ABYSS
ABYSS
ABYSS
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.
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
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.
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
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.
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).
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.
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.
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).
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.
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
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.
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.
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.
21
Art by Cliff Childs >>
Skeleton Crew
Gargantuan horde of Medium undead, lawful evil
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.
THE
E S E VENTH,
IRD, TH SOULS
THE TH Y FOR
E L EG
. AN
TENTH E E P. WIT
HA
E D
O TH
LOST T HED A
F S I LVER, S
O
BLADE ND CA
ST IT
E A R A
ON T
CRIMS , THEN
H E C H ALICE
INTO T RD A
A L O F T TOWA
IT HT.
RAISE A LE LIG
’S P
OON
FULL M
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:
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.
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
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)
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.
• 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.
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.
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.
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.
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.
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.
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.
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)
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.
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.
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)
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
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
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)
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 >>
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.
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.
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.
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.
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.
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"
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
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.
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)
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.
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.
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
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.
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.
Giant Squid
Large beast, unaligned
Armor Class 12
Hit Points 65 (10d10 + 10)
Speed 0 ft., swim 60 ft.
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.
Art by
Chatchai Woravichan >>
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.
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.
ABYSS
These spells can be found in chapter 3, “Spells,” of this book.
Marauder
Medium humanoid (any race), any alignment
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)
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.
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.
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.
havenbrews.com