, deafened,
oozes as a form of portable cover, luring them into position frightened, exhausted, grappled, prone, restrained
through use of magic, which the oozes actively seek, while Senses blindsight 60 ft. (blind beyond this radius), passive
staying hidden within the ooze’s obscuring fog. Perception 10
Living Spells. It is theorized that the first of these oozes came Languages —
into being as a result of failed experimentation in arcane distil- Challenge 4 (1,100 XP)
lation, where particular magics such as the fog cloud spell were
concentrated into liquid form. The unstable result seeped from its
Gaseous Form. If the creeper isn’t in a moderate wind (at least
container, venturing out into the world, where it proceeded to
corrupt bodies of water it came into contact with, producing more 10 miles per hour), it can use its action to transform into a
of itself. Gargantuan cloud of fog, or back into its true form. While in
The cloud creeper’s innately arcane nature grants it particular cloud form, its space is heavily obscured, it is weightless, has a
resistance against spells and magical effects, and allows it to flying speed of 10 feet, can hover, and can enter a hostile
absorb incoming energy into its own form. When in cloud form, creature’s space and stop there. In addition, if air can pass
these oozes can become dangerously charged clouds of lightning, through a space, the creeper can do so without squeezing, and
blistering mists of hot cinders, corrosive fog banks of dangerous it can’t pass through water. It has advantage on Strength,
acid, or any number of other energies. Dexterity, and Constitution saving throws, and it is immune to
Ooze Nature. An ooze doesn’t require sleep. all nonmagical damage.
If the creeper is ever within a moderate wind (at least 10
miles per hour), it instantly reverts to its true form.
Invisible in Water (True Form Only). The creeper is invisible
while fully immersed in water.
Magic Resistance. The creeper has advantage on saving throws
against spells and other magical effects.
Water Form (True Form Only). The creeper can enter a hostile
creature’s space and stop there. It can move through a space as
narrow as 1 inch wide without squeezing.

Actions
Constrict (True Form Only). Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 9 (2d6 + 2) bludgeoning damage.
If the target is Medium or smaller, it is grappled (escape DC
12). Until this grapple ends, the target is restrained, the
creeper tries to drown it, and the creeper can’t constrict
another target.
Reactions
Elemental Absorption. When the creeper takes acid, cold,
fire, lightning, or thunder damage, it can gain resistance to
the triggering damage type until the end of its next turn,
and its next melee attack it hits with before the end of its
next turn deal an extra 3 (1d6) damage of the triggering type.
Additionally, each creature that starts its turn within the
creeper’s space before the end of the creeper’s next turn takes
10 (3d6) damage of the triggering type.

<< Art by Lake Hurwitz


Crystazoa
First created many millennia ago, when the aboleth empire was
at its height, crystazoas are giant jellyfish-like creatures bound
to magical crystals. Like the chuul, crystazoas were endowed with
sentience and magical abilities by the aboleths, and are forever
bound to their service.
Eternal Wanderers. Before the aboleth empire crumbled,
crystazoas acted as messengers of the aboleths, capable of flight
and therefore useful to the water-bound aboleths. Crystazoas
could be used to spread an aboleth’s domain far beyond the
shores, allowing them to collect humanoids and lead them back to
the aboleth’s domain. More intelligent and powerful than the
chuul, crystazoas were rarer but more useful servants.
With the aboleth empire long gone, crystazoas now wander
aimlessly, still collecting humanoids and growing their influence,
but often without any direction or true purpose. If a wandering
crystazoa comes into contact with an aboleth, however, it quickly
falls back to its old role and becomes reinvigorated with purpose.
Arcane Crystals. A crystazoa’s magical abilities stem from the
crystals that float around them. These crystals are highly sought
after by adventurers, as they can be used to create arcane foci.
One crystazoa provides
approximately 750 gp
worth of crystal.

Art by Simon Dominic >>

Actions
Crystazoa
Multiattack. The crystazoa makes two tendril attacks and one
Huge aberration, unaligned
bite attack, or it makes two crystal shard attacks and uses its
Explosive Crystal.
Armor Class 15
Hit Points 102 (12d12 + 24) Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapaci-
Speed 5 ft., fly 60 ft. (hover), swim 60 ft. tated creature. Hit: 33 (8d6 + 5) piercing damage.
Tendril. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA
Hit: 8 (1d6 + 5) slashing damage plus 3 (1d6) poison damage,
16 (+3) 20 (+5) 15 (+2) 11 (+0) 14 (+2) 13 (+1) and the target must succeed on a DC 14 Constitution saving
throw or be poisoned for 1 minute. If a creature fails this saving
Saving Throws Con +6, Wis +6
throw and is already poisoned, it becomes stunned for the
Damage Vulnerabilities force
duration, and if it is already stunned, it becomes paralyzed for
Damage Resistances bludgeoning, piercing, and slashing from
the duration. The target can repeat the saving throw at the end
nonmagical attacks
of each of its turns, ending all of the effects on a success.
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 12 Crystal Shard. Ranged Weapon Attack: +9 to hit, range 60/180 ft.,
Languages Deep Speech, telepathy 120 ft. one target. Hit: 12 (2d6 + 5) piercing damage.
Challenge 9 (5,000 XP) Explosive Crystal. The crystazoa chooses a creature it hit with
its crystal shard attack this turn, causing the crystal embedded
Advanced Telepathy. The crystazoa can perceive the content of in it to vibrate with explosive energy until the start of the
any telepathic communication used within 120 feet of it, and it crystazoa’s next turn, at which point it explodes. Each creature
can’t be surprised by creatures with any form of telepathy. within 10 feet of the crystal when it explodes must make a DC
Amphibious. The crystazoa can breathe air and water. 17 Dexterity saving throw, taking 21 (6d6) force damage on a
failed save, or half as much damage on a successful one. The
Evasive Movement. The crystazoa doesn’t provoke opportunity creature that the shard is embedded in has disadvantage on
attacks when it flies or swims out of an enemy’s reach. the saving throw.
Sense Magic. The crystazoa senses magic within 120 feet of it at Until the crystal explodes, a creature, including the target,
will. This trait otherwise works like the detect magic spell but can use its bonus action to make a DC 17 Strength check to
isn’t itself magical. remove the crystal. Once removed, the crystal can be picked up
and wielded as an improvised ranged weapon.

CHAPTER 6 | BESTIARY
58
Golems Gold Golem
This section expands on the golems detailed in the Monster
Manual, adding two golems made from more peculiar materials: Formed from precious metal, gold golems are created only by
gold and ice. those with exorbitant wealth, usually given the sole purpose of
Unusual Materials. Golems are a marvelous combination of protecting a treasure hoard. A gold golem’s shape can take on
craftsmanship and magic, employing both skilled artisans and many forms, with some resembling suits of armor, while others
powerful spellcasters to create. In the creation of a golem, gold take on the form of humanoid statues. These golems are extra-
can be used as a substitute for iron in order to create a golem of a ordinarily rare, found only amid the most vast of treasure troves.
different kind; a golem that lacks the sheer power of an iron Much like other golems, gold golems are impervious to
golem but instead gleams with hypnotic magic. ordinary weapons, and can create alluring displays of light that
Though most golems are formed from materials extracted from cause creatures of weak mental fortitude to fall into a stupor.
the earth such as clay, stone, or iron, a shortage of these materials Their construction provides a strong tether for life force, and their
may necessitate the use of an unconventional material such as ice bodies are immune to any form of decay, and actively absorb
in the construction of a golem. The decision to construct a golem unholy energies, a trait which allows these golems to be placed in
from this unusual material can also arise from a variety of the midst of draining traps or wards with no ill effect.
reasons, scarcity notwithstanding, such as the need to construct a
guardian to operate on the surface of water.
Elemental Spirits, Bound to Serve. As with other golems, a Gold Golem
golem made from these materials is brought to life by its creator Large construct, unaligned
when a spirit from the Elemental Plane of Earth is infused into its
body. The nature of the golem’s body can influence the stability Armor Class 18 (natural armor)
of this bond; spirits bind more firmly with a golem made of gold, Hit Points 199 (19d10 + 95)
while they are unstable when forced into a body made of ice. Speed 30 ft.
Constructed Nature. A golem doesn’t require air, food, drink,
or sleep. STR DEX CON INT WIS CHA
23 (+6) 9 (–1) 20 (+5) 3 (–4) 11 (+1) 1 (–5)

<< Art by Raoul Vitale Damage Immunities acid, necrotic, poison, psychic;
bludgeoning, piercing, and slashing from nonmagical attacks
that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 9
Languages understands the languages of its creator but can’t
speak
Challenge 13 (10,000 XP)

Immutable Form. The golem is immune to any spell or effect


that would alter its form.
Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Necrotic Absorption. Whenever the golem is subjected to
necrotic damage, it takes no damage and instead regains a
number of hit points equal to the necrotic damage dealt.

Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage.
Hypnotic Pattern (Recharge 5–6). The golem creates a twisting
pattern of colors inside a 30-foot cube originating from it, which
appears for a moment and vanishes. Each creature inside the
area who can see the pattern must succeed on a DC 18 Wisdom
saving throw against this magic or become charmed for 1
minute. While charmed by this effect, the creature is
incapacitated and has a speed of 0. The effect ends for a
creature if it takes any damage, or if someone else uses an
action to shake it out of its stupor.
Ice Golem
Ice golems are often sculpted or molded in places where more
traditional golem materials are sparse, created as replacement for << Art by Paul Scott Canavan
golems of more traditional composition, and as such can take on a
variety of roles, ranging from serving priests to defending tombs
or fortresses. The properties of ice allow these golems to take on
a myriad of forms, ranging from intricate ice sculptures to crude
chunks of glacial ice.
As with golems made of clay and flesh, ice golems can
suffer from bouts of uncontrolled rampage, as the spirits
from the Elemental Plane of Earth struggle against the
binds of the ice that binds them. The ice golem’s compo-
sition grants it exceptional ability in water compared to
other golems, able to float atop the water’s surface
and rise when submerged instead of sinking.
An ice golem’s body is laced with crushed gem-
stones and rare tinctures, fortified with magic so as
to be nearly impervious to mundane weapons. Its
touch rapidly chills any creature it comes into contact
with, and its frigid breath saps energy from its
surroundings, lulling creatures into a slumber.

Magic Items: Manual of Golems


As with the other types of golems, there exists a
manual of gold golems and a manual of ice golems.
These items behave as per the manual of golems found
on page 180 of the Dungeon Master’s Guide, with the follow-
ing times and costs: 60 days and 500,000 gp for a gold
golem, 30 days and 25,000 gp for an ice golem

Ice Golem the golem attacks an object, with preference for an object
smaller than itself. Once the golem goes berserk, it continues to
Large construct, unaligned do so until it is destroyed or regains all its hit points.
Cold Absorption. Whenever the golem is subjected to cold
Armor Class 14 (natural armor)
damage, it takes no damage and instead regains a number of
Hit Points 104 (11d10 + 44)
hit points equal to the cold damage dealt.
Speed 30 ft.
Immutable Form. The golem is immune to any spell or effect
STR DEX CON INT WIS CHA that would alter its form.
20 (+5) 9 (–1) 18 (+4) 3 (–4) 8 (–1) 1 (–5) Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects.
Damage Immunities cold, poison, psychic; bludgeoning,
piercing, and slashing from nonmagical attacks that aren’t Magic Weapons. The golem’s weapon attacks are magical.
adamantine Water Walking. The golem can move across the surface of
Condition Immunities charmed, exhaustion, frightened, liquid water as if it were harmless solid ground, and rises at a
paralyzed, petrified, poisoned rate of 60 feet per round if submerged.
Senses darkvision 120 ft., passive Perception 9
Languages understands the languages of its creator but Actions
can’t speak Multiattack. The golem makes two slam attacks.
Challenge 7 (2,900 XP)
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a crea-
Aversion of Fire. If the golem takes fire damage, it has ture, its speed is reduced by 10 feet until the start of the
disadvantage on attack rolls and ability checks until the end of golem’s next turn.
its next turn.
Sleep Breath (Recharge 5–6). The golem exhales sleep gas in a
Berserk. Whenever the golem starts its turn with 50 hit points 15-foot cone. Each creature in that area must succeed on a DC
or fewer, roll a d6. On a 6, the golem goes berserk. On each of 15 Constitution saving throw or fall unconscious for 10 minutes.
its turns while berserk, the golem attacks the nearest creature it This effect ends for a creature if the creature takes damage or
can see. If no creature is near enough to move to and attack, someone uses an action to wake it.

CHAPTER 6 | BESTIARY
600
Gray Worm
Aquatic predators descended from the purple worms that ravage
the Underdark, gray worms have been washed clean of the violet
pigments that gave its terrestrial relatives their name. Inhabiting
the deepest depths of the seas, these worms have grown to sizes
beyond those of purple worms.
Dazzling Bioluminescence. Within the near-complete darkness
of the deep sea, gray worms have evolved light-producing organs
in the space between segmented armor hide capable of producing
flashes of bright light, which they use to daze their prey. These
organs are powered by natural lightning generated within the
worm’s body as it burrows through the seabed.
Gray worms also use these organs as a form of bait, creating
dim flashes of light in order to attract the attention of other
creatures. Specific lineages of gray worms also display
unique patterns of flashing lights as a form of communi-
cation with other worms.
Guardians of Deep Sea Vents. In the crushing cold
of the ocean’s depths, gray worms burrow down even
deeper into the seabed, searching for the warmth of
volcanic vents. A gray worm will then form a complex
network of burrows around such a vent,
distributing its heat and forming a warm den.
This constant burrowing gradually expends the
hot gasses produced by these vents, forcing << Art by Jason A. Engle
the worm to abandon its den in search of a
new source of heat. Other deep-sea creatures
that seek these volcanic vents often wander
unsuspectingly straight into the
maw of a monstrous worm.

Gray Worm Actions


Gargantuan monstrosity, unaligned Multiattack. The worm makes two bite attacks, or uses its
Flare and makes a bite attack.
Armor Class 18 (natural armor)
Hit Points 280 (17d20 + 102) Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Speed 50 ft., burrow 30 ft., swim 40 ft. Hit: 27 (4d8 + 9) piercing damage plus 10 (3d6) lightning
damage. If the target is a Large or smaller creature, it must
STR DEX CON INT WIS CHA succeed on a DC 20 Dexterity saving throw or be swallowed by
28 (+9) 8 (–1) 22 (+6) 1 (–5) 6 (–2) 4 (–3) the worm. A swallowed creature is blinded and restrained, it
has total cover against attacks and other effects outside the
Saving Throws Con +12, Wis +4 worm, and it takes 21 (6d6) acid damage at the start of each of
Damage Immunities lightning the worm’s turns.
Senses blindsight 30 ft., tremorsense 60 ft., passive If the worm takes 30 damage or more on a single turn from
Perception 14 a creature inside it, the worm must succeed on a DC 20 Consti-
Languages — tution saving throw at the end of that turn or regurgitate all
Challenge 17 (18,000 XP) swallowed creatures, which fall prone in a space within 10 feet
of the worm. If the worm dies, a swallowed creature is no
Death Burst. When the worm dies, it explodes in a blast of longer restrained by it and can escape from the corpse by
electrified gore. Each creature within 60 feet of it must make a using 20 feet of movement, exiting prone.
DC 20 Dexterity saving throw, taking 14 (4d6) lightning damage Flare. The worm releases a brilliant flash of light. Each creature
and 14 (4d6) thunder damage on a failed save, or half as much within 60 feet of the worm that can see it must succeed on a
damage on a successful one. DC 20 Constitution saving throw or be blinded and stunned
Lightning Absorption. Whenever the worm is subjected to for 1 minute. Creatures with darkvision have disadvantage on
lightning damage, it takes no damage and regains a number of this saving throw. A creature can repeat the saving throw each
hit points equal to the lightning damage dealt. time it takes damage and at the end of each of its turns, ending
the effect on itself on a success. Once a creature successfully
Tunneler. The worm can burrow through solid rock at half its saves against this effect, or if this effect ends for it, that
burrow speed and leaves a 10-foot-diameter tunnel in its wake. creature is immune to the Flare of all gray worms for the next
Water Breathing. The worm can breathe only underwater. 24 hours.

CHAPTER 6 | BESTIARY
61
Lochkinhaz << Art by
A lochkinhaz’s unsettling shrills and rhythmic skittering Mathias Kollros
sound out in the dead of night, striking fear into the
hearts of any that hear it. In a ceaseless hunt for
humanoid flesh, these abominable creatures
haunt coastal settlements, picking off villagers
one by one in their nocturnal prowls.
A lochkinhaz’s monstrous form resembles an
oversized eel with a crablike set of limbs. Its
scales and chitin range from deep blues to
ultramarine in color, and its gaping maw is
filled with rows upon rows of sharp teeth.
Maneater. Though lochkinhazes can be found
eating most any kind of meat, they prefer the taste
of humanoid flesh over all else, and have become
surprisingly effective at hunting down this prey.
Despite their great size, lochkinhazes can stealthily
maneuver through dark sewers and alleyways,
catching their victims unawares before devouring
them. Their hunts tend to leave little evidence
behind, though this is moreso due to their tendency
to eat their prey whole than any conscious
decision to get rid of evidence.
Solitary Hunters. Lochkinhazes rarely see
others of their kind, except when they seek
to mate. Lochkinhazes mate only once during
their near century long lives, though their
broods can consist of dozens of children.
Many lochkinhazes die young, however, as
they are quickly abandoned by their mothers.

Lochkinhaz Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 23 (4d8 + 5) piercing damage.
Huge monstrosity, unaligned
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Armor Class 17 (natural armor) Hit: 12 (2d6 + 5) piercing damage, and the target is grappled
Hit Points 253 (22d12 + 110) (escape DC 18) or thrown up to 10 feet in a direction of the
Speed 40 ft., swim 60 ft. lochkinhaz’s choice. The lochkinhaz has four claws, each of
which can grapple one target.
STR DEX CON INT WIS CHA
Swallow. The lochkinhaz makes one bite attack with advantage
21 (+5) 14 (+2) 20 (+5) 6 (–2) 12 (+1) 7 (–2) against a Medium or smaller target it is grappling. If the attack
hits, the target is also swallowed, and the grapple ends. While
Skills Athletics +10, Perception +6, Stealth +7 swallowed, the target is blinded and restrained, it has total
Damage Resistances cold, poison cover against attacks and other effects outside the lochkinhaz,
Damage Immunities lightning and it takes 21 (6d6) acid damage at the start of each of the
Senses darkvision 60 ft., passive Perception 16 lochkinhaz’s turns. A lochkinhaz can have only one creature
Languages — swallowed at a time.
Challenge 13 (10,000 XP) If the lochkinhaz takes 30 damage or more on a single turn
from the swallowed creature, the lochkinhaz must succeed on a
Amphibious. The lochkinhaz can breathe air and water.
DC 15 Constitution saving throw at the end of that turn or
Electrifying. The lochkinhaz can activate or deactivate this regurgitate the creature, which falls prone in a space within 10
feature as a bonus action. While active, if the lochkinhaz is feet of the lochkinhaz. If the lochkinhaz dies, a swallowed
submerged and conscious, the water in a 10-foot radius around creature is no longer restrained by it and can escape from the
the lochkinhaz is electrified. Any creature that enters the corpse by using 15 feet of movement, exiting prone.
water’s area or starts its turn there must succeed on a DC 18
Water Spray (Recharge 4–6). The lochkinhaz opens its gaping
Constitution saving throw or take 9 (2d8) lightning damage.
maw and forcefully ejects electrified water in a 20-foot line that
Actions is 5 feet wide. Each creature in that line must make a DC 18
Strength saving throw. On a failed save, a creature takes 13
Multiattack. The lochkinhaz makes four attacks: one with its (3d8) bludgeoning damage plus 9 (2d8) lightning damage and is
bite and three with its claws. When its water spray is available, knocked prone. On a successful save, the creature takes half as
it can use the spray in place of its bite. much damage and isn’t knocked prone.

CHAPTER 6 | BESTIARY
62
Lycanthropes its serrated suction cups to cut and bleed its enemy dry while
searching for an opportunity to close the distance with a vicious
Though typically associated with creatures of the land such as bite attack. The weresquid can also use its ink to cloud the water,
bears, boars, rats, tigers, and wolves, there exist strains of allowing it to quickly slip free from the hungering jaws of most
lycanthropy which produce various creatures of the sea. predators and make its escape.
The curse of lycanthropy that afflicts the creatures shown here
can be acquired and removed in the same method as laid out in
the Monster Manual. The text pertaining to it is repeated below.
Wereshark
Medium humanoid (human, shapechanger), chaotic evil
Curse of Lycanthropy
Armor Class 11 in humanoid form, 12 (natural armor) in shark
A humanoid creature can be afflicted with the curse of
and hybrid form
lycanthropy after being wounded by a lycanthrope, or if one
or both of its parents are lycanthropes. A remove curse spell Hit Points 112 (15d8 + 45)
can rid an afflicted lycanthrope of the curse, but a natural Speed 30 ft. (0 ft., swim 40 ft. in shark form; 30 ft., swim 30 ft.
born lycanthrope can be freed of the curse only with a wish. in hybrid form)
–Monster Manual, page 206
STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 9 (–1)

Wereshark Skills Perception +3


Damage Immunities bludgeoning, piercing, and slashing
One of the most fearsome predators at sea, weresharks are proud from nonmagical attacks not made with silvered weapons
and cruel. In humanoid form, a wereshark retains its ability to Senses blindsight 30 ft. (shark form only), passive Perception 14
sense the blood of wounded prey. Its shark form is fully aquatic, Languages Common (can’t speak in shark form)
unable to venture out of water save for brief leaps. The
Challenge 4 (1,100 XP)
wereshark’s hybrid form grants it the ability to hunt both land and
sea, and features a smooth finned head and a widened mouth with
rows and rows of shark’s teeth. Often mistaken for sahuagins, Shapechanger. The wereshark can use its action to polymorph
weresharks pose an different and far more dangerous threat. into a shark-humanoid hybrid or into a Large shark, or back
Typically lonesome hunters and fiercely territorial, some into its true form, which is humanoid. Its statistics, other than
weresharks may bear scars from territory skirmishes against other its size and AC, are the same in each form. Any equipment it is
oceanic predators and even other weresharks, which remain wearing or carrying isn’t transformed. It reverts to its true form
visible as pale scars in humanoid form. When prey in the water if it dies.
becomes scarce, a wereshark may take on its hybrid form in order
Amphibious (Hybrid Form Only). The wereshark can breathe air
to hunt for prey along the coast.
and water.
Some weresharks choose to band together, particularly in times
when food is scarce, to form raiding parties to attack vessels at Blood Frenzy. The wereshark has advantage on melee attack
sea. These pirates bands spare no mercy to their victims, rolls against any creature that doesn’t have all its hit points.
devouring sailors in a savage bloodlust.
Water Breathing (Shark Form Only). The wereshark can
breathe only underwater.

Variant: Shark Traits Actions


This book also contains alternative traits for sharks, which Multiattack (Humanoid or Hybrid Form Only). The wereshark
replace the Blood Frenzy trait. These traits can be found in
makes two attacks, only one of which can be a bite and only
appendix A, “Assorted Creatures,” of this book, and can be
used by a wereshark in hybrid or shark form only. A one of which can be with its net.
wereshark gains these traits as if it were a hunter shark. Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
If the target is a humanoid, it must succeed on a DC 13 Consti-

Weresquid
tution saving throw or be cursed with wereshark lycanthropy.
Trident (Humanoid or Hybrid Form Only). Melee or Ranged
Weresquids are among the most visually disturbing lycanthropes, Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one
taking on an appearance almost eldritch in nature. Appearing target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing
completely normal while in humanoid form, a weresquid’s hybrid damage if used with two hands to make a melee attack.
form consists of multiple long, slimey, toothed tentacles, with
which it can eviscerate its prey. At a distance, one might mistake Net (Humanoid or Hybrid Form Only). Ranged Weapon Attack:
a weresquid in hybrid form for a mind flayer, though the two +3 to hit, range 5/15 ft., one Large or smaller creature.
creatures share little in common upon closer inspection. Hit: The target is restrained. A creature can use its action to
Despite their size, weresquids are extraordinarily aggressive make a DC 10 Strength check to free itself or another creature
hunters, often picking fights with sea creatures easily twice their in a net, ending the effect on a success. Dealing 5 slashing
size such as whales and sharks. In combat, a weresquid makes damage to the net (AC 10) frees the target without harming it
use of its toothed tentacles to hold its foe at a distance, utilizing and destroys the net.

CHAPTER 6 | BESTIARY
63
Art by >>
Jack Wang

Weresquid Water Breathing (Squid Form Only). The weresquid can


breathe only underwater.
Medium humanoid (human, shapechanger), neutral
Actions
Armor Class 12
Multiattack. The weresquid makes two attacks, only one of
Hit Points 38 (7d8 + 7)
which can be a bite.
Speed 30 ft. (0 ft., swim 60 ft. in squid form; 30 ft., swim 40 ft. in
hybrid form) Bite (Squid or Hybrid Form Only). Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA If the target is a humanoid, it must succeed on a DC 11 Consti-
12 (+1) 15 (+2) 12 (+1) 8 (–1) 12 (+1) 10 (+0) tution saving throw or be cursed with weresquid lycanthropy.
Tentacle (Squid or Hybrid Form Only). Melee Weapon Attack: +4
Skills Stealth +4
to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) slashing damage,
Damage Immunities bludgeoning, piercing, and slashing
and the target is grappled (escape DC 11). Until this grapple
from nonmagical attacks not made with silvered weapons
ends, the target takes 4 (1d8) slashing damage at the start of
Senses passive Perception 11
each of the weresquid’s turns. The weresquid can have up to
Languages Common (can’t speak in squid form)
two targets grappled at a time.
Challenge 2 (450 XP)
Shortsword (Humanoid Form Only). Melee Weapon Attack: +4 to
Shapechanger. The weresquid can use its action to polymorph hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
into a squid-humanoid hybrid or into a Medium squid, or back Ink Cloud (Squid or Hybrid Form Only; Recharges after a Short
into its true form, which is humanoid. Its statistics are the same or Long Rest). A 20-foot-radius cloud of ink extends all around
in each form. Any equipment it is wearing or carrying isn’t the weresquid if it is underwater. The area is heavily obscured
transformed. It reverts to its true form if it dies. for 1 minute, although a significant current can disperse the
Amphibious (Hybrid Form Only). The weresquid can breathe air ink. After releasing the ink, the weresquid can use the Dash
and water. action as a bonus action.

CHAPTER 6 | BESTIARY
64
norm for individuals or small groups of werewhales to spread out
Werewhale to patrol the pod’s territory, leading their own lesser groups of
regular whales as well as weaker oceanic lycanthropes. More
Broad-shouldered and bulky, werewhales take on the attributes of
often than not, sailors and adventurers encounter these hybrid
predatory whales of the sea even when in humanoid form, with a
pods, rather than a full group of werewhales. Only against a truly
stocky build and keen senses that allow them to serve as adept
formidable foe—such as an invading fleet, or an intruding apex
sailors. In whale form they are as large as true whales, with the
predator such as krakens and dragons - would a werewhale pod
speed and endurance underwater to swim for miles on end, and a
rally as a singular group, rather than as scattered patrols.
bone-crushing bite. In hybrid form, werewhales are capable of
A pod of werewhales is typically led by a charismatic leader,
using both their devastating bite as well as heavy glaives to
usually an elder pod member, or the one who turned the pod’s
incapacitate foes.
other members. Responsible for leading hunts and settling
Brutal and cunning terrors of the sea, werewhales often band
disputes among their own, a werewhale pod with a competent
together in pods of a dozen or more, which serves as semblance
leader can be lethal, carrying out a variety of tactics to ensnare
of family. However, they are rarely spotted all in one place, as it
prey and expand their pack. For example, a few werewhales
would leave their ocean territory vulnerable. Instead, it is the
might pose as harmless sailors above water, while an ambush of
dozens lies in wait in the waters. A werewhale pod may even

Werewhale leverage their immunity to mundane arms to conquer and lead an


entire fleet of hapless pirates to rule over an entire island chain or
Medium humanoid (human, shapechanger), chaotic evil expanse of ocean.

Armor Class 10 in humanoid form, 11 (natural armor) in whale


and hybrid form Variant: Nonhuman Lycanthropes
Hit Points 161 (19d8 + 76) The statistics presented in this section assume a base
Speed 30 ft. (0 ft., swim 40 ft. in whale form; 30 ft., swim 30 ft. creature of human. However, you can use the statistics to
in hybrid form) represent nonhuman lycanthropes, adding verisimilitude by
allowing a nonhuman lycanthrope to retain one or more of
STR DEX CON INT WIS CHA its humanoid racial traits. For example, an elf wereshark
might have the Fey Ancestry trait.
19 (+4) 10 (+0) 19 (+4) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +4 Player Characters as Lycanthropes


Damage Immunities bludgeoning, piercing, and slashing A character who becomes a lycanthrope retains his or her
from nonmagical attacks not made with silvered weapons statistics except as specified by lycanthrope type. The
Senses blindsight 60 ft. (whale or hybrid form only), passive character gains the lycanthrope’s speeds in non-humanoid
Perception 14 form, damage immunities, traits, and actions that don’t
Languages Common (can’t speak in whale form) involve equipment. The character is proficient with the
lycanthrope’s natural attacks, such as its bite or claws, which
Challenge 7 (2,900 XP)
deal damage as shown in the lycanthrope’s statistics. The
character can’t speak while in animal form.
Shapechanger. The werewhale can use its action to polymorph A non-lycanthrope humanoid hit by an attack that carries
into a Large whale-humanoid hybrid or into a Huge whale, or the curse of lycanthropy must succeed on a Constitution
back into its true form, which is humanoid. Its statistics, other saving throw (DC 8 + the lycanthrope’s proficiency bonus +
than its size and AC, are the same in each form. Any equipment the lycanthrope’s Constitution modifier) or be cursed. If the
it is wearing or carrying isn’t transformed. It reverts to its true character embraces the curse, his or her alignment be-
comes the one defined for the lycanthrope. The DM is free
form if it dies.
to decide that a change in alignment places the character
Echolocation (Whale or Hybrid Form Only). The werewhale under DM control until the curse of lycanthropy is removed.
can’t use its blindsight while deafened. The following information applies to specific lycanthropes.
Wereshark. The character gains a Strength of 17 if his
Hold Breath (Whale or Hybrid Form Only). The werewhale can or her score isn’t already higher, and a +1 bonus to AC
hold its breath for 30 minutes. while in shark or hybrid form (from natural armor).
Attack and damage rolls from the natural weapons are
Keen Hearing. The werewhale has advantage on Wisdom
based on Strength. The character also gains the Amphibious
(Perception) checks that rely on hearing. trait while in hybrid form and the Water Breathing trait while
in shark form.
Actions Weresquid. The character gains a Dexterity of 15 if his
Multiattack (Humanoid or Hybrid Form Only). The werewhale or her score isn’t already higher. Attack and damage rolls
makes two attacks, only one of which can be a bite. from the natural weapons are based on whichever is higher
of the character’s Strength and Dexterity. The character also
Bite (Whale or Hybrid Form Only). Melee Weapon Attack: +7 gains the Amphibious trait while in hybrid form and the
to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage. Water Breathing trait while in squid form.
If the target is a humanoid, it must succeed on a DC 15 Consti- Werewhale. The character gains a Strength of 19 if his
tution saving throw or be cursed with werewhale lycanthropy. or her score isn’t already higher, gains blindsight,
Echolocation trait, the Hold Breath trait, and a +1 bonus to
Glaive (Humanoid or Hybrid Form Only). Melee Weapon Attack: AC (from natural armor) while in whale or hybrid form.
+7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing Attack and damage rolls from the natural weapons are
damage. based on Strength.

CHAPTER 6 | BESTIARY
65
Razor Reef
Razor reefs are ambush predators that
dwell in the warm waters of coral reefs.
Sinuous and worm-like, razor reefs appear
indistinguishable from a stretch of coral
reef when motionless, which they use to
their advantage to hunt amidst the reef
islands. When prey draws close, a razor
reef springs into motion, coiling around its prey
to shear foes in pieces.
Living Reef. A razor reef is a mobile, predatory
reef system, sustaining its own ecosystem on its
back which consists of crustaceans, worms, and small
fish. Its bladed body slices up its prey into manageable
pieces for the animals, which maintain the health
of a razor reef in return by picking away
pests and parasites.
Cunning Hunter. Though seemingly
bestial, razor reefs have the intelligence << Art by Dan Scott
to extort weaker creatures with wordless
threats. Its body is perfectly evolved to
encircle prey, holding them in place while
scaring them, such that a victim such as a triton

Razor Reef
fisher proffers up its daily catch to avoid a fight.
Most razor reefs are not actively malicious, and if it
and its inhabitants are not harmed, it typically lets such Large monstrosity, neutral
a victim go.
Armor Class 14 (natural armor)

Swarm of Razor Wormlings Hit Points 98 (13d10 + 26)


Speed 20 ft., swim 40 ft.
Medium swarm of Tiny monstrosities, neutral
STR DEX CON INT WIS CHA
Armor Class 12 17 (+3) 15 (+2) 15 (+2) 11 (+0) 10 (+1) 10 (+0)
Hit Points 36 (8d8)
Speed 10 ft., swim 30 ft. Skills Athletics +5, Stealth +6
Senses passive Perception 11
STR DEX CON INT WIS CHA Languages understands Aquan but can’t speak
14 (+2) 14 (+2) 11 (+0) 8 (–1) 10 (+0) 7 (–2) Challenge 3 (700 XP)

Damage Resistances bludgeoning, piercing, slashing


False Appearance. While the razor reef remains motionless, it is
Condition Immunities charmed, frightened, grappled,
indistinguishable from a length of coral reef.
paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 10 Limited Amphibiousness. The razor reef can breathe air and
Languages understands Aquan but can’t speak water, but it needs to be submerged at least once every 4 hours
Challenge 1 (100 XP) to avoid suffocating.
Razored Body. A creature that touches the razor reef or hits it
Razored Bodies. A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10)
with a melee attack while within 5 feet of it takes 5 (1d10) slashing damage.
slashing damage. The first time the swarm enters a creature’s
space on a turn, that creature takes 5 (1d10) slashing damage.
Actions
Swarm. The swarm can occupy another creature’s space and Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one
vice versa, and the swarm can move through any opening large target. Hit: 14 (2d10 + 3) slashing damage, and the target is
enough for a Tiny reef wormling. The swarm can’t regain hit grappled (escape DC 15). Until this grapple ends, the creature is
points or gain temporary hit points. restrained, and the razor reef can’t constrict another target. A
grappled creature takes 5 (1d10) slashing damage at the start
Water Breathing. The swarm can breathe only underwater. of each of the razor reef’s turns.
Actions Reactions
Slash. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in Reef Trap. When a creature within 10 feet of the razor reef
the swarm’s space. Hit: 14 (4d6) slashing damage, or 7 (2d6) touches it or hits it with a melee attack, the razor reef can make
slashing damage if the swarm has half of its hit points or fewer. a constrict attack against the creature.

CHAPTER 6 | BESTIARY
66
Rusalki to their end by mimicking the way that they killed her. But they
are also willing to avenge themselves by proxy. If a dread rusalka
Soft, beautiful songs emanate from secluded woods, drawing meets a creature that she knew in life, she will often implore them
travelers into the verdant greenery of a rusalka’s domain. Those to seek out and destroy her killers, and may even provide them
that follow these songs find themselves beholding a picturesque with some kind of reward should they succeed.
lake or stream, where a feminine fey spirit gracefully flits through Restoration. If a dread rusalka’s death is avenged, she may be
the clear waters. Resembling beautiful elves with long hair and able to slowly regain her original personality and disposition,
fair skin, rusalki are guardians and nurturers of the streams to though she remains undead for the remainder of her existence.
which they are bound. Undead Nature. A dread rusalka doesn’t require air, food,
Waterbound. Like dryads, rusalki are lesser fey spirits that are drink, or sleep.
bound to a natural landmark—in this case a stream, lake, or
spring, rather than a tree. It is within this domain that a rusalka
spends most of its days, nurturing the nearby plant and animal life
and protecting it from those that would see it destroyed. Rusalka
Rusalki are capable of leaving their domain, but they seldom Medium fey, chaotic good
do so. Their waters give them life—if they were to dry up or
become polluted, the rusalka would suffer or even perish. But as Armor Class 14
long as the water remains unblemished, the rusalka remains Hit Points 55 (10d8 + 10)
eternally youthful and beautiful. Speed 30 ft., swim 40 ft.
Sociable Fey. Unlike most other good-natured fey, rusalki are
not shy creatures. They sing not just to pass the time, but also to STR DEX CON INT WIS CHA
draw curious travelers that they then seek to befriend. Though
11 (+0) 18 (+4) 13 (+1) 15 (+2) 16 (+3) 18 (+4)
they often approach their newfound acquaintances in a form
disguised by illusion, once a creature proves itself to be good and
Skills Acrobatics +6, Perception +5, Performance +6,
trustworthy a rusalka becomes willing to drop her facade and
Persuasion +6, Stealth +6
adopt her true form. From then on, she can prove a useful ally,
Damage Resistances poison; bludgeoning, piercing, and
providing her new friends with food, directions, and even magical
healing in exchange for their time and conversation. slashing from nonmagical attacks
Reluctant Guardians. Rusalki dislike violence, but they are not Senses darkvision 120 ft., passive Perception 15
afraid to use it against creatures that would harm their domain or Languages Aquan, Common
their friends. When pressed, a rusalka makes for a capable Challenge 4 (1,100 XP)
combatant. Their long, flowing hair can act as a weapon,
animating to slash at and constrict their foes, and they can be very Amphibious. The rusalka can breathe air and water.
mobile as long as they remain in water.
Aqua Step (Recharge 6). As a bonus action, the rusalka can
Dread Rusalka teleport to an unoccupied location within 30 feet of her,
provided that both the space she’s teleporting from and her
When a rusalka meets a violent, unjust end and her body is left destination are in or at least touching water. The destination
floating within the waters of her domain, in rare cases she may be
need not be within line of sight.
reanimated as an undead creature, called a dread rusalka, in the
days or weeks after her death. Though she keeps her memories Innate Spellcasting. The rusalka’s spellcasting ability is
and mental faculties, her body and personality are warped by her Charisma (spell save DC 14). The rusalka can innately cast the
undead nature. She is no longer a kind, benevolent creature, following spells, requiring no material components:
though nor is she an evil one. Her body becomes both stronger
At will: disguise self
and faster in undeath, with far greater magical abilities. Her skin
3/day each: aid, cure wounds
takes on a darker hue, her pupils turn into motes of yellowish
1/day each: plant growth, speak with plants
light, her fingernails become sharpened claws, and her hair grows
in both length and strength. Magic Resistance. The rusalka has advantage on saving throws
Deadly Wardens. In death, a dread rusalka continues to protect against spells and other magical effects.
her domain, but she does so without her previous objections to
violence. When a creature harms her domain, she kills them Actions
without mercy nor remorse. She might tear apart foes with her
Multiattack. The rusalka makes two attacks with her hair.
claws, or constrict them with her hair before pulling them
underwater to drown. Her curative magic is replaced by deathly Hair. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
sorcery that can drain the life of her adversaries. Hit: 7 (1d6 + 4) slashing damage. If the target is Medium or
Though she is still friendly towards those that she befriended in smaller, it is grappled (escape DC 10) and pulled to within 5 feet
life, a dread rusalka is distrustful of strangers and is always on her of the rusalka. The rusalka can have up to three creatures
guard when a new creature enters her domain. Though a dread grappled in this way at a time.
rusalka is still capable of making new friends, it is a much longer
Constrict. Each creature grappled by the rusalka’s hair must
process, and one false move could trigger her ire.
Quest for Revenge. Dread rusalki seek to avenge their deaths make a DC 14 Strength saving throw. On a failed save, a
by any means necessary. Though they would prefer to do the deed creature takes 11 (2d6 + 4) bludgeoning damage and becomes
themselves, they remain tied to their domain, and wouldn’t leave restrained until the start of the rusalka’s next turn or until the
it to go on a hunt for the creatures that slew them. If a dread grapple ends. On a successful save, a creature takes half as
rusalka ever does come across the creatures that slew them, she much damage and isn’t restrained.
kills them in the most violent way possible, often bringing them

CHAPTER 6 | BESTIARY
67 Art by Livia Prima >>
Dread Rusalka Watery Shield. The rusalka surrounds herself with a watery
shield, increasing her AC by 2 until the start of her next turn.
Medium undead, chaotic neutral At the start of her next turn, each creature within 5 feet of
the rusalka must succeed on a DC 16 Strength saving throw
Armor Class 15
or be pushed 5 feet away from her and knocked prone.
Hit Points 142 (19d8 + 57)
Speed 30 ft., swim 60 ft. Actions
STR DEX CON INT WIS CHA Multiattack. The rusalka makes three attacks: one with her
claws and two with her hair.
15 (+2) 20 (+5) 16 (+3) 15 (+2) 16 (+3) 18 (+4)
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Saving Throws Dex +9, Con +7, Wis +7 Hit: 10 (1d10 + 5) slashing damage.
Skills Acrobatics +9, Deception +8, Perception +7, Hair. Melee Weapon Attack: +9 to hit, reach 30 ft., one target.
Performance +8, Persuasion +8, Stealth +9 Hit: 9 (1d8 + 5) slashing damage. If the target is Medium or
Damage Resistances necrotic; bludgeoning, piercing, and smaller, it is grappled (escape DC 12) and pulled closer until it is
slashing from nonmagical attacks within 15 feet of the rusalka. If the target is already grappled by
Damage Immunities poison the rusalka, she can instead move it up to 10 feet to another
Condition Immunities exhaustion, poisoned point within 15 feet of her. The rusalka can have up to five
Senses darkvision 120 ft., passive Perception 17 creatures grappled in this way at a time.
Languages Aquan, Common
Constrict. Each creature grappled by the rusalka’s hair must
Challenge 11 (7,200 XP)
make a DC 16 Strength saving throw. On a failed save, a
creature takes 14 (2d8 + 5) bludgeoning damage and becomes
Aquatic Stealth. While submerged in water, the rusalka can
restrained until the start of the rusalka’s next turn or until the
take the Hide action as a bonus action.
grapple ends. On a successful save, a creature takes half as
Innate Spellcasting. The rusalka’s spellcasting ability is much damage and isn’t restrained.
Charisma (spell save DC 16). The rusalka can innately cast the
following spells, requiring no material components: Legendary Actions
At will: disguise self, major image The rusalka can take 3 legendary actions, choosing from the
3/day each: fear, speak with dead, speak with plants options below. Only one legendary action option can be used at
1/day each: blight, plant growth a time and only at the end of another creature’s turn. The
Magic Resistance. The rusalka has advantage on saving throws rusalka regains spent legendary actions at the start of her turn.
against spells and other magical effects. Detect. The rusalka makes a Wisdom (Perception) check.
Rusalka Magic (Recharge 4–6). As a bonus action, the rusalka Hair Attack. The rusalka makes a hair attack.
uses one of the following abilities, provided she is in or at least Draining Hair (Costs 2 Actions). One creature grappled by the
touching water: rusalka must make a DC 16 Constitution saving throw, taking
14 (4d6) necrotic damage on a failed save, or half as much
Aqua Step. The rusalka teleports to an unoccupied location damage on a successful one. The rusalka regains a number
within 60 feet of her that is also in or at least touching water. of hit points equal to half the damage dealt.
The destination need not be within line of sight.
Art by Jason Kang >>

Young Storm Manta


Storm Manta Large elemental, lawful neutral

A flying sphere of wind soars across the sky, and in the center Armor Class 15 (natural armor)
of the concentrated storm is a colossal flat shadow—a storm Hit Points 51 (6d10 + 18)
manta. With fully spread fins, a fully grown storm manta Speed 0 ft., fly 60 ft., swim 40 ft.
measures 60 feet across, and through the constant windstorm that
whirls around it combined with its massive size, a single one of STR DEX CON INT WIS CHA
these creatures can block out the sun. 17 (+3) 19 (+4) 17 (+3) 10 (+0) 11 (+1) 11 (+0)
Bringers of Rain. Even at a young age, storm mantas mani-
pulate the air around them simply by existing and flying about, Damage Resistances lightning, thunder
with adolescent mantas sometimes being mistaken for small Senses blindsight 30 ft., passive Perception 11
storm clouds due to the swirling wind and rain sticking close to Languages understands Aquan and Auran but can’t speak
their skin. As a storm manta grows older, its influence over
Challenge 3 (700 XP)
tempests increases drastically, to the point that when it reaches
maturity, a constant swirling squall shrouds and protects its body
from the outside world. Sunlight Hypersensitivity. The manta takes 20 radiant damage
Although the storms created by these elementals are sometimes when it starts its turn in sunlight. While in sunlight, it has
assumed to be an act of intentional aggression, in reality it is what disadvantage on attack rolls and ability checks.
storm mantas need to do to survive; light that is not filtered
through its protective gales is harmful to the bodies of storm Actions
mantas. A particularly young or sickly storm manta frequently Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
sticks close to at least one of its parents at all times, while its own Hit: 10 (2d6 + 3) piercing damage.
personal windstorm is developing, so that its skin will not be
burnt by the harsh rays of the sun. Lightning Strike (Recharge 5–6). The manta calls down a bolt of
If a manta is abandoned by its parents for whatever reason, and lightning on a point it can see within 120 feet below it. Each
it is unable to shield itself from sunlight, it will hide in dark creature within 5 feet of that point must make a DC 13
places—such as the depths of a cave. Some young storm mantas Dexterity saving throw. A creature takes 16 (3d10) lightning
end up being servants of beholders or dragons, in exchange for damage on a failed save, or half as much damage on a
the elemental being allowed to live in the dark cave while its successful one.
personal storm is still developing.

CHAPTER 6 | BESTIARY
69
False Tempest Gods. As creatures with the ability to shape the
weather of an entire region, some cultures that know little of the A Storm Manta’s Lair
true forms of gods deify adult storm mantas, worshiping them as An adult storm manta’s lair serves as a home to its brood, and it
messengers of sky gods or even as the true form of such gods. defends its lair fiercely. Though powerful when fully grown,
Although the majority of storm mantas ignore such worshipers, storm mantas are particularly vulnerable in their youth, and thus
some storm mantas embrace these believers, surrounding typically remain under the protection of either one or both of their
themselves with the offerings, praise and eventually becoming the parents until fully grown. As such, it is not uncommon for a storm
god-kings of these civilizations. Known as “storm kings,” these manta’s lair to be home to two adult storm mantas, as well as a
storm mantas are highly territorial, and will chase off any other half-dozen of their brood.
mantas not from their own brood for fear that a rival may steal Storm manta lairs are typically made high up on a sheer cliff-
away its believers and worshipers. sides, out of the reach of terrestrial and marine predators alike.
Within the safety of its lair, such a storm king may rule for The storm manta then bolsters this defense against flying
decades or even centuries, with some civilizations continuing the predators through manipulation of the winds and rain in the area.
practice of worship even after the original storm manta dies,
choosing instead one of the manta’s brood to take up the mantle Regional Effects
as the new storm king. The raw elemental power that an adult storm manta exudes causes
If two storm kings gain followers within the same region, a changes to the atmosphere around its lair, creating the following
fierce rivalry will form—inevitably ending in a catastrophic effects:
tornado as the false gods clash for dominance head-on. Such a • Heavy rain and strong winds rage within 1 mile of the manta’s
conflict between two storm kings is exceedingly rare, and looks lair, accompanied by frequent lightning strikes.
as if twin tempests are repeatedly crashing into one another. • Waves crash against the shore with increased intensity within
Eventually, one of the squalls cracks and fades, with the lifeless 1 miles of the manta’s lair. When a creature comes near the
body of the losing manta smashing into the land or sea. The water’s edge in the area, it must succeed on a DC 14 Strength
surviving false god rises, claiming even more territory and saving throw or be smashed against the rocks, taking 10 (3d6)
influence for itself—a dangerous challenge, one that might tempt bludgeoning damage and dragged 20 feet out to sea.
the true gods of the world to put an arrogant elemental back into • Clouds within 3 miles of the manta’s lair form into a slow-
its place. moving cyclone, darkening the sky.
Elemental Nature. A storm manta doesn’t require air, food,
drink, or sleep. If the storm manta dies, these effects end immediately.

Adult Storm Manta Sunlight Hypersensitivity. The manta takes 20 radiant damage
when it starts its turn in sunlight. While in sunlight, it has
Gargantuan elemental, lawful neutral disadvantage on attack rolls and ability checks.

Armor Class 16 (natural armor) Actions


Hit Points 232 (16d20 + 64)
Multiattack. The manta makes a tail attack and uses its
Speed 0 ft., fly 80 ft., swim 60 ft.
Lighting Strike twice.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target.
23 (+6) 18 (+4) 19 (+4) 14 (+2) 19 (+4) 13 (+1) Hit: 20 (4d6 + 6) piercing damage.
Lightning Strike. The manta calls down a bolt of lightning on a
Saving Throws Str +12, Wis +10 point it can see within 120 feet below it. Each creature within 5
Damage Resistances bludgeoning, piercing, and slashing from feet of that point must make a DC 18 Dexterity saving throw,
nonmagical attacks taking 16 (3d10) lightning damage on a failed save, or half as
Damage Immunities lightning, thunder much damage on a successful one.
Condition Immunities paralyzed
Lightning Burst (Recharge 5–6). The manta releases a burst
Senses blindsight 120 ft., passive Perception 14
of lightning around it. Each creature within 30 feet of the
Languages understands Aquan and Auran but can’t speak
manta must make a DC 18 Dexterity saving throw. On a failed
Challenge 19 (22,000 XP)
save, a target takes 44 (8d10) lightning damage and is
paralyzed until the end of its next turn. On a successful save,
Legendary Resistance (3/Day). If the manta fails a saving throw, the target takes half as much damage and isn’t paralyzed.
it can choose to succeed instead.
Magic Resistance. The manta has advantage on saving throws
Legendary Actions
against spells and other magical effects. The manta can take 3 legendary actions, choosing from the
Storm Bringer. While out of water, the manta is surrounded by options below. Only one legendary action option can be used
strong winds, which blow around it in a 30-foot radius. The at a time and only at the end of another creature’s turn. The
wind extinguishes unprotected flames in the area that are manta regains spent legendary actions at the start of its turn.
torch-sized or smaller, and disperses any vapor, gas, or fog that Move. The manta moves up to its speed.
can be dispersed by strong winds. The area is difficult terrain Tail Attack. The manta makes one tail attack.
for creatures other than the manta, and ranged weapon attacks Lightning Strike (Costs 2 Actions). The manta uses its
that pass in or out of the wind are made at disadvantage. Lighting Strike.

CHAPTER 6 | BESTIARY
70
Titans of the Sea Ceirean’s Lair
The vast depths of the sea hold creatures that are larger than any Ceirean is able to imbue its divine energy into any water near it.
other, lurking beneath the waves for centuries. These titanic While Ceirean is within a body of water, it is considered to be
creatures are as ancient as they are massive, with power rivalled within its lair.
by few land-dwelling monsters.
Lair Actions
Ceirean On initiative count 20 (losing initiative ties), Ceirean takes a lair
action to cause one of the following effects; Ceirean can’t use the
A divine being in the form of a colossal silver fish, Ceirean is
same effect two rounds in a row:
known by many names: Cirein Croin, the Wish Fish, Sea Angel,
the Silver Bass. In its true form, Ceirean spans 300 feet in length. • All water within 600 feet of Ceirean becomes infused with
Divine Judgement. Ever curious as to the nature of man, divine energy, becoming holy water for the next minute.
Ceirean uses its ability to shapeshift in order to disguise itself as a A fiend or undead creature that starts its turn within this
tiny, unassuming fish, and allows itself to be captured in the nets holy water takes 7 (2d6) radiant damage.
of fishermen. It then speaks to these fishermen, posing to them • Ceirean magically teleports to an unoccupied space that is
questions of morality and testing their responses in order to judge submerged in water within 600 feet of it.
them of their virtues. If it is satisfied with their answers, the • One creature or vehicle within 600 feet of Ceirean that is
divine fish will then ask to be released, and return to the sea in water has its movement speed halved until the end of
without any trouble. However, if such a fisherman is revealed to its next turn, as a whirlpool wraps around it.
be corrupt, evil, or simply rude to the celestial, Ceirean reveals its
true form, crushing their ships and devouring the fisherman. Regional Effects
Boon Granter. In the rare cases when Ceirean discovers a truly Ceirean’s divine presence creating the following effects in the
exemplary or virtuous individual, or if an individual manages to area around it:
sufficiently flatter the celestial, it may place a divine blessing • Rainfall within 3 miles of Ceirean is infused with divine
upon them. energy, becoming holy water. A fiend or undead creature that
Legend tells of a true-hearted youth who, in times of great starts its turn within this holy rain takes 2d6 radiant damage.
suffering under the rule of a foreign invader, met with the • The surface of water within 3 miles of Ceirean displays
disguised Ceirean while fishing along the coast. Though initially strange ripples which form runes and patterns.
surprised by the fish’s ability to speak, the youth responded to the • Coral within 3 miles of Ceirean is silver and sheds bright
Ceirean’s questions with grace and respect, gaining the celestial’s light in a 5-foot radius and dim light for an additional 5 feet.
favor. At the Ceirean’s request, the youth released the fish, which
returned to the water, but not before bestowing upon the youth a If Ceirean dies, the rain immediately ceases to be holy water and
divine strength and purpose. As the Ceirean returned to the the ripples on the surface of water immediately disappear. The
waves, it revealed its true grand form to the youth. Soon after, the coral continues to glow for 1d4 days, after which it withers.
foreign invaders within the land were repelled, with the blessed
youth, chosen warrior of Ceirean, as the rebellion’s leader.

Art by Karl Kopinski >>


Ceirean If Ceirean takes 50 damage or more on a single turn from a
creature inside it, Ceirean must succeed on a DC 20 Consti-
Gargantuan celestial (shapechanger, titan), lawful neutral tution saving throw at the end of that turn or regurgitate all
swallowed creatures, which fall prone in a space within 10 feet
Armor Class 21 (natural armor) of Ceirean. If Ceirean dies, a swallowed creature is no longer
Hit Points 647 (35d20 + 280) restrained by it and can escape from the corpse by using 10
Speed 0 ft., swim 60 ft. feet of movement, exiting prone.
Spit (True Form Only). One target swallowed by Ceirean is
STR DEX CON INT WIS CHA regurgitated up to 120 feet in a direction of Ceirean’s choice
26 (+8) 26 (+8) 26 (+8) 26 (+8) 26 (+8) 26 (+8) and knocked prone. If a regurgitated target strikes an object,
the target and object each take 3 (1d6) bludgeoning damage
for every 10 feet the target was regurgitated. If the target is
Saving Throws Int +16, Wis +16, Cha +16 thrown at another creature, that creature must succeed on a
Skills History +16, Insight +16, Nature +16, Religion +16 DC 24 Dexterity saving throw or take the same damage and be
Damage Immunities poison, radiant; bludgeoning, piercing, knocked prone.
and slashing from nonmagical attacks
Slam (True Form Only). Ceirean slams its body down in a
Condition Immunities charmed, frightened, poisoned
30-foot-cube originating from it. Each creature in the area must
Senses truesight 120 ft., passive Perception 18
succeed on a DC 24 Strength or Dexterity saving throw (target’s
Languages all
choice) or be knocked prone and take 63 (10d10 + 8)
Challenge 26 (90,000 XP)
bludgeoning damage. On a successful save, the creature takes
no damage, isn’t knocked prone, and is pushed into the
Shapechanger. Ceirean can use its action to polymorph into a nearest unoccupied space outside the area.
Tiny silver fish (swimming speed 30 ft.) or back into its true Divine Blessing (3/Day). Ceirean places a divine boon on one
form. Its statistics are the same in each form, except for the creature it can see within 60 feet of it, choosing one ability. The
speed change noted. Any equipment it is wearing or carrying target has advantage on all ability checks, saving throws, and
isn’t transformed. It reverts to its true form if it dies. attack rolls that use that ability for 24 hours, until Ceirean
Amphibious. Ceirean can breathe air and water. revokes the boon (no action required), or until Ceirean dies.
The target also gains an additional benefit based on the while
Divine Awareness. Ceirean knows if it hears a lie.
blessed, based on the chosen ability:
Innate Spellcasting. Ceirean’s innate spellcasting ability is
Strength. The target is considered to be a Gargantuan
Wisdom (spell save DC 24, +16 to hit with spell attacks). It can
creature for the purpose of determining its carrying
innately cast the following spells, requiring no components:
capacity and it can’t be pushed or knocked prone.
At will: bless (as 9th-level spell), detect evil and good, Dexterity. The target’s speed is doubled and it can take one
greater restoration reaction on every turn in a combat.
3/day each: control weather, dispel evil and good, heal Constitution. The target it is immune to poison and disease
1/day each: plane shift, resurrection, wish and regains the maximum number of hit points possible
Glass Aversion (Fish Form Only). If Ceirean is sealed within a from any healing.
container made of glass, it is incapacitated until it is removed Intelligence. The target automatically detects visual illusions
from the container. and succeeds on saving throws against them.
Wisdom. The target can’t be charmed or frightened and
Legendary Resistance (3/Day). If Ceirean fails a saving throw,
magically knows if it hears a lie.
it can choose to succeed instead.
Charisma. The target can cast command (save DC 24) without
Limited Magic Immunity. Ceirean can’t be affected or detected expending a spell slot.
by spells of 6th level or lower unless it wishes to be. It has
advantage on saving throws against all other spells and magical Legendary Actions
effects. Ceirean can take 3 legendary actions, choosing from the
Siege Monster. Ceirean deals double damage to objects and options below. Only one legendary action option can be used
structures. at a time and only at the end of another creature’s turn.
Ceirean regains spent legendary actions at the start of its turn.
Actions Move. Ceirean moves up to half its speed.
Swallow (True Form Only). Melee Weapon Attack: +16 to hit, Attack (Costs 2 Actions). Ceirean makes a swallow attack or
reach 5 ft., one Huge or smaller target. Hit: The target is uses its Slam or Spit.
swallowed by Ceirean. A swallowed creature is blinded and Healing Pulse (Costs 3 Actions). Ceirean releases a wave of
restrained and has total cover against attacks and other effects soothing energy. Each creature of Ceirean’s choice within
outside of Ceirean. Ceirean can deal 35 (10d6) radiant damage 60 feet of it regains 35 (10d6) hit points and is cured of any
to each swallowed creature of its choice at the start of its turn. poisons or diseases afflicting it.
Kalantropis The Kalantropis’ Lair
A horrific collection of bone and bloated flesh, the kalantropis is While the kalantropis is within 1000 feet of a portal that bridges
a titanic undead that haunts the seafloor. Built upon the skeleton the Material Plane and the Shadowfell. If the kalantropis has not
of a dead world serpent, the kalantropis accumulates corpses and stirred from its slumber for a large amount of time, the
animates them with the necrotic energy flowing from rifts at the accumulation of corpses creates an intricate cavern leading to the
bottom of the sea that connects the Material Plane and the portal it sits upon.
Shadowfell. These corpses either join the hordes of undead that
lurch after it on the seafloor, or added to its own titanic mass. Lair Actions
Creeping Sickness. The kalantropis’ presence accumulates rot, On initiative count 20 (losing initiative ties), the kalantropis takes
disease, and pollution, poisoning the seas around its lair. Plant- a lair action to cause one of the following effects; The kalantropis
life withers and dies, fish become thin and inedible, and oily can’t use the same effect two rounds in a row:
black fluid pools on the ocean’s surface, coating the flesh of • The kalantropis chooses up to four creatures within 500 feet of
seabirds and seals with poison. it, releasing an agonizing mental scream. If the target is not
Guardian of the Shadowfell. While an undead with no need to
native to the plane it is currently on, it must succeed on a
eat or sleep, the kalantropis lays dormant near the scar-like portal
DC 16 Wisdom saving throw. On a failed save, a target takes
between planes in order to conserve the energy necessary to
8d6 psychic damage and is frightened of the kalantropis until
maintain its immense, rotting form. Destructive wars between
initiative count 20 on the next turn. While frightened in this
armies of aquatic mortals and drowned undead have made it wary
way, a target is overwhelmed by the desire to return to its
against invading armies from either side of the portal. To cross,
interplanar travelers must appease the apathetic, judgemental native plane.
titan, which appears as a dormant skeleton within a pile of bones • Each undead creature that the kalantropis can see can use its
and slime. Only when it rises from its rocky bed do failed reaction to move up to its speed and make one weapon attack.
diplomats realize that every bone, corpse, and bit of slime in and • The kalantropis designates up to three 20-foot-radius spheres
around the trench either serves the kalantropis, or are part of it. within 90 feet of it, which fill with miasma until initiative
Repulsive Coalescence. The waterlogged corpses that form the count 20 of the next round. Each creature that starts its turn
kalantropis’ body have a variety of origins. They include the within the miasma must make a DC 16 Constitution saving
entire crews of sunken merchant vessels, the bodies of whales, throw. On a failed save, the creature is poisoned until the
krakens, and other leviathans fallen to the seafloor, and even smoke fades. While poisoned in this way, a creature suffers the
humanoid sacrifices—both willing and unwilling—thrown into effects of the slow spell.
the sea in a vain attempt to stem the tide of pollution.
Regional Effects
Its decaying nature and desire to drive away intruders leave the
ocean around the kalantropis an unbearable mire of sickness,
creating the following effects:
• Creatures within 1 mile of the kalantropis are haunted by
hellish screams and moans, and feel the dread of being
constantly watched.
• A murky violet fog extends in a 3 mile radius around the
kalantropis. Food within the area spoils at an increased rate,
and fish within the area become diseased and emaciated.
• Necrotic damage dealt to non-undead creatures within 1 mile
of the kalantropis ignore resistances.
If the kalantropis dies, the screams immediately cease, and the
pestilence and negative energy stop affecting their space after
1d4 hours.

<< Art by Vincent Proce


Kalantropis Rejuvenation. If the kalantropis is destroyed, it regains all its
hit points in 1 year unless it is prevented from doing so by a
Gargantuan undead (titan), neutral wish spell.
Siege Monster. The kalantropis deals double damage to
Armor Class 20 (natural armor)
objects and structures.
Hit Points 350 (20d20 + 140)
Speed 20 ft., swim 80 ft. Turn Resistance. The kalantropis has advantage on saving
throws against any effect that turns undead.
STR DEX CON INT WIS CHA
Actions
26 (+8) 14 (+2) 24 (+7) 12 (+1) 18 (+4) 12 (+1)
Multiattack. The kalantropis makes three attacks with its
Saving Throws Str +15, Con +14 tendrils, uses Reel, and makes one attack with its bite.
Skills Athletics +15, Insight +11, Perception +11, Stealth +9
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Damage Resistances acid, cold, fire, psychic; bludgeoning,
Hit: 34 (4d12 + 8) piercing damage.
piercing, and slashing from nonmagical attacks
Damage Immunities poison, necrotic Tendril. Melee Weapon Attack: +15 to hit, reach 50 ft., one
Condition Immunities charmed, frightened, poisoned target. Hit: 13 (1d10 + 8) piercing damage. If the target is a
Senses blindsight 120 ft., passive Perception 21 creature, it is grappled (escape DC 18). Until the grapple ends,
Languages Deep Speech, telepathy 120 ft. the target is restrained, and the kalantropis can’t use the same
Challenge 23 (33,000 XP) tendril on another target.
Reel. The kalantropis pulls each creature grappled by it up to
Crushing Movement. The first time the kalantropis moves into 25 feet straight toward it.
a space occupied by a creature or object on a turn, it can Murky Discharge (Recharge 5–6). The kalantropis spits forth
attempt to ram into it. A target must make a DC 18 Dexterity black sludge in a 60-foot cone. Each non-undead creature in
saving throw, taking 22 (4d10) bludgeoning damage on a failed the area must make a DC 22 Constitution saving throw, taking
save, or half as much damage on a successful one. The creature 70 (20d6) necrotic damage on a failed save, or half as much
or object is then pushed out of the kalantropis’ space. damage on a successful one. The sludge remains in the area
False Appearance. While the kalantropis remains motionless, it until the start of the kalantropis’s next turn if it is underwater,
is indistinguishable from a pile of bones. lightly obscuring the area. Each undead creature within the
sludge has advantage on attack rolls, ability checks, and saving
Grasping Tendrils. The kalantropis can have up to six tendrils at
throws it makes, and its weapon attacks deal an additional 3
a time. Each tendril can be attacked (AC 20; 30 hit points;
(1d6) necrotic damage.
immunity to necrotic, poison, and psychic damage). Destroying
a tendril deals no damage to the kalantropis, which can extrude Legendary Actions
a replacement tendril on its next turn. A tendril can also be
broken if a creature takes an action and succeeds on a DC 18 The kalantropis can take 3 legendary actions, choosing from
Strength check against it. the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn.
Legendary Resistance (3/Day). If the kalantropsi fails a saving
The kalantropis regains spent legendary actions at the start of
throw, it can choose to succeed instead.
its turn.
Necrotic Absorption. Whenever the kalantropis is subjected to
Tendril Attack. The kalantropis makes a tendril attack.
necrotic damage, it takes no damage and instead regains a
Move. The kalantropis moves up to half its speed.
number of hit points equal to the necrotic damage dealt.
Fester (Costs 2 Actions). Each creature grappled by the
Necrotic Vents. When the kalantropis regains hit points from its kalantropis must make a DC 22 Constitution saving throw.
Necrotic Absorption, glowing purple vents form along its body, On a failed save, a target takes 33 (6d10) necrotic damage
causing it to shed dim light in a 5-foot-radius until the start of and its hit point maximum is reduced by an amount equal to
its next turn. At the start of its next turn, the kalantropis expels the necrotic damage taken. The reduction lasts until the
necrotic energy from these vents. Each non-undead creature target finishes a long rest. The target dies if this effect
within 30 feet of it must make a DC 22 Constitution saving reduces its hit point maximum to 0. On a successful save, a
throw, taking 28 (8d6) necrotic damage on a failed save, or half target takes half as much damage and its maximum hit
as much damage on a successful one. points are not reduced.

CHAPTER 6 | BESTIARY
74
Karkos done by the crab titan, due to the amount of destruction it caused
to the city and its inhabitants.
Karkos dwells in the depths of the ocean, in a forgotten abyssal Six Virtues and Six Stones. In its glory, Karkos was protected
trench where light scantily reaches. A crustacean monstrosity of by way of six virtues: honesty, humility, generosity, empathy,
epic proportions, it carries itself aloft with pillar-like legs and tenacity, and kindness. These virtues manifested within the
trawls the ocean floor with claws large enough to crush moun- physical world as six psionic lodestones, which levitated around
tains. The mighty titan’s body occupies a space of roughly 1,000 Karkos’ perimeter. It is said that while the six virtues of Karkos
feet by 1,000 feet, with a height of 500 feet and stone buildings were upheld, no attack could breach the city’s perimeter.
rising 300 feet up from the top of its shell. In ancient times, the Greatness Fallen. Under Karkos’ guardianship, the karkinos
city atop its back was resplendent with of coral, and the titan ruled as lords of the sea, standing among the tritons and other
served as guardian to the noble race of the karkinos. Legends races in greatness. This reign ended, however, when the rulers of
speak of a great sundering, however, that led to Karkos’ fall into Karkos became swayed by a treacherous kraken, surrendering
darkness and imprisonment in the depths of the sea. their virtues, along with the city’s lodestones. Without this
City of the Karkinos. At its peak, Karkos was home to over ten protection, Karkos became corrupted and tempestuous, driven to
thousand individuals, who lived in a densely packed city built acts of terrible destruction, siphoning energy from the ocean
atop and even within its shell. Utilizing one of the advantages of around it and enslaving all nearby aquatic life. The karkinos
being underwater, the buildings atop Karkos were constructed sought to harness fallen Karkos’ might to conquer the entire
vertically, without the need for stairs and ladders. This allowed ocean, but their plot was foiled when their then-rivals, the tritons,
the city to house a much larger population than would have been called on the spirits of elemental water for aid to bring forth a
possible with a horizontal layout, but required its inhabitants to mighty sea titan to engulf the entire city, dragged the titanic crab
ascend and descend to reach locations on different levels. into the forgotten depths.
While it was serving as the home of the karkinos, Karkos itself Now without its former masters, Karkos is rumored to still
mostly slumbered, only awakening in times of great danger to dwell hungrily in a deep sea trench, awaiting the day that it can
defend its inhabitants. Should the city face a threat that the titanic rise again to resume its conquest. Indeed, Karkos has developed a
crab was unable to surmount, such as an inevitable natural dis- taste for dominion of its own, and were it not for its watery
aster, Karkos could also flee, carrying the city and its inhabitants prison, it would undoubtedly be a terrible threat to the entire
away with it to safety. However, such movement was only rarely ocean, with an army of corrupted sea creatures at its command.

<< Art by Kekai Kotaki


The city of Karkos is in three
circles.
The outermost circle is carved
from coral, which grows on th
e back of the
Great Guardian. Here is the cit
y of the Commons, where th
e masses dwelt. Here is
the shepherd, the fisher, the
farmer, the butcher, the mason
, and the carver.
Should malice breach the circle
of coral, tragedy will be wroug
ht.
The second circle is carved fro
m bone, taken from the old ene
mies of the
Great Guardian. Here is the cit
y of the Scribes, where know
ledge dwelt. Here is
The scholar, the priest, the ma
ge, the alchemist, the playwrig
ht, and the timekeeper.
Should malice breach the circle
of bone, pride and dignity will
be forgotten.
The third circle is carved from
shell, etched into the very bod
y of the Great
Guardian. Here is the city of
the Sages, where the virtues
dwelt. Here is the
elder, the hermit, the ascetic,
the wise, and the heart of
Karkos. Should malice
breach the circle of shell, Karko
s itself is lost, and the People
shall be scattered.

Art by Dee Chiu >>


CHAPTER 6 | BESTIARY
76
Karkos Magic Resistance. Karkos has advantage on saving throws
against spells and other magical effects.
Gargantuan monstrosity (titan), neutral
Magic Weapons. Karkos’ weapon attacks are magical.
Armor Class 20 (natural armor) Siege Monster. Karkos deals double damage to objects and
Hit Points 647 (35d20 + 280) structures (included in Earth-Shaking Movement).
Speed 50 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. Karkos makes two grasping claw attacks and uses
25 (+7) 8 (–1) 27 (+8) 25 (+7) 21 (+5) 7 (–2)
its Claw Slam twice, targeting two different areas that are at
least 60 feet apart. It can use its Fling in place of any of its
Saving Throws Con +17, Int +16, Wis +14
grasping claw attacks.
Skills Perception +14
Damage Immunities fire, poison; bludgeoning, piercing, and Grasping Claw. Melee Weapon Attack: +16 to hit, reach 30 ft.,
slashing from nonmagical attacks one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the
Condition Immunities charmed, frightened, poisoned target is grappled (escape DC 17). Until this grapple ends, the
Senses blindsight 120 ft., passive Perception 24 target is restrained, and Karkos can automatically hit the target
Languages Aquan with its grasping claw.
Challenge 30 (155,000 XP) Claw Slam. Karkos slams one of its massive claws down,
targeting a 30-foot-cube within 120 feet of it. The area must be
Amphibious. Karkos can breathe air and water. at least 30 feet away from Karkos. Each creature in the area
must succeed on a DC 24 Strength or Dexterity saving throw
Bottom Treader. Karkos can’t swim, and sinks to the bottom
(target’s choice) or be knocked prone and take 51 (8d10 + 7)
of any body of water. It takes no penalties to its movement or
bludgeoning damage. On a successful save, the creature takes
attacks underwater, and is immune to the effects of being
no damage, isn’t knocked prone, and is pushed into the
underwater at a depth greater than 100 feet.
nearest unoccupied space outside the area.
Earth-Shaking Movement. As a bonus action after moving at
Fling. Karkos throws a Huge or smaller creature it is grappling,
least 10 feet on the ground, Karkos can send a shock wave
or a Huge or smaller object it is holding. The target is hurled
through the ground in a 120-foot-radius circle centered on
up to 120 feet horizontally in a direction of Karkos’ choice. If
itself. That area becomes difficult terrain for 1 minute, which
the target is a creature, it must succeed on a DC 24 Dexterity
Karkos ignores. Each creature on the ground that is concen-
saving throw or land prone and take 3 (1d6) bludgeoning
trating must succeed on a DC 24 Constitution saving throw or
damage for every 10 feet it was thrown. If the target is thrown
the creature’s concentration is broken.
at another creature, that creature must succeed on a DC 24
If used while underwater, the shock wave also propagates
Dexterity saving throw or take the same damage and be
through the water in a 120-foot-radius sphere centered on
knocked prone.
Karkos. Each creature within the area must succeed on a DC 24
Strength saving throw or be pushed up to 20 feet away from Tsunami (Recharge 5–6). Karkos disturbs the surface of a body
Karkos and knocked prone. of water, creating a massive wave that functions as per the
The shock wave deals 100 thunder damage to all structures tsunami spell (save DC 24) appearing in a space adjacent to
in contact with the ground in the area. If a creature is near a Karkos. The wave produced by this effect is not magical, and
structure that collapses, the creature might be buried; a Karkos doesn’t need to maintain concentration on it.
creature within half the distance of the structure’s height must
Reactions
make a DC 24 Dexterity saving throw. On a failed save, the
creature takes 17 (5d6) bludgeoning damage, is knocked prone, Catching. If a Huge or smaller object is hurled at Karkos, it can
and is trapped in the rubble. A trapped creature is restrained, catch the missile and take no damage from it.
requiring a successful DC 20 Strength (Athletics) check as an
action to escape. Another creature within 5 feet of the buried
Legendary Actions
creature can use its action to clear rubble and grant advantage Karkos can take 3 legendary actions, choosing from the
on the check. If three creatures use their actions in this way, options below. Only one legendary action option can be used
the check is an automatic success. On a successful save, the at a time and only at the end of another creature’s turn. Karkos
creature takes half as much damage and doesn’t fall prone or regains spent legendary actions at the start of its turn.
become trapped. Attack. Karkos makes a grasping claw attack.
Legendary Resistance (3/Day). If Karkos fails a saving throw, Move. Karkos moves up to half its speed.
it can choose to succeed instead. Claw Slam (Costs 2 Actions). Karkos uses its Claw Slam.

CHAPTER 6 | BESTIARY
77
Karkos’ Lair • Karkos telepathically reads the minds of creature around it.
A creature of vast proportions, Karkos exerts control over its Each creature within 120 feet of Karkos must make a DC 17
surroundings near wherever it goes. While Karkos is within a Wisdom saving throw. On a failed save, Karkos knows its
body of water, it is considered to be within its lair. location and has advantage on attack rolls made against it until
initiative count 20 on the next round.
Lair Actions
On initiative count 20 (losing initiative ties), Karkos takes a lair
Regional Effects
action to cause one of the following effects; Karkos can’t use the As a being of incredible size and power, carrying the remnants of
same effect two rounds in a row: an abandoned city on its back, Karkos’ presence inevitably affects
its surroundings, creating the following effects:
• Thick fog rises from the surface of the water in a 120-foot-
radius cylinder, 30 feet high, centered on Karkos. The fog • Small tremorous earthquakes can be felt as far as 10 miles
spreads around corners, and its area is heavily obscured. It away from Karkos. These tremors don’t cause any structural
lasts until initiative count 20 on the next round or until a wind damage, but may knock over loose objects and cause
of moderate or greater speed (at least 10 miles per hour) noticeable rippling on the surface of water within the area.
disperses it. • Crabs and other crustaceans within 3 miles of Karkos come
• Karkos creates three rippling walls of stone, which rise out under the “enlarge” effects of the enlarge/reduce spell and
from the ground in three 120-foot-long lines, each become unusually aggressive, banding together in packs and
5 feet thick and 20 feet tall. When a wall appears, each moving toward Karkos to aid it.
creature within its area is pushed to one side of Karkos’ • Objects crafted by ancient karkinos from stone and coral can
choice, and must succeed on a DC 17 Dexterity saving throw be found littering the seafloor within 1 miles of Karkos.
or take 10 (3d6) piercing damage. Each 10-foot length of wall If Karkos dies, the earthquakes stop immediately, and any en-
is an object made of stone with AC 15 and 30 hit points. These larged crustaceans revert to their normal size and behavior over
walls last indefinitely, but are susceptible to damage from the course of 1d10 days. The karkinoan objects remain at the
Karkos’ Earth-Shaking Movement. seabed until buried by sediment or found.

Variant: Karkos, Corrupted Variant: Karkos, Restored


According to the legends of the karkinos, the great Karkos Before its downfall, Karkos was the ancestral home of the
fell to corruption, leading to the downfall of the city and karkinos, serving both as the city itself and as the city’s
civilization, and scattering the karkinos across the many defender. Using six psionic lodestones, Karkos was able to
seas. Using this variant, Karkos’ alignment is neutral evil keep its people safe for hundreds of years at the bottom of
and it gains the following abilities: the sea. Using this variant, Karkos’ alignment is neutral good
and it gains the following abilities:
Grim Fortitude. Karkos is immune to necrotic damage.
Psionic Barrier. Karkos and each creature within 120
Stench of Death. Karkos reeks of corruption and foul
feet of it has full cover from effects that originate more
magic. Each creature that starts its turn within 30 feet of
than 120 feet away from it, and has resistance to all
Karkos must succeed on a DC 24 Constitution saving
damage.
throw or take 7 (2d6) necrotic damage and be poisoned
until the start of its next turn. Additionally, creatures Protection Stones. Karkos is surrounded by six Large
within 30 feet of Karkos regain half as many hit points from psionic lodestones, which float at a distance of 30 feet
any healing. If Karkos is fully submerged in holy water, it away from Karkos. Each stone is an object with AC 20, 100
permanently loses this trait, along with its Grim Fortitude hit points, immunity to psychic and poison damage, and
trait and Maddening Miasma legendary action. resistance to all other damage. For each stone around it,
Karkos gains a +1 bonus to its AC and saving throws, and
Legendary Action. Karkos gains the following additional
gains 50 temporary hit points at the start of each of its
legendary action option:
turns. If all six stones are destroyed, Karkos loses its
Maddening Miasma (Costs 3 Actions). Karkos releases Psionic Barrier trait and Psychic Pulse legendary action.
a wave of twisted miasma. Each creature within 120 feet
Legendary Action. Karkos gains the following additional
of Karkos must succeed on a DC 24 Wisdom saving
legendary action option:
throw or become charmed by Karkos. The charmed
target regards Karkos as its sole master, and protects it Psychic Pulse (Costs 3 Actions). Karkos releases a burst
at any cost. While charmed, a creature’s Intelligence and of psionic energy in a low drone around it. Each creature
Charisma scores become 1, and it is unable to cast within 120 feet of Karkos must succeed on a DC 24
spells, activate magic items, understand language, or Intelligence saving throw or become incapacitated for
communicate in any intelligible way. At the end of each 1 hour. At the end of each of its turns, an incapacitated
of its turns, a charmed creature can make another creature can make another Intelligence saving throw.
Wisdom saving throw. On a success, the effect ends on On a success, the effect ends on the target. If a
the target. If a creature’s saving throw is successful or creature’s saving throw is successful or the effect ends
the effect ends for it, the creature is immune to Karkos’ for it, the creature is immune to Karkos’ Psychic Pulse
Maddening Corruption for the next 24 hours. for the next 24 hours.

CHAPTER 6 | BESTIARY
78
Seluchin Lair Actions
On initiative count 20 (losing initiative ties), the seluchin takes a
A reclusive titan from an ancient, more savage era, seluchins lair action to cause one of the following effects; the seluchin can’t
were thought by most to have gone extinct thousands of years use the same effect two rounds in a row:
ago. Sailors, fishermen, and cultists who worship dark beings of
the deep, however, occasionally report sightings of a strange • Wisps of primal magic flow from the seluchin, casting dim
serpentine form breaching the water on nights of torrential rain or light in a 100-foot radius around it until initiative count 20 on
in the aftermath of devastating tsunamis. These rumors place the the next round. When a creature casts a spell while within this
mighty titan, likely the very last of its kind, at 200 feet in length, dim light, it must make on a DC 17 ability check using its
with a maw 30 feet in diameter. spellcasting ability. On a failure, the magic recoils against it,
Deep Sea Nomad. The seluchin’s size necessitates that it and it takes 5 (1d10) force damage per level of the spell it cast.
constantly search of food to sustain itself with. Its diet consists • The seluchin chooses one creature it can see within 120 feet
primarily of the remains of microbial creatures that fall into the of it, marking the creature with wisps of primal energy until
deep sea and wisps of elemental energy that leak out from the initiative count 20 on the next round. When an effect would
seabed. However, it may occasionally supplement its diet by deal lightning damage to the seluchin, it instead takes no
hunting sea creatures such as giant sharks and giant crabs. damage and redirects the lightning toward the marked
Enemy to Bronze Dragons. Naturally weak to lightning, the creature, which takes the damage instead.
seluchin periodically finds itself at odds with bronze dragons that • Gusting winds howl over the water. Each creature within 300
roost near the sea. The seluchin will actively hunt these dragons feet of the seluchin that is not in the water must succeed on a
while they are not yet fully grown, seeking to eliminate future DC 17 Strength saving throw or be knocked prone.
threats before they reach maturity. Many bronze dragons that Regional Effects
make their lairs near the sea have learned the signs of the titan’s
Where the seluchin goes, dark storm clouds and crashing waves
approach, and know to keep clear of the water should it appear.
follow, creating the following effects:
Remnants of Ancient Magic. Though it does not possess any
innate magical abilities, the seluchin’s body naturally radiates • Torrential rainfall and stormy winds rage within 6 miles of
wisps of ancient and primal energy. Certain spellcasters may seek the seluchin. These storms are never accompanied by thunder
out this residual energy for use in crafting spells of typically or lightning.
unobtainable power. However, this unstable energy also poses a • Deep-sea beasts within 3 miles of the seluchin begin to flee
threat to those who use magic carelessly, and may cause unex- the depths, causing them to surface unnaturally.
pected effects to occur when certain types of spells are cast. • The surface of the water within 1 mile of the seluchin
shimmers with strange arcane lights. When a creature teleports
The Seluchin’s Lair within the area, it must succeed on a DC 17 Charisma saving
throw or take 4d6 force damage.
As a migratory titan of the sea, the seluchin is able to exert its
control over any body of water in its immediate surroundings. If the seluchin dies, deep-sea creatures return to their natural
While the seluchin is within a body of water that is at least 1,000 behavior, the rain and winds abate within 1d10 hours, and the
feet deep, it is considered to be within its lair. arcane lights fade after 1d10 days.

<< Art by Grzegorz Rutkowski


Seluchin Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 30 (5d8 + 8) piercing damage. If the target is a creature, it is
Gargantuan monstrosity (titan), unaligned grappled (escape DC 18). Until this grapple ends, the target is
restrained, and the seluchin can’t bite another target.
Armor Class 20 (natural armor)
Hit Points 499 (27d20 + 216) Tail. Melee Weapon Attack: +16 to hit, reach 30 ft., one target.
Speed 20 ft., swim 120 ft. Hit: 26 (4d8 + 8) bludgeoning damage. If the target is a
creature, it must succeed on a DC 24 Strength saving throw or
STR DEX CON INT WIS CHA be knocked prone.
26 (+8) 14 (+2) 26 (+8) 2 (–4) 15 (+2) 9 (–1) Frightful Presence. Each creature of the seluchin’s choice that
is within 120 feet of the seluchin and aware of it must succeed
Saving Throws Wis +10 on a DC 15 Wisdom saving throw or become frightened for 1
Skills Perception +10 minute. A creature can repeat the saving throw at the end of
Damage Immunities cold, poison; bludgeoning, piercing, and each of its turns, ending the effect on itself on a success. If a
slashing from nonmagical attacks creature’s saving throw is successful or the effect ends for it,
Condition Immunities charmed, frightened, poisoned the creature is immune to the seluchin’s Frightful Presence for
Senses blindsight 120 ft., passive Perception 20 the next 24 hours.
Languages —
Swallow. The seluchin makes one bite attack against a Large
Challenge 26 (90,000 XP)
or smaller creature it is grappling. If the attack hits, the target
takes the bite’s damage, the target is swallowed, and the
Hold Breath. The seluchin can hold its breath for 30 days. grapple ends. While swallowed, the creature is blinded and
Legendary Resistance (3/Day). If the seluchin fails a saving restrained, it has total cover against attacks and other effects
throw, it can choose to succeed instead. outside the seluchin, and it takes 56 (16d6) acid damage at the
Lightning Aversion. If the seluchin takes lightning damage, start of each of the seluchin’s turns.
it must succeed on a Constitution saving throw or become If the seluchin takes 60 damage or more on a single turn
stunned until the start of its next turn. The DC for this from a creature inside it, the seluchin must succeed on a DC
saving throw is equal to half the lightning damage the 20 Constitution saving throw at the end of that turn or
seluchin took. regurgitate all swallowed creatures, which fall prone in a space
within 10 feet of the seluchin. If the seluchin dies, a swallowed
Magic Resistance. The seluchin has advantage on saving throws creature is no longer restrained by it and can escape from the
against spells and other magical effects. corpse by using 30 feet of movement, exiting prone.
Siege Monster. The seluchin deals double damage to objects Primal Roar (Recharge 5–6). The seluchin emits a
and structures. world-rending roar. Each creature within 120 feet of the
Swimming Leap. With a 60-foot swimming start, the seluchin seluchin that can hear the roar must make a DC 24 Consti-
can jump up to 60 feet out of a body of water. When it surfaces tution saving throw. On a failed save, a creature takes 45
as part of such a jump, it creates rolling waves that propagate (10d8) thunder damage and becomes stunned. On a success-
out around it. Each creature in the water within 120 feet of the ful save, it takes half as much damage and isn’t stunned. A
seluchin must succeed on a DC 24 Strength saving throw or be stunned creature can repeat the saving throw at the end of
knocked prone. each of its turns, ending the effect on itself on a success.
Whirlpool Dive. If the seluchin dives at least 120 feet straight If the seluchin is at the surface of a body of water, its roar
down into a body of water, it forms a whirlpool in a 120-foot creates a wave that functions as per the tsunami spell (save DC
radius centered on the surface of the water around it, which 24) appearing in a space adjacent to the seluchin. The wave
lasts until the start of the seluchin’s next turn. Each creature in produced by the roar is not magical, and the seluchin doesn’t
the area must make a DC 24 Strength saving throw. On a failed need to maintain concentration on it.
save, a creature is pulled up to 60 feet toward the center of the Legendary Actions
whirlpool and becomes restrained by the whirlpool. On a
successful save, a creature is pulled 30 feet toward the center The seluchin can take 3 legendary actions, choosing from the
of the whirlpool and isn’t restrained. If a creature reaches the options below. Only one legendary action option can be used
center of the whirlpool, it is also pulled 60 feet underwater. at a time and only at the end of another creature’s turn. The
seluchin regains spent legendary actions at the start of its turn.
Actions Tail Attack. The seluchin makes a tail attack.
Multiattack. The seluchin can use its Frightful Presence. It then Move. The seluchin moves up to half its speed.
makes two attacks: one with its bite and one with its tail. It can Chomp (Costs 2 Actions). The seluchin makes one bite attack
use its Swallow instead of its bite. or uses its Swallow.

CHAPTER 6 | BESTIARY
80
Volgoth • The volgoth chooses up to six creatures it can see within 120
feet of it. Each creature must make a DC 15 Constitution
Sailors wash ashore and sputter words of warning through saving throw. On a failed save, a target takes 14 (4d6) necrotic
fractured minds. Stories of their very own ships being possessed, damage and its hit point maximum is reduced by an amount
attacking the crew with savage ferocity. Of ill-omens, and equal to the necrotic damage taken. The reduction lasts until
poisoned hearts. the target finishes a long rest. The target dies if this effect
A volgoth is created when a vengeful spirit of a being betrayed reduces its hit point maximum to 0.
and murdered at sea forcefully binds itself with a ship, creating a
powerful construct. Regional Effects
Malevolent Spirit. A captain that suffered a mutiny at the hands The region around the Volgoth is warped by its corrupting pre-
of the crew, a first mate who refused to abandon ship as pirates sence, creating the following effects:
tore through it, unfortunate souls devoured by denizens of the • Increasingly strange occurrences within 1 mile of the volgoth.
deep sea, any of these souls violently slain at sea have the Pieces of wood boarding begin to rot. Vermin aboard ships
potential to become a volgoth. become bolder. Coin and rations go missing. Food spoils at an
A soul that becomes a vorgoth loses its a personality, increased rate. Fish brought out of water release a foul black
temperament, and memories, replaced instead with an unyielding ichor when cut. Dead seagulls fall aboard ships.
thirst for vengeance against its crew. • Navigational equipment within 3 miles of the volgoth produce
Corrupted Construct. With pure malice and force of will, a inaccurate results, directing ships erratically. Checks made to
deceased mortal can force its scattered spirit to linger in the avoid getting lost are made at disadvantage.
world. Over the course of weeks, the soul is coalesced, piece by • For each hour a humanoid spends 1 hour within 1 mile of
piece, into an invisible, intangible entity. the volgoth, it must succeed on a DC 15 Wisdom saving
This entity then scours the seas for a suitable vessel to possess. throw or gain a flaw from the Madness of the Volgoth table,
There it rapidly spreads and corrupts different parts of the ship, which lasts until cured by a dispel evil and good, greater
until it is entirely in control. restoration, or wish spell. A creature that succeeds on the
At the opportune moment, the volgoth comes alive, lashing out saving throw can’t be affected by this regional effect again for
and decimating its entire crew. When every scream has been 24 hours.
silenced, and it is unable to pursue those who might have
survived, then and only then, it dives to the ocean bed, and finally If the volgoth dies, all these effects end immediately.
passes on to the afterlife.
Warping Presence. Survivors of alleged volgoth attacks often Madness of the Volgoth
seem dazed, paranoid, jittery, or exhibiting some sort of mental d6 Flaw
trauma. Its very presence corrupts the world and the minds of
1 "Everyone is out to get me. There is no one I can
creatures around it, making them to be easy pickings when it
trust."
chooses to strike.
2 "I am drawn towards the deepest seas. Land holds
A Volgoth’s Lair no value for me anymore."
3 "I am the most capable individual to lead this vessel.
A volgoth is most powerful at the place where it came into being. No one else is worthy.”
The area surrounding 1,200 feet of where its original body died is
4 "I have terrifying recurring nightmares. Sometimes
considered to be its lair. A volgoth will try its best to enter its lair I wake up with scratches on my body. If questioned,
before it begins its deadly assault. I can never recall how i got them."
Lair Actions 5 “I spend every moment of my free time staring into
On initiative count 20 (losing initiative ties), the volgoth takes a the distance in search of a sign.”
lair action to cause one of the following effects; the volgoth can’t 6 "I’m almost there, only a few hours now. We can’t
use the same effect two rounds in a row: stop travelling. I won’t explain where we are going"

• The volgoth conjures visions of the crew’s loved ones on the


surface. Each humanoid creature of its choice within the lair
must Make a DC 15 Wisdom saving throw or become
Variant: Changing Onboard Weaponry
charmed by the fog until initiative count 20 on the next round. At the DM’s discretion, a volgoth may possess different
While the creature is charmed in this way, it can’t take any onboard weaponry, or may lack any form of weaponry,
actions that directly harm the volgoth, and the volgoth has based on the form and function of the vessel prior to being
possessed by the volgoth. The following weapons from
advantage on attacks made against it.
chapter 8, “Running the Game,” of the Dungeon Master’s
• Noxious fog fills a 20-foot-radius sphere centered on a corpse
Guide can be used to replace the ballistas. The number of
the volgoth chooses within 120 feet of it. The cloud spreads onboard weaponry can also be customized.
around corners and heavily obscures the area. It remains until
the volgoth dismisses it as an action, uses this lair action Cannon. Ranged Weapon Attack: +6 to hit, range 600/2,400
again, or dies. A wind of moderate or greater speed (at least 10 ft., one target. Hit: 44 (8d10) bludgeoning damage.
miles per hour) also disperses it. Any non-undead creature in A cannon is a Large object with an AC of 19, 75 hit points,
the cloud when it appears must succeed on a DC 15 and immunity to poison and psychic damage.
Constitution saving throw or become poisoned for 1 minute. A
Mangonel. Ranged Weapon Attack: +5 to hit, range 200/800
poisoned creature can repeat the saving throw at the end of
ft., one target. Hit: 27 (5d10) bludgeoning damage.
each of its turns, ending the condition on a success.
A mangonel is a Large object with an AC of 15, 100 hit points,
and immunity to poison and psychic damage.

CHAPTER 6 | BESTIARY
81
Volgoth Turn Resistance. The volgoth has advantage on saving throws
against any effect that turns undead.
Gargantuan construct, neutral evil
Undead Nature. The volgoth is considered to be an Undead
Armor Class 18 (natural armor) creature in addition to being a Construct.
Hit Points 330 (20d20 + 120)
Speed 0 ft., swim 60 ft.
Actions
Multiattack. The volgoth can use its Frightful Presence, make
STR DEX CON INT WIS CHA three attacks, and use its Reel. The volgoth can’t make more
23 (+6) 4 (–3) 22 (+6) 17 (+3) 13 (+1) 13 (+1) ballista attacks on a turn than the number of ballistas it has
remaining from its Onboard Weaponry.
Skills Stealth +4
Saving Throws Con +13, Int +10, Cha +8 Ballista. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one
Damage Resistances bludgeoning, piercing, and slashing from target. Hit: 16 (3d10) piercing damage.
nonmagical attacks Rope. Melee Weapon Attack: +13 to hit, reach 50 ft., one target.
Damage Immunities necrotic, poison Hit: the target is grappled (escape DC 16). The rope can be
Conditional Immunities charmed, exhaustion, frightened, attacked (AC 11, 2 hit points; immunity to bludgeoning, poison,
paralyzed, petrified, poisoned, stunned and psychic damage). Destroying a rope deals no damage to
Senses blindsight 120 ft., passive Perception 11 the volgoth, but frees the creature restrained by it.
Languages the languages it knew in life, telepathy 120 ft. Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Challenge 21 (33,000 XP) Hit: 28 (4d10 + 6) bludgeoning damage.
Reel. The volgoth pulls each creature grappled by it up to 25
Legendary Resistance (3/Day). If the volgoth fails a saving
feet straight toward it.
throw, it can choose to succeed instead.
Frightful Presence. Each creature of the volgoth’s choice that is
Crushing Movement. The first time the volgoth moves into a
within 120 feet of the volgoth and aware of it must succeed on
space occupied by a creature or object on a turn, it can attempt
a DC 19 Wisdom saving throw or become frightened for 1
to ram into it. A target must make a DC 16 Dexterity saving
minute. A creature can repeat the saving throw at the end of
throw, taking 22 (4d10) bludgeoning damage on a failed save,
each of its turns, ending the effect on itself on a success. If a
or half as much damage on a successful one. The creature or
creature’s saving throw is successful or the effect ends for it,
object is then pushed out of the volgoth’s space.
the creature is immune to the volgoth’s Frightful Presence for
Immutable Form. The volgoth is immune to any spell or effect the next 24 hours.
that would alter its form.
Innate Spellcasting. The volgoth’s spellcasting ability is
Legendary Actions
Intelligence (spell save DC 18). It can innately cast the following The volgoth can take 3 legendary actions, choosing from the
spells, requiring no components: options below. Only one legendary action option can be used
At will: detect magic, detect thoughts, suggestion at a time and only at the end of another creature’s turn. The
3/day each: confusion, fear, hypnotic pattern volgoth regains spent legendary actions at the start of its turn.
1/day: animate objects, seeming, dominate person Slam. The volgoth makes a slam attack.
Magic Resistance. The volgoth has advantage on saving throws Casts a Spell (Costs 2 Actions). The volgoth casts a spell from
against spells and other magical effects. its Innate Spellcasting trait.
Ghostly Shriek (Costs 3 Actions). The volgoth unleashes a
Magic Weapons. The volgoth’s weapon attacks are magical.
ghostly shriek, wracking all creatures with immense pain.
Onboard Weaponry. The volgoth has six ballistas on its deck. Each non-undead creature within 120 feet of the volgoth
Each ballista can be attacked (AC 15; 50 hit points; immunity to that can hear the shriek must a DC 19 Wisdom saving throw
poison and psychic damage). Destroying a ballista deals no against this magic, taking 35 (10d6) psychic damage on a
damage to the volgoth. failed save, or half as much damage on a successful one.

CHAPTER 6 | BESTIARY
82
Appendix A: Assorted Creatures
This appendix contains statistics for various aquatic beasts,
plants, and other creatures, expanding on appendix A of the Dread Man o’ War
Monster Manual.
Though slow, beautiful, and seemingly harmless, a dread man o’
Coral war’s glass-like appearance belies the true danger that it poses to
any sailor unfortunate enough to be caught within its tendrils.
Appearing somewhere between rock and plant, coral is actually Light contact with a man o’ war’s tendrils is enough to cause
composed of thousands of individual, identical polyps, joining spasms and shock within most creatures, damning the unfortunate
together to form a colony. These polyps create structures around victim to a slow and watery death. This method of hunting is the
them, which together form the hard substance that makes up the origin of the man o’ war’s other nickname: the drowning vine. It
body of the colony. Coral typically grows in clear, shallow water, is for these reasons that dread man o’ wars are feared and reviled
where ample sunlight filters down to feed its growth. by sailors across the world.
Incapable of movement or retaliation, coral reefs often become This jellyfish-like creature is actually a colony of smaller
home to many aquatic creatures, some of which defend the coral individual organism, joining together to form a dangerous whole.
from external threats. A large reef may become home to entire It possesses the bare minimum in ability to propel itself, and
swarms of fish, crabs, sea horses, and sea turtles. instead primarily travels by way of ocean currents, pushed and
Some coastal cultures greatly prize coral for its beauty, treating pulled about with the whims of the sea.
it as a gemstone of the sea. Such cultures often use coral as Occasionally, a dread man o’ war will find itself latched onto
decoration or ornamentation, adorning their clothing and weapons another creature that is unaffected by its poison. In some cases, it
with chunks of stony coral. will form a symbiotic relationship with the creature, allowing it to
be moved by its carrier and lending its extended reach and potent
Spellguard Reef poison to the hunt.
A peculiar coral formation, primarily crimson in color, spellguard
reefs grow naturally in places that are highly saturated in magic. Variant: Dread Necromancy
These corals have adapted to absorb ambient magical energy, Some dread man o’ wars that nest within abandoned ships or
allowing them to grow even in places devoid of sunlight. Coastal underwater graveyards may take on the following trait:
and aquatic druids often cultivate these reefs as a means of Dread Necromancy. A humanoid that dies while poisoned by
natural defense against magic-wielding foes. the man o’ war rises as a zombie 1d4 hours later.
Chunks of coral taken from a spellguard reef can be used to
make various magic items, such as the spellguard shield,
spellguard staff,ABYSS and potion of blooming coral.ABYSS
ABYSS
These items can be found in chapter 5, “Magic Items,” of this book.
Dread Man o’ War
Small beast, unaligned

Spellguard Reef Armor Class 8


Hit Points 14 (4d6)
Gargantuan plant, unaligned Speed 0 ft., swim 5 ft.

Armor Class 13 (natural armor) STR DEX CON INT WIS CHA
Hit Points 75 (6d20 + 12) 10 (+0) 6 (–2) 10 (+0) 1 (–5) 5 (–3) 3 (–4)
Speed 0 ft.
Senses blindsight 30 ft. (blind beyond this radius), passive
STR DEX CON INT WIS CHA Perception 7
17 (+4) 1 (–5) 15 (+2) 1 (–5) 3 (–4) 1 (–5) Languages —
Challenge 1/8 (25 XP)
Damage Vulnerabilities acid
Conditional Immunities blinded, deafened, frightened
Flow Sense. The man o’ war can't use its blindsight while it is
Senses blindsight 30 ft. (blind beyond this radius), passive
out of water, and can only sense creatures and objects within
Perception 6
the same body of water as it.
Languages —
Challenge 1/8 (25 XP) Water Breathing. The man o’ war can breathe only underwater.

Actions
False Appearance. While the reef remains motionless, it is
indistinguishable from an ordinary coral reef. Tendrils. Melee Weapon Attack: +2 to hit, reach 30 ft., one
creature. Hit: The target is grappled (escape DC 10), and must
Limited Spell Barrier. An invisible aura forms a 10-foot-radius
succeed on a DC 10 Constitution saving throw or become
barrier around the reef for as long as it lives. Spells of 3rd level
poisoned for 1 minute. While poisoned in this way, the target is
or lower can’t affect creatures or objects within the barrier, and
paralyzed and is unable to hold its breath.. A poisoned creature
the area within the barrier is excluded from the areas affected
can repeat the saving throw at the end of each of its turns,
by such spells.
ending the effect on a success. Until this grapple ends, the man
Water Breathing. The reef can breathe only underwater. o’ war can't use its tendrils on another target.

APPENDIX A | ASSORTED CREATURES


83
Fish
With adaptations as diverse as the seas and streams which they
roam, fish can be found in nearly any body of water. Their
enormous variety makes them difficult to classify, but most
fish—which include sharks, lampreys, and rays in addition to the
more typical finned darters and massive ocean drifter—are
cold-blooded, scaled creatures that breathe through gills.
Their other traits are diverse. Fish have evolved an enormous
variety of defense and hunting mechanisms, including travel in
schools, venomous spines, devastating jaws filled with razor
teeth, sword-like appendages at the tip of the nose, and even
primitive lungs that allow them to leave the water.
Fish are a dietary staple of many coastal cultures. A fisherman
provides a valuable service to the community, via spears, nets,
and other traps to collect enough aquatic protein to feed
themselves and their neighbors. Not every fish is edible, but many
can be cooked into a variety of dishes, or even eaten raw without
risk of infection, unlike terrestrial animals.
Anglerfish
Anglerfish wait in the blackest depths of the ocean, using the light
on their head to attract prey, which gives them their name. Their
light in the darkness combined with their natural camouflage
makes them incredible ambush predators, able to tear through
prey before it realizes it has been caught.
Archerfish
<< Art by Konstantin G A type of fish known for their peculiar hunting tactics, archerfish
prey upon flying bugs and small birds that flitter over the surface
of rivers and streams. These fish are capable of propelling a
precise jet of water toward their targets, knocking them into the
water to be devoured.

Anglerfish Giant Anglerfish


Small beast, unaligned Large beast, unaligned

Armor Class 11 Armor Class 11 (natural armor)


Hit Points 7 (2d6) Hit Points 52 (8d10 + 8)
Speed 0 ft., burrow 5 ft., swim 20 ft. Speed 0 ft., burrow 5 ft., swim 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (+0) 1 (–5) 10 (+0) 3 (–4) 14 (+2) 6 (–2) 13 (+1) 1 (–5) 10 (+0) 3 (–4)

Skills Perception +2, Stealth +3 Skills Perception +2, Stealth +2


Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Languages — Languages —
Challenge 1/8 (25 XP) Challenge 1 (200 XP)

Ambusher. The anglerfish has advantage on attack rolls against Ambusher. The anglerfish has advantage on attack rolls against
any creature it has surprised. any creature it has surprised.
Sand Camouflage. The anglerfish has advantage on Dexterity Sand Camouflage. The anglerfish has advantage on Dexterity
(Stealth) checks made to hide in sandy terrain. (Stealth) checks made to hide in sandy terrain.
Water Breathing. The anglerfish can breathe only underwater. Water Breathing. The anglerfish can breathe only underwater.

Actions Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage, and the target is grappled Hit: 7 (1d10 + 2) piercing damage, and the target is grappled
(escape DC 11). Until this grapple ends, the target is restrained, (escape DC 12). Until this grapple ends, the target is restrained,
and the anglerfish can’t bite another target. and the anglerfish can’t bite another target.

APPENDIX A | ASSORTED CREATURES


84
Giant Archerfish Manatee
Medium beast, unaligned A pudgy, cow-like creature that swims placidly through the
shallows, manatees are peaceful, herbivorous grazers that feed on
Armor Class 13 coastal plants. Inhabitants of shores, marshes, and rivers large
enough to support them, manatees have the ability to move freely
Hit Points 22 (4d8 + 4)
between freshwater and saltwater. Curious, intelligent, and social,
Speed 0 ft., swim 30 ft.
manatees are beloved by many aquatic and amphibious cultures,
STR DEX CON INT WIS CHA
many of which hunt them for food, hides, blubber, and other
necessary supplies—an easy task thanks to their easy dispositions
14 (+2) 16 (+3) 13 (+1) 1 (–5) 12 (+1) 4 (–3) and lack of natural non-humanoid predators.
Manatees and their relatives, the dugongs, are commonly called
Skills Perception +3, Stealth +5 “sea cows” due to their bulk, herbivorous diet, and easygoing
Senses darkvision 60 ft., passive Perception 13 nature. In spite of the obvious differences in their appearance, sea
Languages — cows are often mistaken for merfolk by humanoid sailors during
Challenge 1/2 (100 XP) long voyages. While some claim that coastal merfolk herd these
sea cows as humanoids do terrestrial cattle, these legends have yet
Archerfish Hunting. If the archerfish knocks a creature prone to be confirmed.
with its water shot attack, the archerfish can take a bonus What is known, however, is that some coastal races even ride on
action on its turn to make a bite attack against the target. manatees like the noble chargers of terrestrial races, outfitting
them with barding and riding them into coastal battles. Their
Keen Sight. The archerfish has advantage on Wisdom
gentle temperance makes them relatively harmless mounts, but
(Perception) checks that rely on sight. they are easy to train, and once bonded, a manatee mount is
Water Breathing. The archerfish can breathe only underwater. fiercely loyal to its rider.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Manatee
Hit: 6 (1d8 + 2) piercing damage.
Large beast, unaligned
Water Shot. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
one creature that is not submerged in water. Hit: If the target is Armor Class 11 (natural armor)
Large or smaller, it is pushed up to 10 feet away from the Hit Points 22 (3d10 + 6)
archerfish and knocked prone. Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA


Giant Archerfish 17 (+3) 9 (–1) 15 (+2) 4 (–3) 12 (+1) 7 (–2)
Unlike their minute brethren which prey on insects and the
smallest of birds, giant archerfish represent a significant threat to
Senses darkvision 60 ft., passive Perception 12
terrestrial creatures of much larger size, up to and including
humanoids. Unlike sharks or crocodiles, which provoke a primal Languages —
response of fear and awe, the glassy eye and bright sheen of a Challenge 1 (200 XP)
giant archerfish inadvertently lure unwary land-dwellers at the
water’s edge into a false sense of security.
Parents of unwary children living in the estuaries where these Hold Breath. The manatee can hold its breath for 20 minutes.
titanic fish grow bar their children from playing in the water, as
unwary youths and pets are as excellent a meal as a succulent
Actions
insect is to their smaller cousins. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
While normal archerfish only hunt in schools when young in Hit: 8 (2d4 + 3) bludgeoning damage
order to exploit their numbers to maximize the chances of
downing prey, adult archerfish tend to gather around particularly
well-traveled narrow bridges and cliffsides. There, they pick off
livestock and unwary travelers with salvos of high-pressure water
before enjoying a grim feast.
In spite of their low intelligence, giant archerfish have a
frightening capacity for learning. Trial and error combined with
observation allows schools of archerfish to teach their young the
best angles of fire to use against prey of various sizes and
weights, and which sites are best for ambushes. While clever,
they just as skittish as any other fish, preferring sneak attacks and
fleeing when threatened, only to reconvene to hunt again when
the coast is clear.

Art by Panaiotidi >>

APPENDIX A | ASSORTED CREATURES


85
Art by Antonio J. Manzanedo >>

Seagull
Flexible and generalist feeders, seagulls are
adapted to life near the coasts, able to both swim
and fly in search of food. Seagulls can be found in
almost any coastal region, due in part to their ability to
adapt to a variety of different environments, as well as
their migratory habits.
Seagulls tend to gather in large flocks,
which can cover vast swathes of land and
sea in search of food. These gulls may even
take to digging up trash and remains from
coastal settlements, and are often regarded as
pests due to the damage they cause and the noise
of their incessant squawking.
Giant Seagull
Giant seagulls, much like their smaller cousins, can be found in
most coastal regions. They are semi-intelligent, able to communi-
cate with each other by way of their own unique language, and
are also capable of understanding Common and Aquan.
These giant birds often use gravity to assist them in their
hunting and foraging, carrying hard-shelled prey such as muscles
and clams high into the sky before dropping them onto rocks
below. Adventurers who venture too close to a giant seagull’s nest
may find themselves facing a similar fate.
Some giant seagulls form alliances with tritons within their
region, serving as flying mounts or providing observation and

Giant Seagull
information in exchange for food and protection. Though rare,
some adventurers have encountered triton sky knights, trained
specifically in aerial combat, riding atop these giant gulls Large beast, unaligned
wielding lances and spears.
Armor Class 12

Seagull Hit Points 19 (3d10 + 3)


Speed 10 ft., fly 60 ft., swim 30 ft.
Tiny beast, unaligned
STR DEX CON INT WIS CHA
Armor Class 11 12 (+1) 14 (+2) 13 (+1) 8 (–1) 12 (+1) 11 (+0)
Hit Points 1 (1d4 – 1)
Speed 10 ft., fly 40 ft., swim 20 ft. Senses passive Perception 11
Languages Giant Seagull, understands Common and Aquan
STR DEX CON INT WIS CHA but can't speak them
2 (–4) 12 (+1) 8 (–1) 2 (–4) 12 (+1) 6 (–2) Challenge 1/2 (100 XP)

Senses passive Perception 11


Languages —
Actions
Challenge 0 (10 XP) Multiattack. The seagull makes two attacks: one with its beak
and one with its talons.

Actions Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Hit: 8 (2d6 + 1) slashing damage.

APPENDIX A | ASSORTED CREATURES


86
Sea Turtle Giant Sea Turtle
Though they follow the same life cycle as their smaller cousins,
Placid reptilian swimmers who travel vast distances across the giant sea turtles do so at a much grander scale, with migrations that
ocean, sea turtles are a staple sight in tropical seas, feeding on last for decades due to their extremely long lifespans. An average
seaweed, jellyfish, plankton, and other free-floating sources of food giant sea turtle can live for centuries, leading them to become
that they can track down. Though clumsy and languid on land, these subjects for reverence and worship for many seagoing cultures.
sedate-seeming creatures are graceful underwater, gliding along the Unlike smaller sea turtles, giant sea turtles face little threat from
sea currents with two sets of flippers. normal predators thanks to their prodigious size, and are vulnerable
Sea turtles migrate across the breadth of the tropics in search of only to supernatural threats. Dragons and krakens, for example, find
food and comfort, but always return home to their ancestral giant sea turtles the perfect size to serve as a hearty meal.
spawning beaches to reproduce and lay eggs. This journey leaves Giant sea turtles have been known to wreck smaller ships and
them vulnerable, and predators often ambush sea turtles for food disrupt maritime routes just by virtue of their prodigious size. A
after the exhausting venture. Sailors, especially, heavily exploit fleet that runs into a migration of giant sea turtles can quickly
turtles for sustenance, hunting them extensively on their nautical accumulate bumps and dents through accidental collisions, which
journeys. This leaves many species of sea turtle endangered and at has over time made charting giant sea turtle migrations a necessity
risk of extinction. for efficient sea travel.

Sea Turtle Giant Sea Turtle


Medium beast, unaligned Huge beast, unaligned

Armor Class 15 (natural armor) Armor Class 17 (natural armor)


Hit Points 13 (2d8 + 4) Hit Points 84 (8d12 + 32)
Speed 20 ft., swim 40 ft. Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 2 (–4) 13 (+1) 5 (–3) 19 (+4) 10 (+0) 19 (+4) 2 (–4) 13 (+1) 5 (–3)

Senses darkvision 30 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Languages — Languages —
Challenge 1/8 (25 XP) Challenge 3 (700 XP)

Hold Breath. The sea turtle can hold its breath for 1 hour. Hold Breath. The sea turtle can hold its breath for 1 hour.

Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
(1d4 + 2) piercing damage. Hit: 17 (3d8 + 4) piercing damage.

<< Art by Milivoj Ceran


Sharks Variant Shark Features
If a shark has the Blood Frenzy or Pack Tactics trait, you can
The seas are home to a vast variety of different sharks, with exchange one for the other, or replace it with one of the following
varied traits and hunting techniques. This section expands on the trait options:
existing sharks: the reef shark, hunter shark, and giant shark,
Aggressive. As a bonus action, the shark can move up to its
providing alternative abilities to allow for more variety and
customization in designing encounters. These variant features speed toward a hostile creature that it can see.
may also be used by players through spells and other features. Charge. If the shark swims at least 20 feet straight toward a
This section also include statistics for the megalodon, a target and then hits it with a bite attack on the same turn, the
massive prehistoric shark thought to have been long extinct. target takes extra piercing damage. If the target is a creature, it
Megalodon must succeed on a Strength saving throw or be knocked prone.
The charge damage and save DC depend on the type of shark,
A massive shark with a lineage as old as the dinosaurs, the
megalodon casts a long shadow, larger than even the biggest giant and are shown in the Shark Traits table.
sharks. Able to grow up to lengths of 60 feet, the megalodon is a (The charge damage is equal to the shark’s bite’s damage dice,
near unchallenged apex predator in the sea, able to trade blows and the save DC equals 8 + the shark’s proficiency bonus + the
with many other ocean titans and prey upon anything smaller than shark’s Strength modifier.)
it. With a maw able to swallow most prey whole, the megalodon’s Grappling Bite. When the shark hits a creature with its bite
bite spells an unavoidable end to anything caught within it. attack, the creature it is grappled. Until this grapple ends, the
The teeth of a megalodon can grow as long as daggers, some target is restrained, and the shark can’t bite another target. The
even reaching a foot in length, and can be used to craft ferocious
escape DC for this grapple depends on the type of shark, and is
weapons by only the most daring of the denizens of the deep. Its
shown in the Shark Traits table.
hide, possessing the hydrodynamic properties of other sharks, can
be used to cover massive underwater vessels, granting them (The escape DC equals 10 + the shark’s Strength modifier.)
increased speed while moving through water. Keen Sight and Smell. The shark has advantage on Wisdom
(Perception) checks that rely on sight or smell.

Megalodon Seafloor Camouflage. The shark has advantage on Dexterity


(Stealth) checks made to hide in sandy terrain.
Gargantuan beast, unaligned
Tail Whip. As an action, the shark can make a tail attack (melee
weapon attack, range 10 feet), using its Strength for the attack
Armor Class 13 (natural armor)
roll. On a hit, the target takes bludgeoning damage, and if is a
Hit Points 189 (14d20 + 42)
creature it must succeed on a Constitution saving throw or be
Speed 0 ft., swim 60 ft.
stunned until the end of the shark’s next turn. The tail damage
STR DEX CON INT WIS CHA and save DC depend on the type of shark, and are shown in the
Shark Traits table.
26 (+8) 10 (+0) 17 (+3) 1 (–5) 10 (+0) 5 (–3)
(The save DC equals 8 + the shark’s proficiency bonus + the
Skills Perception +4 shark’s Strength modifier.)
Senses blindsight 60 ft., passive Perception 14
Languages — Shark Traits
Challenge 9 (5,000 XP) Shark Charge Tail Save Escape
Type Damage Damage DC DC
Blood Frenzy. The shark has advantage on melee attack rolls Reef Shark 4 (1d8) 4 (1d4 + 2) 12 12
against any creature that doesn’t have all its hit points. Hunter Shark 9 (2d8) 7 (1d6 + 4) 14 14
Water Breathing. The shark can breathe only underwater. Giant Shark 16 (3d10) 10 (1d8 + 6) 17 16
Megalodon 22 (4d10) 13 (1d10 + 8) 20 18
Actions
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:
Art by Mathias Kollros >>
30 (4d10 + 8) piercing damage. If the target is a Large or smaller
creature, it must succeed on a DC 15 Dexterity saving throw or
be swallowed by the shark. A swallowed creature is blinded and
restrained, it has total cover against attacks and other effects
outside the shark, and it takes 14 (4d6) slashing damage at the
start of each of the shark’s turns.
If the shark takes 30 damage or more on a single turn from a
creature inside it, the shark must succeed on a DC 20 Consti-
tution saving throw at the end of that turn or regurgitate all
swallowed creatures, which fall prone in a space within 10 feet
of the shark. If the shark dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by using 10
feet of movement, exiting prone.
Squids Giant Squid
An aggressive deep sea hunter, the giant squid is one of the rarest
Squids are form of cephalopod similar to octopuses, and bear a and mightiest predators within the deep sea. Not often seen near
number of similar traits such as the tentacled limbs and ability to the surface, brave adventurers who venture into the watery depths
produce ink. In addition to their eight tentacles, these creatures will report sightings of these strange beasts. Giant squids wield
also bear two larger arms, lined with hooks and barbs, which are the same elongated barbed arms of their smaller cousins, and
used in the capture and dissection of prey. employ them to restrict and eviscerate any creatures that venture
Elusive and bizarre, many coastal civilizations around the into their territory.
world have developed a fascination with these oceanic beasts, Aside from basic anatomy, very little is known about the
drawing inspiration from their strange anatomy and weaving behavior and lifestyle of these deep sea hunters.
together tales of eldritch horrors, otherworldly
beings, and malevolent gods.

<< Art by Livia Prima

Giant Squid
Large beast, unaligned

Armor Class 12
Hit Points 65 (10d10 + 10)
Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 13 (+1) 3 (–4) 10 (+0) 4 (–3)

Squid
Skills Perception +2, Stealth +4
Senses darkvision 60 ft., passive Perception 12
Tiny beast, unaligned Languages —
Challenge 2 (450 XP)
Armor Class 12
Hit Points 1 (1d4 – 1) Grasping Tentacles. The squid has two long tentacles, with
Speed 0 ft., swim 30 ft. which it makes tentacle attacks. Each tentacle can be attacked
(AC 12; 10 hit points; immunity to poison and psychic damage).
STR DEX CON INT WIS CHA
Destroying a tentacle deals no damage to the squid.
4 (–3) 15 (+2) 9 (–1) 3 (–4) 10 (+0) 4 (–3)
Water Breathing. The squid can breathe only underwater.
Skills Perception +2, Stealth +4 Actions
Senses darkvision 30 ft., passive Perception 12
Languages — Multiattack. The squid makes two attacks, only one of which
Challenge 0 (0 XP) can be with its beak.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Water Breathing. The squid can breathe only underwater. Hit: 12 (2d8 + 3) piercing damage.
Tentacle. Melee Weapon Attack: +5 to hit, reach 15 ft., one target.
Actions Hit: 6 (1d6 + 3) slashing damage. If the target is a creature, it is
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. grappled (escape DC 13). A grappled creature takes 3 (1d6)
Hit: 1 piercing damage. slashing damage at the start of each of the squid’s turns.
Ink Cloud (Recharges after a Short or Long Rest). A 20- Ink Cloud (Recharges after a Short or Long Rest). A 20-
foot-radius cloud of ink extends all around the squid if it is foot-radius cloud of ink extends all around the squid if it is
underwater. The area is heavily obscured for 1 minute, underwater. The area is heavily obscured for 1 minute,
although a significant current can disperse the ink. After although a significant current can disperse the ink. After
releasing the ink, the squid can use the Dash action as a releasing the ink, the squid can use the Dash action as a
bonus action. bonus action.

APPENDIX A | ASSORTED CREATURES


89
Terror Shrimp Terror Shrimp
Large beast, unaligned Terror shrimp are generally solitary creatures, venturing forth
from deep water lairs only to hunt prey. They prefer locations
Armor Class 15 (natural armor) within fissures and chasms that prevent prey from having too
Hit Points 85 (10d10 + 30)
much mobility to escape, or if on the open sea floor, will hide
beneath the sand until prey swims overhead.
Speed 30 ft., swim 30 ft.
The shrimp’s hunting style is reminiscent of a spear and net
CHA WIS INT CON DEX STR fisher, enabled by two sets of specialized forelimbs. The first set
are claws with a barbed tip and a long reach, which the shrimp
7 (–2) 13 (+1) 3 (–4) 17 (+3) 7 (–2) 17 (+3) uses to harpoon its prey, snare it and drag it closer. The second set
of appendages are heavy and rounded, used to smash the prey
Skills Perception +5 brought in close by the first set of claws. The second set of limb
Senses darkvision 120 ft., passive Perception 15 can also be used to strike the water at incredible speed, creating a
Languages — short-lived vacuum underwater, which quickly collapses in a
Challenge 3 (700 XP) powerful cavitation wave that can break bones and liquify organs.
The disorientation caused by such a blast alone is often sufficient
Illumination. The shrimp sheds bright light in a 10-foot radius to doom any of the shrimp’s prey, though the shrimp may also
and dim light for an additional 10 feet. dismembers and devours anything prey that survives the blast.
The glowing lights of terror shrimp, seen from a safe distance,
Keen Sight. The shrimp has advantage on Wisdom (Perception) are beautiful kaleidoscopes, manipulated by the creatures to
checks that rely on sight. communicate or advertise for a mate. The complex patterns of
Water Breathing. The shrimp can breathe only underwater. displays indicate intelligence beyond that of many so-called
“lower” animals. These lights extend into spectrums completely
Actions invisible to most mortal races, and the ability of terror shrimp to
perceive these spectrums makes them powerful visual hunters
Multiattack. The shrimp makes one claw attack and uses its
even in the dead of night on the seafloor.
Cavitating Smash.
Claw. Melee Weapon Attack: +5 to hit, reach 15 ft., one target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, the
shrimp can pull the target up to 10 feet toward itself, and the
target is grappled (escape DC 13). Until the grapple ends, the
shrimp can’t use its claw on another target.
Cavitating Smash. The shrimp slams the water with extreme
speed, targeting one creature it can see within 10 feet of it.
The target must succeed on a DC 13 Constitution saving throw.
On a failed save, the target takes 7 (2d6) thunder damage
and is stunned until end of the terror shrimp’s next turn.
On a success, it takes half as much damage and isn’t stunned.

Art by
Chatchai Woravichan >>

APPENDIX A | ASSORTED CREATURES


90
Appendix B: Nonplayer Characters
This appendix contains statistics for various humanoid nonplayer
characters (NPCs), expanding on appendix B of the Monster Commodore
Manual using options from chapter 2, “Subclasses.”. These stat
blocks can represent human and nonhuman NPCs, and you can Commodores are tasked with directing and leading the crew of
add racial traits to further customize them. ships at sea. Usually of coming from nobility, a commodore
serves a role similar to a knight. Commodores distinguish them-
Customizing NPCs selves from pirate captains by commanding their crew through
loyalty and respect rather than fear or greed, and are usually under
The NPCs presented in this appendix are meant as a convenient the employ of a nation’s navy, or less commonly, a private
starting point for integrating content from this book into your maritime defense force. Though typically capable warriors, a
home campaign. The Monster Manual includes some suggestions commodore’s most important role is to support, direct, and protect
about how to customize NPCs, which are repeated below. those it leads.

Customizing NPCs Commodore


There are many easy ways to customize the NPCs in this Medium humanoid (any race), any alignment
appendix for your home campaign.
Racial Traits. You can add racial traits to an NPC. For Armor Class 15 (breastplate)
example, a halfling druid might have a speed of 25 feet Hit Points 52 (8d8 + 16)
and the Lucky trait. Adding racial traits to an NPC doesn’t Speed 30 ft.
alter its challenge rating. For more on racial traits, see the
Player’s Handbook. STR DEX CON INT WIS CHA
Spell Swaps. One way to customize an NPC spellcaster is
to replace one or more of its spells. You can substitute any 16 (+3) 12 (+1) 14 (+2) 13 (+1) 13 (+1) 16 (+3)
spell on the NPC’s spell list with a different spell of the same
level from the same spell list. Swapping spells in this Skills Persuasion +5, Insight +3, Intimidation +5
manner doesn’t alter an NPC’s challenge rating. Senses passive Perception 11
Armor and Weapon Swaps. You can upgrade or down- Languages any two languages
grade an NPC’s armor, or add or switch weapons. Adjust- Challenge 2 (450 XP)
ments to Armor Class and damage can change an NPC’s
challenge rating, as explained in the Dungeon Master’s Guide.
Magic Items. The more powerful an NPC, the more likely Brave. The commodore has advantage on saving throws
it has one or more magic items in its possession. [...] Giving against being frightened.
an NPC a potent damage-dealing magic item could alter its
Captain’s Command (Recharges after a Short or Long Rest).
challenge rating. Magic items, as well as adjusting a
The commodore can use a bonus action on its turn to call out
creature’s challenge rating, are described in the Dungeon
Master’s Guide. to up to three creatures it can see within 60 feet of it. Each
creature can use its reaction to take the Attack (one weapon
–Monster Manual, page 342
attack only), Dash, Dodge, or Use an Object action.
Tactical Teamwork (Recharges after a Short or Long Rest).
The NPCs in this appendix are provided with a uniform When the commodore succeeds on a saving throw against an
challenge rating of 2, while still possessing the traits core to effect that targets at least one other creature within 30 feet of
representing the options found in chapter 2, “Subclasses,” of this it, it can cause up to three creatures targeted by the same
book. For campaigns where this challenge rating may be too high effect to automatically succeed on the saving throw.
or low, here are some ways to modify an NPC’s challenge rating.
Add or Subtract Hit Dice. An NPC’s hit points are calculated Actions
based on its Constitution modifier and number of hit dice. To
Multiattack. The commodore makes two melee attacks.
increase or decrease an NPC’s toughness in combat, consider
adding or subtracting hit dice, and recalculating the NPC’s hit Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
points based on the new hit dice. target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
Apply Static Bonuses or Penalties. Rather than directly damage if used with two hands.
modifying an NPC’s ability scores and recalculating its combat
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
statistics, it may be simpler to apply a flat bonus or penalty to all
of the NPC’s attack rolls, damage rolls, and saving throws. This 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
can allow you to adjust the effectiveness of the NPC in combat Leadership (Recharges after a Short or Long Rest). For 1
without delving into determining how each number is generated. minute, the commodore can utter a special command or
Increase or Decrease Spellcaster Level. For NPC spellcasters, warning whenever a nonhostile creature that it can see within
you can adjust its effectiveness by increasing its spellcaster level. 30 feet of it makes an attack roll or a saving throw. The
This change may add or remove its number of spell slots, and creature can add a d4 to its roll provided it can hear and
may grant it access to spells of higher level from the NPC’s spell
understand the commodore. A creature can benefit from only
list. Higher level spells can be extremely impactful, so use this
one Leadership die at a time. This effect ends if the commodore
option carefully.
is incapacitated.

APPENDIX B | NONPLAYER CHARACTERS


91
Coral Caller Defiler
Druids bound to the coral reefs of tropical waters, coral callers Though some artificers may practice their craft with the well-
serve as guardians and wardens to the variety of aquatic creatures being of the environment, and indeed the world at large, in mind,
that call the reefs their home. Deeply attuned to the ebb and flow defilers hold no such moral quandaries. Either unintentionally or
of the tides, a coral caller’s greatest duty is to protect and foster through sheer malice, a defiler crafts works of artifice while
life, and to propagate the reef as it grows. Coral callers excel at leaving deep scars on the world. Some defilers may justify the
denying enemies control over area, allowing them to protect destruction they cause as an unavoidable side-effect of striving to
others through spacing. Additionally, their ability to filter magic create greatness, while for others the corruption is, in and of
through the coral they summon allows them to convert dangerous itself, part of the craft. Regardless of motivation, the result is the
magics into restorative energy, which they can use to shelter their same: a path of scorched, dead ground that lies in their wake.
allies from harm. As with other artificers, defilers typically carry around a
number of magic items of their own making, which cease to
function if taken too far away from them.
Coral Caller
Medium humanoid (any race), any alignment Defiler
Medium humanoid (any race), any alignment
Armor Class 11 (16 with barkskin)
Hit Points 44 (8d8 + 8)
Armor Class 17 (+1 chain mail)
Speed 30 ft.
Hit Points 38 (7d8 + 7)
STR DEX CON INT WIS CHA Speed 30 ft.

11 (+0) 12 (+1) 13 (+1) 12 (+1) 16 (+3) 11 (+0) STR DEX CON INT WIS CHA

Skills Animal Handling +5, Nature +3, Perception +5 10 (+0) 14 (+2) 12 (+1) 16 (+3) 9 (–1) 11 (+0)
Senses passive Perception 15
Skills Arcana +5, Sleight of Hand +4
Languages Druidic plus any two languages
Senses passive Perception 9
Challenge 2 (450 XP)
Languages any one language (usually Common)
Challenge 2 (450 XP)
Spellcasting. The caller is a 4th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
Special Equipment. In addition to its magic armor and weapon,
The caller has the following druid spells prepared:
the defiler carries an alchemy jug and a ring of water walking.
Cantrips (at will): druidcraft, shillelagh, thorn whip These items cease to be magical if they are taken more than 30
1st level (4 slots): entangle, faerie fire, healing word, thunderwave feet away from the defiler or if the defiler dies.
2nd level (3 slots): alter self, barkskin, Klimkaklaeia’s coral
Spellcasting. The defiler is a 5th-level spellcaster. Its
corral,ABYSS spike growth
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
Actions with spell attacks). The defiler has the following spells prepared,
Quarterstaff. Melee Weapon Attack: +2 to hit (+5 to hit with which are artificer spells for it:
shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning Cantrips (at will): fire bolt, poison spray
damage, 4 (1d8) bludgeoning damage if wielded with two 1st level (4 slots): faerie fire, false life, grease, ray of sickness
hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh. 2nd level (2 slots): protection from poison, ray of enfeeblement
Coral Calling (Recharges after a Short or Long Rest). The caller Actions
creates a reef that extends around it in a 10-foot radius and
moves with it. When the caller creates this reef, it can designate Multiattack. The defiler makes two light crossbow attacks.
any number of creatures it can see to be unaffected by it. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Additionally, each designated creature has half cover from range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
effects that originate from outside the reef while within it.
+1 Light Crossbow. Ranged Weapon Attack: +5 to hit, range
The reef is difficult terrain for affected creatures, and each
80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
affected creature takes 2d4 piercing damage if it starts its turn
in the area or enters the area for the first time on a turn. Draining Tar (1/Day). The defiler causes a 10-foot-cube area it
can see within 60 feet of it to fill with sickly tar. The area
Reactions becomes difficult terrain for each creature other than the
Breath of the Sea (Recharges after a Short or Long Rest). When defiler. Each creature other than the defiler takes 1d6 necrotic
a creature within 30 feet of the caller casts a spell, the caller can damage if it starts its turn in the area or enters the area for the
make an ability check using its Wisdom against a DC of 10 + the first time on a turn.
spell’s level. On a success, the spell fails and the caller grants 7 When the defiler casts a spell of 1st level or higher, it can
(2d6) temporary hit points to up to three creatures it can see cause the tar to spread to a number of adjacent 10-foot-cubes
within 30 feet of it. The caller must be able to see the caster in equal to the spell’s level. Each new cube must have at least one
order to use this reaction. one face adjacent to another cube of this tar.

APPENDIX B | NONPLAYER CHARACTERS


92
Gilded Heir Holy Water Minister
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 16 (chain mail) Armor Class 13 (chain shirt)


Hit Points 33 (6d8 + 6) Hit Points 33 (6d8 + 6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 11 (+0) 9 (–1) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

Skills Investigation +2, Perception +1, Sleight of Hand +2 Skills Medicine +7, Persuasion +3, Religion +5
Senses passive Perception 11 Senses passive Perception 13
Languages any two languages Languages any two languages
Challenge 2 (450 XP) Challenge 2 (450 XP)

Spellcasting. The heir is a 5th-level spellcaster. Its spellcasting Spellcasting. The minister is a 5th-level spellcaster. Its
ability is Charisma (spell save DC 13, +5 to hit with spell attacks). spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
The heir knows the following spells, which are sorcerer spells spell attacks). The minister has the following spells prepared,
for it: which are cleric spells for it:

Cantrips (at will): blade ward, fire bolt, friends, mage hand, Cantrips (at will): resistance, sacred flame, thaumaturgy
prestidigitation 1st level (4 slots): bless, create or destroy water, guiding bolt
1st level (4 slots): charm person, color spray, shield 2nd level (3 slots): misty step, moonbeam
2nd level (3 slots): crown of madness, Dairlain’s glimmering 3rd level (2 slots): dispel magic, spirit guardians
trove,ABYSS invisibility
3rd level (2 slots): bestow curse, major image
Actions
Divine Lash. Melee Spell Attack: +5 to hit, reach 30 ft., one target.
Quicken Spell (2/Day). The heir casts a spells it knows that has
Hit: 10 (2d6 + 3) piercing damage, and if the target is a Large or
a casting time of 1 action as a bonus action.
smaller creature, it is pulled up to 10 feet toward the minister.
Actions If the target is a fiend or undead, it takes an extra 3 (1d6)
radiant damage.
Multiattack. The heir can make one golden longsword attack
and one launch treasure attack. Holy Water Ministration (3/Day). The minister anoints a willing
creature within 5 feet of it with water. The target regains 3 (1d6)
Golden Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
hit points and is cured of one disease or poison affecting it.
one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
slashing damage if used with two hands. Water Ward (1/Day). The minister douses up to six creatures
within 20 feet of it with blessed water. Each target gains 10
Launch Treasure. Ranged Spell Attack: +5 to hit, range 60 ft., one
temporary hit points, which last for 1 hour. While a creature has
target. Hit: 9 (2d8) force damage. This attack conjures a gilded
these hit points, it can walk on the surface of water as if it were
object, which disappears after the attack is made.
harmless solid ground, has resistance to acid and fire damage,
Reactions and gains a +1 bonus to AC.

All that Glitters (3/Day). When a creature targets the heir with
an attack or harmful spell, the heir can force it to make a DC 13
Wisdom saving throw. On a failed save, it is charmed by the
Holy Water Minister
heir until the end of the heir’s next turn, and must choose a Priests who specializes in blessing water, holy water ministers are
new target or lose the attack or spell. While the creature is experts at exorcism and purification rituals. These priests serve as
charmed in this way, it can’t willingly move away from the heir. formidable demon slayers, wielding powerful holy water as an
agent for cleansing the impure. These ministers are also able to
create special flasks of holy water with restorative properties.
ABYSS

Hydromancer
These spells can be found in chapter 3, “Spells,” of this book.

Gilded Heir Students of the arcane focused on the manipulation of water and
Magically bound to a treasure hoard hidden somewhere in the the transportation of magic through it, hydromancers typically set
world, the appearance of a gilded heir often portends great up their places of research near rivers, streams, or seas. There,
upcoming conflict. Those aware of a golden heir’s connection they study the properties of water, abundant and powerful in
may become blinded by greed, seek to obtain the treasure for nature, in hopes that it will lead them to a greater understanding
themselves, by any means necessary. of magic as a whole.
A gilded heir is intrinsically bound to its treasure, and the heir Though hydromancy may not have yet revealed the secrets at
is proficient with any weapon or armor summoned from the the root of all magic, this focused study of water has taught
treasure hoard. Objects conjured by the heir inevitably return to hydromancers to be particularly effective in channeling their
the hoard after 1 minute. magics through the medium.

APPENDIX B | NONPLAYER CHARACTERS


93
Hydromancer Create Pool. When the hydromancer casts a spell of 1st level
or higher, it creates a 10-foot-radius pool of water centered on
Medium humanoid (any race), any alignment a point it can see within 30 feet of it, which lasts for 1 minute,
and stays in its location, even on inclines or if subjected to
Armor Class 12
strong winds. If the hydromancer starts its turn within a pool,
Hit Points 33 (6d8 + 6)
its speed increases by 10 feet until the end of its turn.
Speed 30 ft.
Spellcasting. The hydromancer is a 5th-level spellcaster. Its
STR DEX CON INT WIS CHA spellcasting ability is Intelligence (spell save DC 13, +5 to hit
10 (+0) 14 (+2) 12 (+1) 16 (+3) 13 (+1) 11 (+0) with spell attacks). The hydromancer has the following wizard
spells prepared:
Skills Arcana +7, Nature +5 Cantrips (at will): ray of frost, rippling bolt ABYSS
Senses passive Perception 11 1st level (4 slots): magic missile, riptide,ABYSS shield
Languages any four languages 2nd level (3 slots): freeze,ABYSS mirror image, waterspout ABYSS
Challenge 2 (450 XP) 3rd level (2 slots): aqueous blast,ABYSS geyser ABYSS

Aqueous Transportation (2/Day). As a bonus action, the Actions


hydromancer can teleport to an unoccupied location it can see
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
within 30 feet of it, provided that both the space it is teleporting
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
from and its destination are in or at least touching water.

ABYSS
These spells can be found in chapter 3, “Spells,” of this book.

Marauder
Medium humanoid (any race), any alignment

Armor Class 16 (scale mail)


Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 14 (+2)

Skills Athletics +7, Intimidation +4, History +4


Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)

Cunning Action. On each of its turns, the marauder can


use a bonus action to take the Dash, Disengage, or
Hide action.
Sneak Attack (1/Turn). The marauder deals an extra 10 (3d6)
damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet
of an ally of the marauder that isn’t incapacitated and the
marauder doesn’t have disadvantage on the attack roll. << Art by Daarken
Terrifying Strike. When the marauder scores a critical hit or
reduces a creature to 0 hit points, it can force a creature it can
see within 30 feet of it to make a DC 12 Wisdom saving throw or
become frightened until the start of the marauder’s next turn. Marauder
Actions Trained in the use of all sorts of weapons, marauders scour both
inland and along the coasts, looking for wealth in easy targets.
Multiattack. The marauder makes two melee attacks. These warrior bandits launch speedy surprise attacks, utilizing
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. longboats and steeds for mobility, and use brutality as a tool to
Hit: 9 (1d12 + 3) slashing damage. discourage resistance.
Marauders are also well versed in identifying objects of value,
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or allowing them to quickly grab the most profitable items in the
range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. midst of a raid.

APPENDIX B | NONPLAYER CHARACTERS


94
Phantom Ship Warlock Phantom Ship Warlock
The ghostly remains of once-living crew, phantom ship warlocks Medium humanoid (any race), any alignment
haunt harbor towns and port cities in search of new crewmen to
join their doomed brotherhoods. On nights filled with fog and Armor Class 11 (14 with mage armor)
storms, the ghosts ship’s officers disembark to buy, persuade, or Hit Points 31 (7d8)
beguile sailors into service. Their supernatural nature allows them
Speed 30 ft.
to outdrink and outswim any cocky mariner, luring many to a
restless grave on the decks of their mist-shrouded ships. Many old STR DEX CON INT WIS CHA
sailors’ pubs still close their doors on misty nights for fear of
losing less-wary patrons to these ethereal recruiters. 10 (+0) 13 (+1) 11 (+0) 11 (+0) 12 (+1) 16 (+3)
Once onboard their ghost ships, the phantom warlocks com-
mand sluggardly undead, whipping them into shape with bone- Skills Arcana +2, Intimidation +5, Survival +3
edged whips. In the event a mortal ship dares engage them, the Damage Immunities poison
phantom ship warlocks create a maelstrom of curses and chaos. Condition Immunities poisoned
Their magic manifests the ship in impossible configurations; the Senses passive Perception 11
phantom vessel seems to appear everywhere at once as rigging Languages any two languages
and wind join the battle. Challenge 2 (450 XP)
If hired or met amicably, phantom ship warlocks make valuable
guides through haunted waters and ship graveyards. Their Innate Spellcasting. The warlock’s innate spellcasting ability is
ethereal comments and constant communions with their
Charisma. It can innately cast the following spells (spell save DC
supernatural patron are a sinister reminder that secrets come at a
13), requiring no material components:
price, one that gold might not be sufficient to pay.
At will: mage armor*
1/day: bestow curse, slow
*The warlock casts this spell on itself before combat.
Spellcasting. The warlock is a 5th-level spellcaster. Its
Art by spellcasting ability is Charisma (spell save DC 13, +5 to hit with
Grzegorz Rutkowski >> spell attacks). It regains expended spell slots when it finishes a
short or long rest. It knows the following spells, which are
warlock spells for it:
Cantrips (at will): chill touch, mage hand, minor illusion
1st–3rd level (2 3rd-level slots): conjure barrage, dissonant
whispers, fog cloud, gust of wind, silence
Bosun’s Lash. As a bonus action, the warlock can conjure a
spectral officer to whip a willing creature it can see within 15
feet of it. The creature takes 2 (1d4) force damage, and gains a
bonus equal to the damage taken to the next attack roll or
ability check it makes before the start of its next turn.
Eternal Sailor. The warlock doesn’t need to breathe, and being
underwater doesn’t impose disadvantage on its attacks or cost
it any extra movement.

Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.
Haunted Hull (Recharges after a Short or Long Rest). The
warlock conjures a piece of a ghostly ship, choosing from one
of the following options, each of which last for 1 minute:
Crow’s Nest. While the warlock isn’t deafened, it knows the
location of every creature within 120 feet of it.
Possessed Rigging. One creature within 60 feet of the warlock
must succeed on a DC 13 Dexterity saving throw or become
restrained. A restrained creature can use its action to make a
DC 13 Strength check, freeing itself on a success.
Stolen Sails. Each creature of the warlock’s choice within 30
feet of the warlock must succeed on a DC 13 Wisdom saving
throw or have its speed reduced by 10 feet for the duration.
The warlock’s speed increases by 10 feet for the duration.

X
Reef Guardian Stormcaller
The defenders and heralds of druidic circles of the sea, and of Hunters that specialize in fighting and tracking within rain and
coastal peoples who live in an around coral, a reef guardian’s snow, stormcallers excel where traditional trackers would be at a
barbed armor forms an bristling defense against any who would disadvantage. Utilizing minor druidic magics, stormcallers can
dare to strike. In large groups, these warriors can band together to call strong winds to propel them and allow them to move at
form an impenetrable wall of vibrant thorns. tremendous speeds.
Reef guardians draw their ranks from druidic apprentices that Over the course of an hour, a stormcaller can manipulate the
lack in magical power, excel in athletics or physical combat, or moisture naturally available in the air, causing clouds to form
otherwise those who possess a violent disposition. They work in over clear skies, or causing existing clouds to prematurely bring
tandem with coastal and aquatic druids, protecting their more rain down. This effect is limited in scale and power, however, and
delicate allies and allowing them to focus on their magics. can only affect the area within 1 mile, and has no effect on
Over time, the coral that covers a guardian’s body can cause deserts and particularly arid plains.
drastic changes to the guardian’s physiology. Many guardians
develop the ability to breathe underwater, and become partially
photosynthetic, drawing sustenance from the sun and rarely Stormcaller
eating. Others grow sharp nails, hair, and teeth with rough
Medium humanoid (any race), any alignment
textures and bright colors, vibrant like the coral itself. Some reef
guardians gift jewelry grown from their own bodies as a sign of
Armor Class 15 (studded leather)
respect and affection; such a treasure given to outsider is a rare
gift that should be treasured. Hit Points 49 (9d8 + 9)
Though usually ostentatious and flashy, a reef guardian’s coat Speed 30 ft.
of brightly colored armor allows it to blend in effortlessly among
the deluge of colors and patterns in the reefs that they defend. By STR DEX CON INT WIS CHA
remaining motionless, reef guardian can regenerate lost energy all 11 (+0) 16 (+3) 13 (+1) 11 (+1) 15 (+2) 10 (+0)
while awaiting the opportune moment to strike. Those who draw
the ire of druids of the reefs should be wary lest they find Skills Perception +4, Stealth +5, Survival +4
themselves surrounded and overwhelmed by these guardians. Senses passive Perception 14
Languages any one language (usually Common)

Reef Guardian Challenge 2 (450 XP)

Medium humanoid (any race), any alignment Gale Step. When the stormcaller moves for the first time on its
turn, it can double its speed until the end of the turn. If it
Armor Class 16 (mantle of coral) moves at least 10 feet straight toward a target and then hit it
Hit Points 52 (8d8 + 16) with a weapon attack before the end of the turn, the attack
Speed 30 ft. deals an extra 4 (1d8) thunder damage. Once it uses this ability,
the stormcaller can’t use it again until it moves 0 feet on one of
STR DEX CON INT WIS CHA
its turns.
16 (+3) 13 (+1) 14 (+2) 10 (+0) 13 (+1) 10 (+0)
Stormy Stealth. While in heavy rain, falling snow, mist, or other
Skills Athletics +5, Perception +3 water-based phenomena, the stormcaller can take the Hide
Senses passive Perception 13 action as a bonus action, and can attempt to hide even if it is
Languages any one language (usually Common) only lightly obscured.
Challenge 2 (450 XP) Cyclone Burst (Recharges after a Short or Long Rest). When the
stormcaller uses its Gale Step, it can release a burst of wind
Mantle of Coral. The guardian’s AC can’t be lower than 16. around it. Each creature within 10 feet of the stormcaller must
When a creature within 5 feet of the guardian hits it with a succeed on a DC 12 Strength saving throw or take 9 (2d8)
melee attack, the creature takes 2 (1d4) piercing damage, and thunder damage and be pushed up to 10 feet away from the
its speed is reduced by 10 feet until the end of its next turn. stormcaller and knocked prone.

Actions Actions
Multiattack. The guardian makes two melee attacks. Multiattack. The stormcaller makes two attacks.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hit: 8 (1d10 + 3) slashing damage. target. Hit: 6 (1d6 + 3) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. one target. Hit: 7 (1d8 + 3) piercing damage.

Reactions Reactions
Bristling Defense. The guardian halves the damage it takes Rain Shield. The stormcaller adds 2 to its AC against one ranged
from an attack that hit it and deals 5 (2d4) piercing damage to attack that would hit it. To do so, the stormcaller must see the
the attacker. The guardian must be able to see the attacker. attacker and must be in light or heavy precipitation.

APPENDIX B | NONPLAYER CHARACTERS


96
Sunken Herald Sunken Sailor
Eerie sorcerers with uncannily calm demeanors, sunken heralds Perpetually on the brink of life and death, sunken sailors are the
often appear in coastal towns as the first warnings of a broader unfortunate result of twisted fate and eldritch magic, imparted
invasion to come. These humanoids have been taken beneath the upon them while lost at sea. This magic causes these warriors to
waves and raised in sunken cities, taught deep magics specialize appear cold and corpse-like, and allows them to carry on their
in lulling their own kind into a false sense of security before twisted existence, caught between life and death, without the need
luring victims to their doom, one at a time. to breathe.
At first glance, a sunken herald appear as a pale, damp Bearing the wrath of spirits of the sea, sunken sailors can lash
humanoid with unassuming talents, but employs potent deepwater out with ghostly chains, dragging their foes down below the
magics which facilitate subterfuge and infiltration, Its ability to waves to meet a fate similar to their own. When taken to the brink
break locks and disguise itself as other villagers allows it to move of death, this amalgamation of persistent rage and foul necro-
about settlements freely, gathering whatever information—or mancy allows a sunken sailor to fight on past its injuries. These
victims—it chooses. warriors typically carry heavy iron anchor-like mauls.
When discovered, a sunken herald lulls its pursuers into deep
slumber or freezes them in place, then takes the opportunity to
seize a hapless child during its escape, dragging them away to the
sunken city. After years of unspeakable magics, the victim re-
Sunken Sailor
emerges from the waves as a new herald. The isolated coastal Medium humanoid (any race), any alignment
towns these heralds frequent, scarred by periodic raids and kid-
nappings, are easy prey for the horrors that lurk below the waves. Armor Class 14 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft., swim 30 ft.
Sunken Herald STR DEX CON INT WIS CHA
Medium humanoid (any race), any alignment
16 (+3) 12 (+1) 17 (+3) 9 (–1) 12 (+1) 9 (–1)

Armor Class 12 Skills Athletics +5, Intimidation +4


Hit Points 39 (6d8 + 12) Senses passive Perception 11
Speed 40 ft., swim 40 ft. Languages any one language (usually Common)
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
9 (–1) 14 (+2) 14 (+2) 11 (+0) 10 (+0) 16 (+3) Flooded Lungs. The sailor doesn’t need to breathe, and is
immune to the effects of being underwater at a depth greater
Skills Deception +5, Perception +2
than 100 feet.
Senses passive Perception 12
Languages Common, Deep Speech False Appearance. While the sailor remains motionless, it is
Challenge 2 (450 XP) indistinguishable from a normal corpse.
Reckless. At the start of its turn, the sailor can gain advantage
Siege Monster. The herald deals double damage to objects and on all melee weapon attack rolls during that turn, but attack
structures. rolls against it have advantage until the start of its next turn.

Spellcasting. The herald is a 5th-level spellcaster. Its spellcast- Relentless (Recharges after a Short or Long Rest). If the sailor
ing ability is Charisma (spell save DC 13, +5 to hit with spell takes 20 damage or less that would reduce it to 0 hit points, it is
attacks). The herald knows the following spells, which are reduced to 1 hit point instead.
sorcerer spells for it:
Actions
Cantrips (at will): dancing lights, minor illusion, ray of frost,
rippling orb ABYSS, shocking grasp Multiattack. The sailor makes two melee attacks.
1st level (4 slots): riptide,ABYSS sleep Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
2nd level (3 slots): alter self, psychic anchor ABYSS Hit: 10 (2d6 + 3) bludgeoning damage.
3rd level (2 slots): aqueous form,ABYSS cold snap ABYSS Spectral Chains. The sailor sends a spectral chain out toward a
Quicken Spell (2/Day). The herald casts a spells it knows that creature it can see within 30 feet of it. The target must succeed
has a casting time of 1 action as a bonus action. on a DC 13 Strength saving throw or have its speed halved until
the start of the sailor’s next turn and be pulled up to 15 feet
Actions toward the sailor.
Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Reactions
Hit: 6 (1d8 + 2) slashing damage..
Retaliating Chains. When a creature hits the sailor with an
Freakish Graft. The herald warps the flesh of its hand around attack while within 5 feet of it, the sailor can cause spectral
one object that it’s holding. The herald can’t be disarmed of the chains to wrap around the target. The target must succeed on a
object or drop it. DC 13 Strength saving throw or be restrained until the end of
the sailor’s next turn.
ABYSS
These spells can be found in chapter 3, “Spells,” of this book.

APPENDIX B | NONPLAYER CHARACTERS


97
Wave Dancer Wave Dancer
Medium humanoid (any race), any alignment Monks trained that move and flow like a rolling river, wave
dancers hone their martial arts abilities under crashing waterfalls
Armor Class 16 (unarmored defense) and against ferocious tides. This training has allowed them to
Hit Points 45 (10d8)
develop techniques that utilize the ebb and flow of energy within
a body of water to strike in multiple places at once.
Speed 40 ft.
Wave dancers typically come from monasteries located near
STR DEX CON INT WIS CHA rivers, lakesides, or the coast. These monasteries are built with
smooth architecture that directs the flow of water into shimmering
11 (+0) 17 (+3) 11 (+0) 11 (+0) 16 (+3) 10 (+0) streams, calm pools, and breathtaking waterfalls.
Skills Acrobatics +5, Arcana +5, Stealth +5
Senses passive Perception 13
Whistler
Languages any one language (usually Common) Typically found on ships at sea, a whistler’s tune inspires focus in
Challenge 2 (450 XP)
those who hear it. Though whistlers often sport a sharp tongue
and little restraint, captains may tolerate their antics so long as
they keep the crew from slacking on the job.
Dancing on Waves. The dancer can walk on the surface of When engaged in battle, a whistler’s barbed words and jeering
liquid water as if it were harmless solid ground. While the taunts can confuse or enrage attackers, creating openings for the
dancer is standing on the surface of water, it has a +2 bonus to whistler’s allies to take advantage of.
its AC and has advantage on any Strength or Dexterity saving
throws it makes.
Innate Spellcasting. The dancer’s innate spellcasting ability is Whistler
Wisdom (spell save DC 13, +5 to hit with spell attacks). It can Medium humanoid (any race), any alignment
innately cast the following spells, requiring no components:
Armor Class 14 (studded leather)
1/day: crashing wave,ABYSS riptide,ABYSS waterspout ABYSS
Hit Points 44 (8d8 + 8)
Rippling Strike. If the dancer is within 5 feet of a body of water, Speed 30 ft.
it can make its unarmed strike attacks as if it were at another
point it can see within 30 feet of it within the same body of STR DEX CON INT WIS CHA
water, using its own sense. 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 16 (+3)
Unarmored Defense. While the dancer is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier. Skills Acrobatics +4, Performance +7, Persuasion +7
Senses passive Perception 11
Actions Languages any two languages
Multiattack. The dancer makes three unarmed strikes. Challenge 2 (450 XP)

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one


Spellcasting. The whistler is a 4th-level spellcaster. Its
target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a
spellcasting ability is Charisma (spell save DC 13, +5 to hit with
creature, it must succeed on a DC 13 Strength saving throw or
spell attacks). It knows the following bard spells:
be pushed up to 15 feet away from the dancer.
Cantrips (at will): blade ward, friends, vicious mockery
Fluid State (Recharges after a Short or Long Rest). The dancer
1st level (4 slots): bane, healing word, heroism, Tasha’s hideous
casts aqueous form ABYSS targeting itself. It can speak, attack, and
laughter, thunderwave
cast spells as normal while transformed by the spell.
2nd level (3 slots): enhance ability, enthrall
Water Whip (Recharges after a Short or Long Rest). The dancer
Song of Rest. The whistler can perform a song while taking a
lashes out a whip of water toward a creature it can see within
short rest. Any ally who hears the song regains an extra 1d6 hit
30 feet of it. The target must make a DC 13 Strength saving
points if it spends any Hit Dice to regain hit points at the end of
throw. On a failed save, the target takes 16 (3d10) bludgeoning
that rest. The whistler can confer this benefit on itself as well.
damage is pushed up to 20 feet away from the dancer and
knocked prone. On a successful save, the target takes half as Actions
much damage and isn’t pushed or knocked prone.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Reactions Hit: 5 (1d6 + 2) slashing damage.

Deflect Missile. In response to being hit by a ranged weapon Reactions


attack, the dancer deflects the missile. The damage it takes
Turning Tune (3/Day). Whenever a friendly creature within 15
from the attack is reduced by 1d10 + 3. If the damage is
feet of the whistler misses with an attack, the whistler can allow
reduced to 0, the dancer catches the missile if it’s small enough
that creature to reroll the attack against another target.
to hold in one hand and the adept has a hand free.
Mocking Melody. When a creature misses the whistler or a
friendly creature within 20 feet with an attack, the whistler can
ABYSS
These spells can be found in chapter 3, “Spells,” of this book. cast vicious mockery targeting that creature.

APPENDIX B | NONPLAYER CHARACTERS


98
Zealous Rider Zealous Rider
Medium humanoid (any race), any alignment Travelers often tell tales of priests on horseback, who travel far
and wide to spread their faith across the lands. These zealous
Armor Class 15 (breastplate) riders may serve acolytes of messenger or traveler gods, or may
Hit Points 33 (6d8 + 6) otherwise simply be acting as a missionary of another faith. They
are most often met on the road, or otherwise at inns, taverns, or
Speed 30 ft.
campsites along well-traveled roads or in port cities.
STR DEX CON INT WIS CHA Second only to its faith, a zealous rider’s divine steed is its
constant companion and most treasured friend, accompanying the
14 (+2) 12 (+1) 12 (+1) 10 (+0) 16 (+3) 11 (+0) rider over hills and mountains, through deserts and tundras, and
across rivers and seas. A rider’s steed is one of constantly
Skills Nature +2, Perception +5, Survival +5 changing form—it may become a riding horse or warhorse while
Senses passive Perception 15 on flat plains, an elk within the forests, a camel when traveling
Languages any two languages over sands, a giant goat while atop mountains, or a giant sea horse
Challenge 2 (450 XP) when out at sea. These steeds regarded as the ultimate symbol of
a rider’s faith.
Long Road Ahead. When the rider finishes a short or long rest, Merchants, pilgrims, and travelers often seek out the aid of
it can grant 5 temporary hit points to up to 6 creatures it can these riding priests, who serve as experienced guides across
see. While a creature has these hit points, its movement speed potentially harsh lands. A divine rider’s faith grants it unmatched
increases by 10 feet, and it has advantage on Constitution
swiftness and endurance in travel, a trait which it can share with
those it chooses to travel with. Some riders can even be found in
saving throws made against exhaustion from a forced march.
the ranks of military, serving as leaders of scouting expeditions,
Imbue Mobility. When a creature regains hit points from a spell or taking command of cavalry units.
cast by the rider, the creature can use its reaction to move up
to half its speed without provoking opportunity attacks.
Zealous Charge (Recharges after a Short or Long Rest). The Variant: Zealous Sailor
rider chooses a creature it can see within 30 feet of it. Until the Some zealous riders may serve as scouts and guides on
start of the rider’s next turn, the creature’s speed is doubled, expeditions at sea. These priests often lead in prayers to
and each creature that it moves within 5 feet of for the first maintain crew moral, and utilize their powers to repair and
bolster their vessels. Such sailors may forego having a
time on a turn during this duration must make a DC 13
divine steed.
Strength saving throw. A creature takes 16 (2d10 + 5) force A vehicle crewed by a zealous sailor may be under the
damage on a failed save, or half as much damage and is not effects of a enhance vehicle ABYSS spell.
knocked prone on a successful one. ABYSS
This spell can be found in chapter 3, “Spells,” of this book.
Spellcasting. The rider is a 5th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
The rider has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame, thaumaturgy
1st level (4 slots): expeditious retreat, healing word, longstrider
2nd level (3 slots): aid, find steed,* misty step
3rd level (2 slots): haste, Leomund’s tiny hut << Art by Min Yum
*The rider casts this spell before combat.

Actions
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
150/600 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 9 (1d12 + 2) piercing damage.
There is magic found beneath the yonder
shores and streams.

The depths of the sea hold many


creatures that are as intelligent as they
are bizarre, including the maniacally
devout kuo-toa, spellcasters with forms
that are as malleable as liquid, possessed
skeletons of pirate ships long-since-dead,
and many more. Some of these beings
are friendly, and strive to become
adventurers or help the common
folk—others are merciless killers, eager
to drag land-dwellers down into the sea,
to join the unusual and the horrifying at
the very bottom.

All Beneath the Yonder Shores and Streams


is a compendium filled with an ocean of
aquatic content, including drowned souls
that still walk the earth, gallivanting
pirates singing and slashing with passion,
and colossal beasts that lurk just below
the water’s surface.

A fan-made compendium compatible


with the 5th edition of the world's
greatest roleplaying game.

havenbrews.com

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