Underwater Campaigns - Daniel Chivers & Marco Bertini (v1.1)
Underwater Campaigns - Daniel Chivers & Marco Bertini (v1.1)
Underwater Campaigns - Daniel Chivers & Marco Bertini (v1.1)
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors.
Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Daniel Chivers and published under the Community Content
159
Shipwrecks .............................................................................. 11
161
Civilizations Beneath the Waves ......................................... 12
19
Lure ........................................................................................... 20
35
48
53
Armor ........................................................................................ 54
Wealth ....................................................................................... 55
59
Spells .........................................................................................61
71
General ..................................................................................... 72
Bestiary .....................................................................................75
CONTENTS
3
Lead Designer and Author: Daniel Chivers
“Many characters miss out on unlimited amounts of wealth
Art Director and Layout: Marco Bertini
and adventure because they can’t swim. Oceanic
Editing: Simon Collins
adventures are challenging for medium- and high-level
Cover Art: "The Great Escape" by Todor Hristov
player characters ... without the proper equipment, a
Internal Art: All art purchased and/or used with
group’s first sea voyage is likely to be its very last. This
permission, by various artists to include: Adobe Stock,
keeps gamers from utilizing the ocean’s full potential in the
campaign.”
Daniel Comerci – danielcomerci.com; Some artwork ©
2015 Dean Spencer, used with permission; Enmanuel
― Todd Mossburg (Dragon Magazine #116) "Lema" Martinez; All rights reserved; Empty Room Studio;
and some completely new creations. I tried to find all the Created with Homebrewery
down and not improving it, then stop using it. I will be
will have their source and page number listed but I will not
on his chains.
UNDERWATER CAMPAIGNS
4
T
his work includes some words that you may
or may not be familiar with. I have tried to be 1) A hard substance that is red, pink, or white, and that
true to the natural world to reduce forms on the bottom of the sea from the bones of very
confusion, but this is a work of fiction and small creatures.
fantasy so an observant reader, especially 2) Coral can also refer to the creatures that build coral,
one with a good understanding of the natural which comprise hundreds to thousands of tiny coral
world will see where I bent or broke a few creatures called polyps. Over time these coral communities
rules. I used the Oxford Dictionary version of the English create coral reefs.
language whenever possible to describe a word listed
below.
The abyssal zone of the ocean is the layer from 13,000 feet
The hadal zone is the layer of the ocean that exists only in
Growing or living in, on, or near water.
the deep trenches; some ocean trenches reach depths of
which has its skeleton on the outside of its body and has
Water that is not the sea and does not contain salt. In
joints on its legs.
nature a freshwater creature is not normally found in salt
GLOSSARY
5
A ridge of jagged rock, coral, or sand just above or below The sunlight zone extends from the water’s surface to a
Water containing salt: sea water. In nature a freshwater The twilight zone is between ocean depths of 650 and
creature is not normally found in salt water, but as the 3,000 feet.
The mass of salt water covering most of the world's Dragons role-playing campaigns and Dungeons & Dragons-
surface. “Sea” is interchangeable with “ocean.” based fiction. This setting assumes most caverns and caves
there are lake, river, and ocean caves that also connect to
the Underdark.
A dungeon that is submerged increases the threat to the
water but could easily involve a quick, magically-assisted Adventurers can drown without ever having dipped a foot
dive to loot an aquatic monster’s lair. Because of this, in a river, lake, or ocean. Outside of the obvious flooded
underwater lakes are good locations for low-level dungeons and ruins, you are highly encouraged to add
underwater adventurers. water to traps and use rising water levels as a trap
havoc during nightfall. Lakes can also function as portals to Flooded Pit Trap. Add three feet of water to a spiked 30-
different realms and in one instance an entire lake is foot-deep pit, and it will have little to no impact. Add ten
known to be an antisocial elder elemental of water (see feet of water to the same pit and a character might begin to
Mordenkainen’s Tome of Foes). panic if they are not a good climber and are not rescued.
Geothermal Waters. The natural world contains a wide Truly Sinister Flooded Pit Trap. If you are feeling very
variety of geothermal lakes, springs, and geysers. Some of homicidal towards the characters, create a pit trap that is
these are the rare warm oasis in an otherwise frigidly cold pyramidal in shape. They fall through the top and land at
environment, some spew toxic gases that can kill instantly the base of the pyramid and if they climb the walls they are
(refer to stinking cloud and cloudkill spells for game inverted (increase the DC for Strength (Athletics) checks to
effects), and some are acidic or alkaline waters that normal escape). Add enough frigid water to drown and cause
life cannot exist in. Regardless, they are almost always exhaustion, make the walls smooth as glass, and then put
beautiful places filled with bright vivid colors and will the entire area under an antimagic field, and well ... good
attract all sorts of creatures, monsters, and hermits. Some luck finding new players!
Tunnel Escape DC 10. This tunnel is a tight fit that will disposing of bodies, and certain criminal elements will
worry most characters with a sense of self-preservation, surreptitiously dump a corpse off of a dock in the hopes
especially if they are holding their breath. When a flooded that it is never discovered. This actively attracts natural and
tunnel gets to be this tight, most sane characters will back fantastic scavengers and monsters, who might get
up and out of the tunnel. impatient and start wandering around the docks looking
Tunnel Escape 11-20. This tunnel is so tight or hard to for fresher meat.
exhaustion.
natural world, this layer of the ocean accounts for just over
As you go deeper and deeper into the ocean, the creatures,
80 percent of the ocean’s total volume. Most of the
available light, and environment change. The ocean has five
creatures in this zone live within 30 feet of the bottom of
large zones, with each zone being separated and defined by
the ocean, eating marine snow and each other. There is a
how far down (or deep) you are.
surprising amount of diversity in the creatures found at the
Sunlight Zone. The sunlight zone extends from the water’s bottom of the ocean, but creatures at this depth are so
surface to a depth of 650 feet. This area of the sea has the adapted that most, if not all of them, will die if brought into
same natural illumination conditions as above the water. a higher ocean zone. In a fantasy setting, this is the zone
Roughly 90 percent of natural marine creatures live in this with undead hordes and any number of sleeping or cosmic
thin layer of the ocean. Very few aquatic creatures, if any, horrors. Oxygen is so scarce here that a non-native
have issues related to crushing depth damage in this layer. humanoid must make a successful DC 15 Constitution
This lair is where most of the aquatic civilizations call saving throw every hour or gain one level of exhaustion.
Twilight Zone. This zone lies between 650 and 3,000 feet reach depths of 36,000 feet below the surface. Life at this
deep. When the sunlight zone is bathed in bright light, the depth will be very, very strange. As the Dungeon Master,
twilight zone is filled with dim light. If the sunlight zone is feel free to create whatever odd thing you want at this
in dim light or darkness, the twilight zone is dark. Most depth. The deep-water snail is an example of such a
natural aquatic creatures will avoid this zone due to creature; it was specifically designed for this layer, and can
steadily increasing pressures and a slowly decreasing level be found in Chapter 7. There is no oxygen to be had here,
of available oxygen. You don’t need to change most regardless of water breathing or the airy water spell.
creatures if they are encountered here unless you want to Explorers will have to bring or create their own oxygen
make aesthetic changes. Some aquatic civilizations can supply at this depth. The new spell, utility, can be used at
still be found at this level but they must now protect this depth and it is explained in Chapter 6.
variant rule.
Bone muck looks exactly like normal muck unless there is
The floor of the ocean can hold or hide anything you can bone muck will begin to flicker and dim. Bone muck also
imagine, from ancient cities, kuo-toan temples, ancient acts as a magnet for the undead hordes that roam the
horrors, Colossal creatures (see Chapter 7) and their lairs, bottom of the ocean.
Saltmarsh and are circular sinkholes found in shallow Many, if not all, underwater adventurers of any size and
water. The dark blue of the hole sharply contrasts with the duration have at least one shipwreck to explore. The
lighter blue-greens of the shallows. Blue holes will attract shipwreck section of Ghosts of Saltmarsh has been
adventurers as well as creatures, and often contain expanded below so that you can randomly determine the
submerged caves and passages at their lowest sections. size of the ship, what is guarding it, or lairing in it, and
Due to the lack of water circulation, some of these will also what sort of treasure can be expected.
often referred to as ocean muck. This muck can sometimes 11-20 Rowboat
be as thick as 10 feet and most Tiny or Small creatures can
21-30 Keelboat
walk on it with little difficulty. Medium creatures without a
41-55 2d4 campaign, then you do not need to change much for food.
areas where they can brew and cook surface foods, or you
71-72 1 with a swimming speed can ignore the “how” completely. This is by far the easiest
82-86 1d4
87-90 1
Almost every aquatic civilization and some lairing
91-98 Natural hazard (see Chapter 3) creatures will find or create a few air-filled spaces. These
99-100 Supernatural hazard (see Chapter 3) spaces are used for temporary visitors, combat practice for
Use the following table with Chapter 8 of the Dungeon storage of valuable objects that rust in salt water, brewing,
06-35 CR 0-4 (individual treasure) but only for a short time before the oxygen level becomes
61-71 CR 0-4 (treasure hoard) the Elemental Plane of Air. Any such zone that does not
72-80 CR 5-10 (treasure hoard) need to be constantly charged with oxygen is incredibly
86 CR 17+ (treasure hoard) utility (see Chapter 6) will usually use this spell as a means
lives in the same place and secondly, that most of them are
marsh dwellers, but parts of their homes could be partially deeper than 3,000 feet where they can expect to be left
could be as large as a village. Merfolk (10-200 feet). These creatures tend to remain in
Ixitxachitl (0-500 feet). These creatures are incredibly shallower sections of the ocean and use the sun to tell the
chaotic and the closest they come to participating in time and the seasons. This civilization is usually nomadic
civilization are semi-permanent spawning areas that could but could have permanent settlements as large as a city.
Koalinth (0-500 feet). These creatures will want to be opportunity tormentors who will hunt or fight surface
near the coast so they can raid it for plunder or murder. creatures as well as aquatic humanoids.
Civilized places for this species could be as large as a town. Sahuagin (300-1,500 feet). These creatures will
Kuo-Toa (100-1,000 feet). These creatures are arrogant sometimes attack surface ships out of simple bloodlust or
enough to think they own the entire ocean and will place in search of treasure and sacrificial victims. They will even
their living areas wherever they are not immediately fought attack weaker evil neighbors. They will likely control areas
or destroyed. Civilized places for this species could be as designed for air-breathers so that they can keep a few on
large as a city. hand for sacrifices. Sahuagin civilized places can reach the
Lizardfolk (0-50 feet). These creatures will have parts of size of large towns.
their civilization below the surface, but most of it will be on Sea Elves (0-300 feet). These elves split from surface
the surface as they are not truly amphibious. Civilized elves long ago but still maintain limited contact with
Locathah (10-1,000 feet). These creatures will tend to lair Tortle (0-100 feet). These creatures are very nomadic but
near other neutral or good-aligned aquatic humanoids and when they do settle down it tends to be in small groups no
adventurers show up. Civilized places for this species could Triton (10-600 feet). These creatures tend to be more
Marid (100-50,000 feet). These elementals are completely will be less likely to be inviting towards unexpected guests
at home in the water and can lair at any depth imaginable. or adventurers. They will have a handful of cities that rival
main stalk that slowly break off and float to the surface.
Brackish Caves. These caves mix salt and fresh water and
These bubbles can be trapped with any kind of dome and
the water is a unique mix of the two that supports its own
eventually a breathable area will form. It takes 100 plants
form of life. Creatures native to brackish waters may or
to create a dome of air roughly 10 feet in radius. This dome
may not be able to survive in fresh or salt water for a length
of air can only support one Medium air-breathing creature
of time. Where salt and fresh water mix there tend to be
indefinitely, for the plants cannot replace the oxygen very
side caverns and “cut-aways” due to chemical processes
quickly.
that eat at the walls.
rope marine slugs and are hard to tell apart until they start
Deep Darkness. Underwater environments can also be
extruding. The sand eater extrudes rock that is translucent
pitch black, a darkness so complete that there is no
or transparent if its diet is strictly controlled. Sand eaters
ambient light. Even Darkvision may only show a field of
are harder to breed and keep alive, and worth roughly 100
grey if there is nothing within range. In such an
times as much as an extruder rope.
environment the smallest amount of light will be striking.
scream.
animals, etc. When in doubt, ask the rock gnome down and separated while passing through Max and
twins, Siri and Google. It is always best to have a nothing collides during this orderly and oddly tidy passage.
few of these standing by for when you want to A creature will experience one minute of time, and if they
lighten the mood or if your players are clearly attempt to do anything violent, cast spells, or otherwise
done with fighting or doing anything serious interfere with the orderly passage of things around them
during your session. then Max will attempt to crush them with a psychic attack
Max’s “body” exists in a demi-plane, fed by it’s bottomless Passing through for Huge and Larger Creatures. Huge
maw. As material passes through Max from the bottomless and larger creatures that pass through the bottomless maw
maw it exits back into the Material Plane via the infinity will find themselves suspended in a 3-mile diameter
source. Max can choose to change where its bottomless stomach of searing acid, taking 22 (4d10) acid damage at
maw or infinity source is located on a Material Plane. the end of each of their turns. Creatures that breathe,
20 miles away from the bottomless maw and is exactly can be found at any ocean depth below 200 feet.
and not moving the infinity source, then the falling debris
within 30 feet of the portal Max will shift the infinity source
Large bodies of water, especially seas and oceans, have
120 feet in any direction. If Max has been active in a
many portals to the Elemental Planes. Most portals found
particular world for a while there may be many small
underwater, except ones for Elemental Water, tend to be
artificial islands created over time.
obvious and hard to stumble into blindly. Elementals
two-way.
tunnel is submerged and if traveled through, they end in a Water. These portals can be dangerous as they can float
magical portal after 3d100 feet. The air in these chambers almost invisibly at any depth, and creatures may pass
can never be fouled or replaced by any other gas (no through them unknowingly unless aided by magical sight,
natural or magical effects that use gas or remove oxygen such as truesight, or specific spells designed to detect and
of the six wet chambers, or leads out to an ocean location. Large bodies of water and sometimes other liquids, such as
Each exit portal irises open when in use and then acid and blood, can be found in the Outer Planes. The
immediately closes after a creature passes through it. No following list of large bodies of water is not exhaustive but
known means can force a portal open or force it to reverse they are the most well-known.
instead, strange aquatic demon warlords called the Abyss. Layers 13 “Blood Tor”, 88 “Gaping Maw”, 89
myrmyxicuses rule here, each having absolute power over “Shadowsea”, 480 “Guttlevetch”, 493 “Steeping Isles”, 499
large sections of the Abyssian Ocean. “Carroristo”, 531 “Vudra”, and 570 “Shendilavri” all have,
River Styx is a dangerous river that connects all of the Arborea. Layer 2 “Aquallor” is an endless emerald ocean.
Lower Planes but completely drains a creature’s memory
and/or sanity. Merrenoloths will sometimes take travelers Carceri. Layer 5 “Porphatys” is a shallow acidic ocean
along the River Styx for a price. with black acidic snow and the occasional rocky island.
Oceanus. This river is best described as a calm and Elysium. Layer 4 “Thalasia” is the beginning and the end
pleasant version of the river Styx that connects most of the of the river Oceanus and is itself an immense ocean with a
lore they need at the bottom of the sea and they will find a
and oceans.
eaten. Some also provide fur, blubber, oil, bones, and other
ecological issues and impacts. Seaweed. Edible seaweed has long been a staple of coastal
secrete the substance in their guts and either pass or vomit Fire Ice. Fire ice (methane hydrate) occurs naturally in
it up, where it floats and sometimes makes its way to a ocean sediment that is under at least 500 feet of water.
beach. Perfumers keep this substance in extremely high This ice is easy to identify because it is opaque and milky
demand and on average it is worth 1 gp per ounce. Most white, and is either found at the bottom of the ocean or just
chunks of ambergris are just a few pounds but large lumps beneath the sediment. These chunks of fire ice can be
of up to 100 pounds can be found occasionally. small or massive, and if brought to the surface they will
in ornamental jewelry.
Creatures. Civilizations can harvest giant aquatic
Irregular Pearls. Irregular pearls are pearls that are not
creatures like crabs or fish for food and other resources,
gem-quality. These can be almost any imaginable shape
and even the corpses of the monstrous or weird have great
and size and are considered the standard “coin” of the
value to spellcasters and alchemists.
aquatic humanoid races. Irregular pearls are assigned
water.
distract the kraken. During this time, the king decides that
Marble Path to Immortality is an idea seed that you can problem. Who will take the third spot and become
build a more detailed or complicated adventure around that immortal with his daughters? Will it be one of his
can challenge characters of any level. If your players like daughter’s lovers, the archmage, the spymaster, one of the
violent solutions, then their characters should be level 17 players’ characters? This is when things can truly get
Your campaign likely has no area with a large empire and service. They will explain nothing more but will point at
an old king that you can just kill off to support this three triangular platforms. What service the maruts require
adventure. If this is the case, then one of the king’s first is up to you.
A king (Musa Keita the First) is dying of a wasting disease (assassin) and at least 20 other NPCs (commoners, thugs,
(cancer). This wasting disease cannot be cured and always knights, etc.). The king will also command the absolute
comes back to ravage Musa’s body after being magically loyalty of a dao genie until day 12. If you want to further
cured or removed. The royal court has been draining the complicate the possible violence that this adventure can
coffers to keep him alive with various spells and potions, generate, have only one of the NPCs (other than the king)
but he won’t stand for it anymore. As a retired adventurer, able to cast or use a device that makes use of the spell
he takes his two surviving daughters with him into the deep utility, as described in Chapter 6. The royal retinue has
waters to hunt out an ancient myth about the Marble Path, been using this spell to rest and camp under the water.
Day 0-3. The king travels to an enigmatic serpent’s the king’s offspring to be a son (or genderless, gender-fluid,
underwater lair and signs a treaty allowing it to inspect 1 etc.), then feel free to change the gender.
out of every 10 ships leaving his empire’s main port city for
Neutral Party. A neutral party will likely decide to back
anything looted from the sea. If anything is found, the
whoever they want to become the third immortal now that
serpent is encouraged to make a violent example of the
the king accepts his mortality. This can end in violence or
ship. In exchange, the serpent tells the king where the
some very crafty roleplaying. A neutral party might still
Marble Path starts and what he needs to bring with him to
argue and fight amongst themselves if one of them wants to
be successful. The serpent also promises to meet the king
take the third immortal spot.
at the “immortality dome,” and distract a kraken long
enough that the king and his retinue can safely enter the
Evil Party. An evil party might go as far as to sow discord
dome and negotiate with its keepers. The royal retinue may
and wait for the different factions to kill each other before
or may not use a magical portal to move to a more
sweeping the field and taking all three immortality
convenient Material Plane that will not drastically change
positions for themselves. If there are more than three
the power structure of your campaign’s surface world.
characters in the party, then you should expect further
Algae and seagrass can form massive underwater Dexterity saving throw and only suffer half as much with a
meadows in shallow (not normally deeper than 100 feet) successful save. The rainbow slick will then continue to
water with some of the blades of “grass” extending beyond burn for 2d12 hours as it is slowly consumed; the surface
ten feet in length. Moving through these meadows can be of the water is literally on fire. Strangely enough, these
difficult and anything inside the meadow will be heavily flames produce no smoke at all, and humanoids witnessing
obscured. These are great places to hide, as well as be it for the first time may stare in wonder or flee in terror.
ambushed suddenly.
Seagrass Meadows and Forests. These plant masses can
Algal Blooms. Most natural free-floating algae are be deceptively difficult to travel through as the vines and
harmless or in such low concentrations that they are stalks get tangled together. These areas are difficult terrain
harmless. Blooms occur when the conditions allow for to anything not Tiny, Gargantuan, or Colossal in size. The
massive concentrations of algae in one place and can come new Colossal creature size is explained in Chapter 7.
in a variety of colors including mustard yellow, blood red, Creatures more than 10 feet apart have half cover to each
emerald greens, and even bioluminescent blue that glows other, and visibility usually does not exceed 20 feet. These
at night. These blooms create heavy obscuration, but some areas can be exceptionally dangerous places where
are also harmful. A rare and supernatural algal bloom has creatures can attack with little to no notice. Any attempt to
been documented that creates a rainbow-like slick surface determine direction is attempted at disadvantage while
on still ocean water. inside a seagrass meadow or forest. On the other hand,
Dark Dreams. This supernatural bloom only occurs food is plentiful in these areas, and Wisdom (Survival)
rarely and on cold nights with no moonlight. This invisible checks are made with advantage. Five-foot-cube sections of
algal bloom has no smell but living creatures within a few meadows and forests can be destroyed, and have an AC of
dozen feet of the water’s edge will start to be covered in a 10, 15 hit points, and are resistant to bludgeoning and
fine brown dust that resembles pollen. Creatures with an piercing damage.
Intelligence higher than 3 will have trouble determining Bluescale Whips. This supernatural seagrass is
friend from foe and otherwise behave in a confused and incredibly irritating to any creature that touches it. It can be
belligerent manner unless they make a DC 11 Charisma identified with a successful DC 10 Intelligence (Nature)
saving throw. Fey creatures are immune to this bloom. check, but it is easy to accidentally stumble into this irritant
Hypoxic Bloom. Some blooms simply reduce the usable if a creature is moving quickly or not paying attention. A
oxygen in the surrounding water so suddenly that even creature that passes through a five-foot section of bluescale
mobile sea creatures die before being able to escape the whips must make a successful DC 5 Constitution saving
dead zone created by this bloom. Dead zones are explained throw or suffer disadvantage on all Dexterity saving throws
later in this chapter. and ability checks for an hour. This effect is considered a
Poisonous Water. Some blooms turn the surrounding poison. The DC increases by 1 for each five-foot section of
water poisonous (usually cyanide) to those that drink or bluescale moved through, to a maximum DC of 15. This
breathe it. Those that drink this water must make a DC 10 saving throw is only made once at the end of a creature's
and take 1d6 poison damage. Those that breathe this Grey Marley. This supernatural seagrass is hard to find
poisonous water gain the poisoned condition and then because most aquatic humanoids pick and harvest this rare
must make a DC 10 Constitution saving throw at the seagrass when it is found. Grey marley is usually hidden
beginning of each of their turns. They take 1d6 poison deep within a kelp or seagrass forest. Grey marley is
damage on a failed save, or half as much on a success. covered in small onion-shaped gray nodules that, when
Poisonous Gas. Very rarely, a bloom will create poison eaten, have the same effect on a creature as if they had
gas (hydrogen sulfide) that will threaten air-breathing drunk two alcoholic beers. Some of the grey marley
creatures near the water. This gas comes with a terrible nodules are poisonous but difficult to differentiate, so those
stench and all natural creatures will flee from it. Those that who fail a DC 15 Intelligence (Nature) check will not be
can’t escape are affected as if they are in the area of effect able to tell them apart. Poisonous grey marley is
or difficult to avoid.
20 ft. Levitation spell poison, pollution, etc. This destruction, called bleaching,
- 30 ft. Sinking Ship Destroying Coral Reefs. A five-foot section of coral reef
a hazard that causes 1d6 slashing damage if a creature is can eventually result in exhaustion, depending on the
forced through or over coral. campaign. Riptides are an example of dangerous currents
hazards entirely.
and disadvantage on all Dexterity saving throws and Strong DC 11 or 20 ft. DC 8 or 10 ft.
checks for 2d4 turns. This is a poison that can be cured
(20 ft.)
and creatures immune to the poisoned condition are Very Strong DC 14 or 30 ft. DC 11 or 20 ft.
immune to toxic coral. (30 ft.)
Toxic (Gill Cutter) Coral. This coral fills every five-foot
Dangerous DC 17 or 40+ ft. DC 14 or 30 ft.
cube adjacent to it with very fine particles that cut and
(40+ ft.)
irritate gills (or lungs if a surface creature is breathing
x 5 feet at the end of their turn. Ghosts of Saltmarsh Sunlight Zone. The sunlight zone extends from the water’s
simplifies current rules by stating that creatures with a surface to a depth of 650 feet. This area of the sea has the
swimming speed are unaffected. These rules will work fine same natural illumination conditions as above the water.
current or tide (or one that failed its Strength check) moves
the current.
Phosphorescence. Various natural and supernatural in these areas, and airy water might work in these areas
minerals and creatures emit light for a wide variety of (up to the discretion of the DM).
and what they encounter are using the same sense (sight).
Salt Water Ingestion (Hypernatremia). Besides animals
If the characters encounter sharks while exploring the sea,
found in the ocean and a few creatures that hunt there,
then remember that the sharks will be aware of them
natural creatures cannot drink salt water safely. A
before the characters see the sharks.
humanoid, not native to saltwater, that drinks less than a
Clear water, dim light Light 30 ft. A creature that drinks more than a cup of saltwater
drinking salt water over time can lead to madness, but the
nonmagical items, not designed to resist water depth, are 800 3d6 bludgeoning damage per round, or half as
destroyed. Items can be designed to resist damage at
much if the creature makes a successful DC 20
Constitution saving throw. Creatures make a
greater depths, but there is only so much that can be done.
saving throw each round at this depth.
That table was modified and reprinted here.
900 6d6 bludgeoning damage each round.
1000+ 12d6 bludgeoning damage each round.
Stone 2,000 ft. speed) will instinctively know which direction the surface
Adamantine 6,000 ft. while underwater. This check is normally a DC 5, but the
speed, unless immune to bludgeoning damage. The DM A wide variety of very real and natural diseases and their
decides if any creatures are immune to damage caused by causes are associated with freshwater. Cholera is arguably
this depth, but anything remotely humanoid should not be. the most famous of natural diseases that are easily spread
Certain types of monsters will be immune to bludgeoning through water, but there are many more. In Dungeons &
damage caused by their depth underwater: constructs, Dragons you should treat a microscopic creature such as
elementals, oozes, slimes, undead, and creatures at home an amoeba or parasite as a disease to keep the gameplay
in the deep ocean. Certain spells, like control water or wall from being bogged down. This means lesser restoration
of force may also help to prevent bludgeoning damage can cure maladies caused by both. Some diseases cannot
based on a creature’s depth. thrive in both saltwater and freshwater environments, but
Standard Diseases. There are three diseases found in the Constitution saving throw at the beginning of each day. If
Dungeon Master's Guide: cackle fever, sewer plague, and they succeed twice in a row, then they are no longer
humanoid infected with a brain-eating amoeba. Bat brain is creatures, especially fish that are in poor water or kept as
as rare as it is fatal. It is contracted through swimming in pets. This disease starts as white spots, which then become
freshwater rivers and lakes. This disease causes fever, then cauliflower-like bumps and growths that can be fatal to
confusion, and finally death, as the brain is slowly aquatic creatures, especially if it gets into the gills. This
Symptoms manifest 1d8 days after infection. A creature water within 15 feet of a diseased creature often catches
Constitution saving throw or become diseased. An infected Symptoms manifest 2d6 days after infection. This
victim will gain one level of exhaustion when symptoms disease causes lethargy, soft or lost scales, and difficulty
appear, and this exhaustion cannot be cured until the breathing. Creatures at risk of cauliflower scale must make
disease is cured. 1d4 days after the exhaustion occurs, the a successful DC 15 Constitution saving throw or become
creature will become confused as per the confusion spell. diseased. After each long rest, a diseased creature must
1d4 days after that, the creature will be reduced to 0 hit make a successful DC 10 Constitution saving throw or
points and automatically fail all death saving throws unless have its Dexterity ability temporarily reduced by 2 until it is
the disease is cured. no longer diseased. This ability penalty can stack and if a
A creature with bat brain cannot normally be cured creature reaches 0 Dexterity, they are reduced to 0 hit
through nonmagical means. points and fail all death saving throws unless they are
Identify. DC 12.
This disease was reprinted and slightly altered from the
Medicine Curing. DC 9.
disease of the same name found in Ghosts of Saltmarsh.
necrotic damage as the boils burst blue ooze and pus and
Identify. DC 10 coral scratch. Those suffering from coral scratch can only
Medicine Curing. 15. A creature with proficiency in both be healed with magic until the disease is cured. Possibly
Intelligence (Religion) and Wisdom (Medicine) has worst of all, those suffering from coral scratch are easily
advantage on this check. infected by other diseases and have disadvantage on any
scratch.
for 2d6 days, at which point it has run its course and the
Identify. DC 5.
usually only seen in prisoners or sailors who have not been recover naturally. Some unlucky creatures will get bloody
on dry land for over a month. The cure for this disease is diarrhea and vomiting that can lead to death. This disease
fruits and vegetables, things that are difficult to come by is caught by eating or drinking tainted food.
while sailing. A creature suffering from death creaks will Symptoms manifest 1d4 days after infection. Creatures
begin to have loud creaky joints after a few weeks if they at risk of catching gut boil must make a successful DC 9
continue to remain diseased. Constitution saving throw or become diseased and gain the
Symptoms manifest 2d4 days after infection. Creatures poisoned condition. After each long rest, they make a DC 9
at risk of catching death creaks must make a successful DC Constitution saving throw. If they succeed on two saving
15 Constitution saving throw or become diseased. A throws in a row, then they are cured. If they fail three saving
diseased creature will have to make another saving throw throws in a row, then they are reduced to 0 hit points and
every week. Each failed saving throw results in a level of begin making death saving throws. If they survive their
exhaustion that cannot be cured until the disease is cured. death saving throws, then they are cured.
body, but it is cured 2d3 days after the victim’s diet includes
Medicine Curing. DC 25, or DC 5 with access to fruits disease poisons the blood and the flesh around the wound
and vegetables. begins to rot before the victim dies of septic shock.
Identify. DC 10. disease, which makes the gills appear highly inflamed, is
Medicine Curing. DC 10. easy to spot but difficult to cure naturally. Creatures at risk
the skin crack and seep. It is not often fatal, but very
painful.
successful DC 13 Constitution saving throw or become common and most will go away without treatment after a
diseased and have its Hit Dice reduced by 1 until the few weeks. Some of the annoyance diseases last forever
disease is cured. A creature that makes three successful unless cured by an herbalist or magic.
saving throws in a row is no longer diseased. Symptoms manifest 1d12 days after infection. A creature
gameplay.
Maztica’s revenge occurs when tainted water is breathed in
Identify. DC 5 - 10.
as a mist or if a creature is breathing fresh water. This
Medicine Curing. DC 10 - 15.
disease resembles potent, and occasionally fatal,
pneumonia. If untreated or uncured this disease eventually Venereal Disease (Fatal). These are rarer but more
ends in death as the victim’s lungs fill with fluid. Maztica’s serious than venereal disease (annoyance). Each of these
revenge will produce a chronic cough, shortness of breath, diseases eventually kills the infected victim but this could
and a feeling of tightness in the chest. take months or decades, depending on the Dungeon
Symptoms manifest 2d4 days after infection. Creatures Master. Symptoms manifest 2d20 days after infection. A
at risk of catching Maztica’s revenge must make a creature at risk of catching venereal disease (fatal) must
successful DC 10 Constitution saving throw or become make a successful DC 13 Constitution saving throw or
diseased. A diseased creature must make a successful DC become diseased. This disease lasts until cured or the
8 Constitution saving throw every day or gain two levels of infected victim dies. The Dungeon Master determines what
exhaustion. This exhaustion cannot be cured until the happens to a creature as it slowly dies from this disease,
disease is cured. A creature that succeeds on a saving but these diseases usually take 2d20 months or 2d10 years
throw is cured. A creature that fails three saving throws has to kill.
Identify. DC 13. like venereal disease (fatal) but they slowly drive the
but each month the victim suffers from the disease also
Sailor’s regret is a diarrheal disease caused by a parasite requires a successful DC 5 Wisdom saving throw or the
found in infected water, food, and soil. This disease is not as creature gains an indefinite madness as described in the
fatal as cholera but is sometimes mistaken for it. This Dungeon Master’s Guide. Each additional month of being
disease rarely kills healthy creatures, but it can last for diseased increases the DC of the Wisdom saving throw by
Identify. DC 15.
Suffocating. A creature can hold its breath for a number of
Medicine Curing. DC 8.
minutes equal to 1 + its Constitution modifier (minimum of
madness. Each of these categories has a wide variety of Air “Drowning.” A creature that only breathes water, like a
specific diseases with all sorts of entertaining and fish or an octopus, follows the rules for suffocating if
frightening names you should feel free to research on your removed from water. Amphibious creatures that have
own. Venereal diseases are not cured by successful issues with extended stays in the air or water should have
Constitution saving throws. A diseased creature may live this mentioned in their statistics and/or descriptions.
how often in an hour it must be made depending on Lure Lights. These are fully explained in Ghosts of
breathing water.
Saltmarsh.
corpses.
1-4 10d20 (105) (death knight, boneclaw, or sword wraiths (the latter two
16-17 3d6 (10) good used to keep the undead contained, or no reason at
The Dungeon Master’s Guide lists the following rules for is either above or below. A creature at -10 would then be 10
underwater combat: feet below the battle map and a creature with a +10 would
resistant to fire when outside of water. If you being surrounded in 3D is much worse. The end of this
allow fire resistance to stack into fire immunity chapter shows an example of being surrounded in 2D and
ring of fire resistance should not allow a encounter can start above, below, behind, or some other
character to play with magma bubbling up from angle other than directly in front or to the side of the
an underwater vent. characters. You can use the following table to determine
don’t see on a battlefield unless you are running a battle 4 Encounter is to the front and above the characters.
with flying dragons, charging knights, and a burrowing 5 Encounter is to the left and above the characters.
bulette all at the same time. Intelligent creatures fighting in
Mobile. This feat will not function at all if used underwater disadvantage). Anyone attempting to do much of anything
without swimming speed or freedom of movement. underwater while wearing heavy armor will face a variety
target is also inside that area. Acrobatics. This skill can be used in so many ways that
you will have to evaluate each use of this skill when used
underwater.
impossible.
normally underwater.
are wearing heavy armor, then they will sink and be unable
and pleading by players so I try to establish this complicated and will likely just delay gameplay, but when in
rule early and hold NPCs in armor to the same doubt a creature not wearing armor is more maneuverable
decide how you will handle that as well. rule that a character is encumbered, the easiest way to
1 fist of irregular pearls (IP) is worth 20 gold The great difficulty involved with smelting metals and/or
pieces (GP); 5 fists are worth 1 small gem-quality using alchemy to create substances means that the
pearl (100) GP. irregular pearl is often used as a standard to compare
services, food, trade, credit, etc. after they both agree on the
Average Value of Fish. The value of fish will vary shell’s "fist" value. A very valuable shell is easier to
depending on how far away they were caught, whether the transport underwater than a few bags of irregular pearls or
locals enjoy eating the particular fish, how fresh it is, etc. old gold coins from a wreck.
But in general, use the following table for the low to high Aquatic merchants will have interesting and creative
value of fish, based on size. ways to judge the weight of an object, even if underwater,
and most that have any contact with the surface will be
Note: Gargantuan fish are massive beasts that cannot be aware of the relative value of irregular pearls to gold pieces.
found in nature. They are dangerous and therefore not Interesting or impossible things to grow or find under the
normally hunted for food but if you need a value as water will have greater value only if the trader sees that
comparison assume a gargantuan fish has a value of 100 value. If none of the sea elves have ever had a strawberry,
gp. then they may not value it at all and be unwilling to try one.
collect what surfacers value for future trade and keep what
of the red garnets turns to dust and you are immune to that
incapacitated). Note that if you cast shapechange on This bottle contains a breath of elemental air. When you
yourself, then a garnet is destroyed, you gain no benefits inhale it, you either exhale it or hold it.
from shapechange, and you are immune to that spell until If you exhale the breath, you gain the effect of the gust of
the end of your next turn. wind spell. If you hold the breath, you don’t need to breathe
Item adapted from Lords of Madness. for 1 hour, though you can end this benefit early (for
not age so long as the amulet has charges remaining. Each These bracers are made from the scales of an aquatic
amulet has 7d6 charges when found and when the charges creature. While wearing these bracers, your swimming
are spent the blue light is also extinguished. This amulet's speed is the same as your slowest form of movement (a
light changes color if submerged in water, and will glow commoner with a movement of 30 ft., then also has a
green in salt water and red in fresh water. swimming speed of 30 ft. while wearing this). A creature
Item adapted from Tome of Magic. that already has a swimming speed has its swimming
speed increased by 10 ft. You can also breathe both air and
you will not feel the need or desire to drink water for the
yourself in.
breath for 1 hour, though you can end this benefit early (for
example, to speak).
Breathing elemental water will also make you immune to
speed of 30 ft.
Wondrous item, rarity by figurine
Item reprinted from Ghosts of Saltmarsh.
Guide for specific use and rules associated with all magical
figurines.
at will.
exhaustion.
per day. When you blow this horn, choose one of the
following:
and use their action to move away from the horn for the
next minute.
Guide.
stored within it for more than an hour. After this time, the
While you wear this ring, you gain a speed of 30 ft. while
This magical whip is infused with the water of the River
moving outside of a water environment. This ring does not
Lethe in Hades and was specifically designed to be used
grant flying, climbing, or any other specialized type of
against enemy spellcasters. You gain a +1 bonus to attack
movement. You can also breathe air, and suffer no damage
and damage rolls made with this magical whip. A target
or penalties for being out of water for extended periods.
must also make a successful DC 13 Charisma saving throw
which spell; the target effectively casts the spell without Ring, uncommon
This intricately carved gemstone contains the knowledge of additional 60 feet. You are also placed into a magical stasis
one language, decided upon creation. There is a 1 in 10 where you do not act, breathe, eat, or drink, excrete, nor
chance that a gem grants the knowledge of a language so notice the passage of time (you gain the incapacitated
obscure or ancient that it is effectively useless. When you condition). While in this stasis, you regain 1 hit point every
have this gem on your person you can read, write, and hour and have resistance to all forms of damage. This
speak the language fluently. stasis lasts d20 + 40 years. If you are brought back into an
area that you can breathe in for an hour, then the stasis is
Amphibious. Amphibious spellcasters could have any of submerged in water, the 2d4 acid damage at the end of the
the following as familiars: crab, frog, leech, lizard, next turn would be removed.
salamander (use lizard), or toad. Cold. Immediate effects of cold are unchanged. Any
the campaign.
A , listed in Chapter 7, can also be used
as a familiar, but it should be as difficult to Fire. All targets have resistance to fire damage if they are
acquire as a faerie dragon, imp, or quasit familiar. submerged. A target that is already resistant to fire damage
area of effect 200 feet long and 10 feet wide, but the
Alter self (aquatic adaptation), animal shapes (can turn lightning damage is halved). Note that the caster of a
allies and self into an aquatic creature of CR 4 or less for lightning-based damage spell is usually also affected by it.
up to 24 hours), control water, freedom of movement (being Source is submerged but the target is not. For
underwater imposes no penalties on the target’s movement simplicity’s sake, if the target is partially in water, then treat
or attacks), shapechange, water breathing, and water walk the target as submerged. If the target is not, then determine
(a target submerged in liquid moves towards the surface at the normal area of effect and only double that area that is
a rate of 60 feet per round), are useful spells. submerged. The damage against any target that is not
The Easy Way to Handle Magic Damage Underwater. source will not normally damage themselves in this
Allow all magic and spells to function as normal with all scenario.
submerged targets resistant to fire damage. The Player’s Necrotic. This damage is unchanged.
Handbook and Dungeon Master’s Guide keep things Poison. This damage is unchanged.
simple to speed gameplay, which works just fine since most Psychic. This damage is unchanged.
campaigns never venture deep under the ocean. Radiant. This damage is unchanged.
The Advanced Way to Handle Magic Underwater. Make uses echolocation to see their environment may be
a ruling on how being submerged in water affects each type deafened and therefore "blind" until the end of their next
of damage. Below are suggested rules. turn, at the discretion of the Dungeon Master.
Airy Water
Beast Speech
Riptide Shape Water
Shape Water Sink
Air Breathing
Choke
Eel Skin Rescue Breather Salinate/Desalinate
Still Water Utility Utility
Burnishing Hand Tidal Wave
Transmute Ice
Wall of Water Murk Murk
Beast Speech Poison Sphere Poison Sphere
Poison Sphere Rise Rise
Rise Drown
Watery Sphere
Air Breathing Air Breathing
Delay Exhaustion Cavitate Cavitate
Maelstrom Tidal Wave Tidal Wave
Toxic Bloom Tide Mastery Tide Mastery
Transmute Acid Wall of Water Transmute Ice
Wall of Water
Choke
Crush of the Deep Watery Sphere
Tether
Watery Sphere
above 5th.
The spells are provided in alphabetical order.
water, centered on the target, into a frothy airy substance Duration: Concentration up to 10 minutes
into the area of effect. Creatures within the area of effect You target a creature or unattended object that you can see
must make a Constitution saving throw. They take 8d6 within range, and they are crushed by the immense
thunder damage on a failed saving throw, or half as much pressure a creature would feel 20,000 feet below the
on a successful one. surface. The target must make a Constitution saving throw
At Higher Levels. When you cast this spell using a spell at the beginning of its turn, each turn, until the spell ends
slot of 4th level or higher, the damage increases by 1d6 for or the creature dies. Nonmagical objects fail their saving
each slot level above 3rd. throws and this spell’s effects on magical objects is up to
the DM. Targets that fail their saving throw take 6d8
the end of their turn. Targets that make their saving throw
Transmutation cantrip
take half as much damage, are not stunned, but their speed
Range: 10 feet
Components: S
Duration: Instantaneous
3rd-level abjuration (ritual)
rolled 3 on initiative previously, fails their saving throw A target you can see within range stops feeling any ill
against this spell, and then rolls a 17, they still use 3 for effects from fatigue or exhaustion. The target will continue
their initiative. If the same creature rerolled their initiative to make saving throws to avoid exhaustion and any effects
and got a 2 then they would now use 2 as their initiative. caused by extreme exertion, but the effects will not occur
This spell has no effect on a creature that is either holding until this spell ends, at which point any damage or results
its breath or not breathing. of exhaustion will all occur at once. A creature could
This spell only functions if the target is completely but not blindsight or truesight.
The target’s AC cannot be less than 16, regardless of what 4th-level illusion
You target a creature you can see within range and make a
4th-level illusion
pulling or yanking motion with your hand. Your target sees
Casting Time: 1 action in their mind a silvery line extending from your hand to the
Range: 60 feet center of their head (or equivalent body part) and it must
Components: V, S make a Wisdom saving throw. This spell causes 4d6
Duration: 10 minutes piercing damage and the target is hooked on a failed saving
This spell only functions if cast on water. You select a point throw, or half as much damage on a successful one and the
within range and a 15-foot-radius sphere of water is filled spell ends. If the target is hooked and you maintain
with a murky whispering phantasm causing everything concentration, then the target takes 1d6 psychic damage
inside it to be heavily obscured. Any creature, including the for every 5 feet of movement speed they use not moving
caster, that starts their turn inside the area of effect, and towards you (to a maximum of 3d6 psychic damage during
Wisdom saving throw or gain the frightened condition until If you move on your turn, then a hooked creature can
they start their turn outside of the area of effect or the spell choose to move the same amount in the same direction you
ends. This effect spreads around corners, lasts for 10 move, or they can choose to not move but take 1d6 psychic
minutes, and cannot be moved or dispersed by heavy water damage for every 5 feet of movement speed you use moving
You cannot cast this spell upon an object. This illusion is during your turn).
within it.
another Wisdom saving throw and this spell effect ends if you target a creature you can see within range with an
they succeed. This spell also fails if a hooked creature is impossibly long green tentacle that snakes up from the
more than 210 feet from you or if you can no longer see the depths to grapple it. The target must succeed on a
Adapted from Vault of Magic II. and be restrained by the tentacle. A creature that ends its
spell again.
2nd-level evocation
Range: 90 feet
You cast this spell and you are surrounded by a pale yellow
with you so long as you concentrate on it. This spell and its
successful one.
2nd.
5th-level conjuration
Range: 90 feet
foot cube of nonmagical water for each slot level above 1st.
2nd-level evocation
Range: 60 feet
Components: S
Duration: Instantaneous
current moves the target 60 feet away from you and knocks
Range: 60 feet
creatures or multiple objects can be lifted with this spell if You choose an area of water that you can see within range
they are tied together, so long as the weight does not that fits within a 5-foot cube. You manipulate it in one of the
exceed 500 pounds. You do not need to see this spell in following ways:
than two of its non-instantaneous effects active at a time, gelatin are suffocating.
and you can dismiss such an effect as an action. The gelatinous section can move if pushed by a strong
Reprinted from Xanathar’s Guide to Everything. current, or Huge or larger creatures. Creatures that end
restrained.
Conjuration cantrip (ritual) You can choose to make the gelatin opaque; creatures
that start their turn in it then have full cover and are
Casting Time: 1 action
blinded. This opaque gelatin is considered a solid and
Range: Self
cannot be countered with truesight. The gelatin can be
Components: M (a lead plumb bob)
destroyed, and each 5-foot-cube section has an AC of 10, 25
Duration: Concentration, up to 3 minutes
hit points, and immunity to piercing and psychic damage.
You magically enlarge a lead plumb bob (or weight) so that At Higher Levels. When you cast this spell using a spell
it weighs as much as an anchor, so long as you hold it with slot of 4th level or higher, the duration is increased by a
your hands and do not give it to, or place it on anyone else. minute and the affected radius is increased by 10 feet for
So long as you concentrate, this spell moves you 50 feet each slot level above 3rd. As an example, if you cast this
towards the bottom of a body of water (or other equivalent spell using a 7th-level spell slot, while underwater, you
substance like quicksand, sewage, etc.) at the beginning of would create a 60-foot-radius gelatinous sphere, lasting 7
3rd-level transmutation
Conjuration cantrip
Casting Time: 1 action
If you are completely submerged in water and cast this You target a friendly or incapacitated creature you can see
spell, then you target a 30-foot-radius sphere section of within range. A magical rope springs into existence and
water, which suddenly becomes very viscous and hard to ties itself to both of you. This magical rope will keep you
swim through. If you are not fully submerged, then you cast and the tethered target no more than 30 feet apart and the
this spell on the surface of a liquid, making a 30-foot-radius target can be dragged or carried by you. The rope can be
and 5-foot-deep section of the surface very viscous and destroyed with magical weapons, any amount of magical
hard to swim through. damage, 3 or more slashing damage from one attack, or
Creatures with 1 Hit Die in the gelatinous area of effect broken with a successful Strength (Athletics) check (DC is
are paralyzed without a saving throw. Everything else must your spell DC).
make a successful Strength saving throw or be restrained. This spell’s duration increases to 6 minutes when you
Once restrained, a creature will need to succeed on a reach 5th level, 9 minutes at 11th, and 12 minutes at 17th.
you filled with algae. If this toxic bloom is in water that has
any current at all, then the spell will end at the beginning of
3rd-level transmutation
your next turn. A square affected by toxic bloom is not
Range: Self On your turn, you can use an action to move the toxic
Components: S, M (a smooth pebble, worn to a perfect bloom up to 10 ft. in any direction you choose, so long as it
sphere, which is not consumed in casting) remains in the water. The toxic bloom’s shape can change
Duration: Concentration, up to 3 minutes but no affected square can be moved more than 10 feet per
turn. You cannot move the toxic bloom into an area that you
This spell only functions if you are completely submerged
cannot see.
in water. When you cast this spell you redirect tidal forces
At Higher Levels. When you cast this spell using a spell
caused by the moon -- either pulling all objects and
slot of 6th level or higher, you can select five more 5-foot
creatures in the water towards you or repelling them away
squares for each spell slot above 5th.
from you. You must choose to either pull or repel when you
cast this spell and you cannot change your choice unless
the spell is still active. This cloud grants three-quarters You choose an area of water that you can see that fits
cover from everything outside the sphere. Anything within a 20-foot-radius sphere and is within range. Choose
attempting to hit you with melee attacks with a reach of one of the following effects:
affected area. Any swarms in the affected area must make a Transmute Acid to Water. Nonmagical acid, or magical
successful Constitution saving throw at the beginning of acid caused by a spell of 5th-level or lower, in the area of
their turn or be destroyed. effect becomes an equal volume of water that remains
3rd-level transmutation
Duration: Instantaneous
You choose an area of water that you can see that fits
knocked prone.
depth of water.
slot of 2nd level or higher, the duration is increased by an points. When a section is destroyed, the wall’s water doesn’t
additional 24 hours for each slot level above 1st. A 9th level fill it.
utility spell therefore lasts for 9 days. Reprinted from Xanathar’s Guide to Everything.
Range: 90 feet
The utility spell was designed to have little (if point you can see within range. The sphere can hover but
any) usefulness in combat. But a spell such as no more than 10 feet off the ground. The sphere remains
this must exist if you want there to be magical for the spell’s duration.
means of establishing and maintaining a semi- Any creature in the sphere’s space must make a Strength
permanent place for surface humanoids to rest saving throw. On a successful save, a creature is ejected
and meet with aquatic humanoids. This spell has
from that space to the nearest unoccupied space of the
a long casting time and is a ritual so that
creature’s choice outside the sphere. A Huge or larger
spellcasters can maintain this spell so long as
they keep casting it repeatedly. This spell was creature succeeds on a saving throw automatically, and a
also created with a “rechargeable” or “stacking” Large or smaller creature can choose to fail it. On a failed
duration that allows for multiple spellcasters to save, a creature is restrained by the sphere and is engulfed
increase the duration of the same spell. This spell by the water. At the end of each of its turns, a restrained
is more powerful than a 1st level spell, but I target can repeat the saving throw, ending the effect on
believe that the casting time, the heavy material itself on a success.
components, and the fact that the area of effect The sphere can restrain as many as four Medium or
does not move counterbalances its increased smaller creatures or one Large creature. If the sphere
power. Feel free to adjust this spell as you see fit restrains a creature that causes it to exceed this capacity, a
per your campaign’s needs. Note that a water random creature that was already restrained by the sphere
version of utility was also created so that surface falls out of it and lands prone in a space within 5 feet of it.
creatures can host small groups of aquatic As an action, you can move the sphere up to 30 feet in a
humanoids if they have willing spellcasters.
straight line. If it moves over a pit, a cliff, or other drop-off,
Most aquatic humanoid spellcasters should
have access to utility as a ritual spell. If nothing it safely descends until it is hovering 10 feet above the
else the will have a few spellcasters who ground. Any creature restrained by the sphere moves with
can cast this spell to keep captives alive long it. You can ram the sphere into creatures, forcing them to
When the spell ends, the sphere falls to the ground and
3rd-level evocation
Range: 60 feet
see within range. You can make the wall up to 30 feet long,
The wall vanishes when the spell ends. The wall’s space is
difficult terrain.
halved if the fire effect passes through the wall to reach its
target. Spells that deal cold damage that pass through the
wall cause the area of the wall they pass through to freeze
― Jules Verne, Twenty Thousand Leagues Under the Water. Water elementals are completely at home in any
water. No campaign or session set in an underwater Fey creatures can drown even if they are in the Feywild and
environment is complete without at least a few strange they experience water (or air) like a creature or humanoid
aquatic creatures. Many creatures not native to water face does in the Material Plane. In the Feywild, a walking
restrictions when using actions underwater, but some, like talking fish, or a water-breathing fox, are both very possible
oozes, do not experience any challenges at all. and will likely be no stranger than anything else
source native to that plane. As an example, a solar cannot Oozes barely notice a difference between water and air
drown in Oceanus. A fiend in the Lower Planes cannot environments, and most can use their normal movement as
drown in a water source native to the plane. As an example, a swimming speed, at the discretion of the DM. Oozes are
a pit fiend cannot drown in Styx (but is still not immune to immune to frigid water, buoyancy, or damage caused by
Most constructs are not designed to float or swim and will use it as a swimming speed for movement underwater.
sink 60 feet towards the bottom of a large body of water Exceptions to this rule would be wyvern skeletons and
unless they are tethered or holding onto something. undead creatures that use physical wings for movement as
Constructs are immune to the crushing damage of being opposed to the “flying” movements of ghosts and
very deep underwater and could theoretically cross a vast incorporeal undead. Undead creatures are immune to
ocean by walking on the ocean floor. bludgeoning damage caused by depth. A determined and
whereas an ancient white dragon can hold its breath for Breath Weapons. A creature that cannot breathe water,
26 minutes. Dragons understand this and will avoid using even if they have an innate swimming speed, can still use a
their breath weapons underwater unless they are truly breath weapon underwater, but any breath they were
threatened or can easily leave the water to take a breath of holding is now gone. They are now drowning and can
air (see breath weapons in the Actions section of this survive for a number of turns equal to their Constitution
and are now drowning in air until they breathe water again.
Air. Air elementals only suffer a minor penalty while
submerged in water; they lose their flying speed if they Combat. See Chapter 4.
start their turn submerged but gain a swimming speed of
30 ft. until they leave the water. Falling into Water. Tasha’s Cauldron of Everything
Earth. Earth elementals will sink 60 feet per turn towards explains falling into water as follows. A creature that falls
the bottom of a large body of water unless they are tethered into water or other liquid can use its reaction to make a DC
the fall is halved. Falling damage is further described in the heavy kelp forests) then movement through that area
Player’s Handbook but it is 1d6 bludgeoning damage per requires 20 feet of movement to move 5 feet (with a
10 feet of height fallen to a maximum of 20d6 at 200 feet. minimum of 5 feet traveled). The Dungeon Master may
A creature that falls into water or other liquid can use its
16 61-100 than an ancient dragon, are the truly massive creatures that
mane jellyfish.
seamlessly move between flying and swimming or vice 30 by 30 ft or 30 ft. d30 15½ Apatosaurus,
versa in the same action. As an example, a creature could larger blue whale
not use 30 feet of its swimming speed and then 10 more
and structures.
effect on spell damage. Other than that, spellcasting
Abbreviations. Underwater Campaigns uses the following TFTYP: Tales from the Yawning Portal
BG:DiA: Baldur's Gate: Descent into Avernus VGtM: Volo’s Guide to Monsters
water.
until the end of its next turn. This trait is also disrupted
Multiattack. The aboleth watcher attacks three times: Telekinetic Punch. Ranged Magic (Psionics) Attack: +8 to
twice with its tentacles, and once with its negation ray. hit, range 120 ft., one target. Hit: 6 (1d6 + 3) force damage.
Negation Ray. The aboleth watcher emits a blood-red ray what they refer to as inevitability, or the fact that something
from its eyes that targets a creature it can see within 60 stranger and more powerful than the aboleths is bound to
feet. The target takes 6 (1d12) necrotic damage and must find its way to the Material Plane and challenge their
make a successful DC 16 Charisma saving throw or be dominion. Aboleth watchers have zero interest in slaving,
unable to use innate spellcasting or spellcasting until the and a single-minded drive to explore, watch, and protect
end of its next turn. their race. Their psionic powers are all bent towards
Armor Class 12 (natural armor) Jet (Recharge 6). The ammonoid releases a jet of gas and
Hit Points 3 (1d4 + 1) water and moves 20 feet in a straight line as a bonus
Speed 5 ft., swim 5 ft. action. The ammonoid cannot use Dash on any turn that it
uses Jet.
size and can be found ranging from the size of a coin to the
underwater.
Alien Regeneration. The ancient devourer regains 10 hit
Speed 50 ft. Amphibious. The ancient devourer can breathe air and
water.
Alien Nature. The ancient devourer does not need to eat, target. Hit: 15 (3d6 + 5) piercing damage and 7 (2d6)
drink, or sleep. psychic damage. If the target is grappled, then the target
by both claw attacks, then it is grappled (escape DC 15) Tiny beast, unaligned
without rhyme or reason. All remaining ancient devourers 3 (-4) 13 (+1) 9 (-1) 1 (-5) 7 (-2) 3 (-4)
are either imprisoned in Carceri or at the bottom of the
Realm, but no one is bothering to find out. Although these Senses passive Perception 8
undead. If one is brought to the surface, it will likely cause Challenge 0 (10 XP)
aboleth remember this ancient threat to life (and their Light Lure. The angler fish can choose to produce a blue-
desires of dominating the entire world) and they go to great green light in a 5-foot radius and dim light for an additional
lengths to drop ancient devourers into active volcanoes if 5 feet. This light only works in seawater.
underwater
The ancient devourer is an ancient threat to the Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
aboleth and reptilian empires that existed before
target. Hit: 1 piercing damage and a Tiny target is grappled
humanoid civilization emerged. The ancient
(escape DC 11). A grappled creature takes 1 piercing
devourer’s discovery can help you imply a deep
and rich past in your campaign or can be used in damage at the end of its turn.
Hit Points 246 (12d30 + 60), damage threshold 9 Hit Points 114 (12d12 + 36)
24 (+7) 6 (-3) 21 (+5) 2 (-4) 10 (0) 7 (-2) 18 (+4) 10 (0) 17 (+3) 12 (+1) 24 (+7) 10 (0)
Saving Throws Str +10, Con +8 Saving Throws Int +4, Wis +10, Cha +3
Challenge 10 (5,900 XP) Senses truesight 120 ft. (blind beyond this radius), passive
Perception 17
Siege Monster. The apatosaurus does double damage to Challenge 5 (1,800 XP)
its stomp and one with its tail. Amphibious. The apricot kame can breathe air and water.
Stomp. Melee Weapon Attack: +10 to hit, reach 20 ft., one Innate Spellcasting. The apricot kame’s innate
target. Hit: 40 (6d10 + 7) bludgeoning damage. spellcasting ability is Wisdom (spell save DC 18, +10 to hit
must succeed on a DC 18 Strength saving throw or be At will: command, cure wounds, identify, inflict wounds
sanctuary, suggestion
The apatosaurus is a truly titanic four-legged herbivore that
2/day each: clairvoyance (3-mile range), control water,
can reach lengths in excess of 80 feet and weigh over 20
nondetection, silence, speak with dead
tons. An apatosaurus can be encountered anywhere their
1/day each: arcane eye, beacon of hope, confusion, conjure
smaller cousins, the brontosaurus, can be encountered.
elemental (water only), dispel magic, raise dead
Wisdom (Perception) checks that rely on sight. target. Hit: 1 slashing damage.
into its tube to slowly devour its kill. Auruminix make their
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one home in old coral reefs, slowly drilling a cork-screw-shaped
target. Hit: 13 (2d8 + 4) piercing damage. tunnel from which to lair in and ambush creatures out of.
These creatures never leave their lair and are rather easily
Apricot kame are ancient apricot yellow sea turtles. They killed if the reef around them is destroyed. Over many years
spend their time near areas of strange magic or natural they slowly transmute their tunnel walls into gold, and
wonder barely moving for weeks at a time, often lost in some of the more elaborate and older tunnels are displayed
contemplation. There has been much debate as to whether as artwork or melted down on the surface.
some cure and help the sick and injured, while others just Armor Class 14 (natural armor)
watch impassively. Most scholars agree that these strange Hit Points 44 (8d6 + 16)
yellow turtles are observers for some divine power. Speed 0 ft.
Armor Class 17
Saving Throws Con +4
Hit Points 18 (4d6 + 4)
Damage Resistances necrotic, radiant
Speed 5 ft., swim 5 ft.
Condition Immunities blinded, deafened
Languages -
cannot see the blinder vile until the beginning of its next
turn.
Ambush. The auruminix does an additional 3 (1d6)
piercing damage if its target is surprised. Vile Madness. The blinder vile is constantly broadcasting
its evil and insane thoughts. At the start of its turn, any
Anchored. The auruminix is anchored in a coral reef tube
creature with more than 3 Intelligence within 20 feet of a
and gains advantage on any saving throw or check used to
blinder vile must make a successful DC 13 Wisdom saving
prevent itself from being removed.
throw or take 1d8 psychic damage. Blinder viles are
Water Breathing. The auruminix can breathe only immune to this trait.
underwater.
Multiattack. The auruminix makes two attacks with its a target is within range.
tentacle stinger.
Ultraviolet Ray. Ranged Spell Attack: +5 to hit, range 80
Tentacle Stinger. Melee Weapon Attack: +9 to hit, reach ft., one target. Hit: 9 (2d8) necrotic damage.
poison damage.
the beginning of their next turn unless they make a Colossal beast, unaligned
Green Ray. The blinder vile targets a creature within 20 Armor Class 11 (natural armor)
feet of itself with this ray and the target must make a Hit Points 379 (18d30 + 90), damage threshold 6
one target. Hit: 9 (2d8) radiant damage. 26 (+8) 9 (-1) 21 (+5) 4 (-3) 14 (+2) 8 (-1)
tales as a villain that represents the dangerous lure of Saving Throws Str +12, Con +9
beauty and how beauty should never be confused for Senses blindsight 120 ft., passive Perception 12
clumps of brightly glowing sand that travel in small herds Challenge 12 (8,400 XP)
Blinder vile will settle on dead creatures and slowly Hold Breath. The blue whale can hold its breath for 90
purple-black coral known as shadow coral. Siege Monster. The blue whale does double damage to
Skills Stealth +4
minutes.
Spellcasting. The boglin is a 4th-level spellcaster. Its advantage. They also tend to plan excessively, to the point
spellcasting ability is Charisma (spell save DC 12, +4 to hit where a potential victim may escape as the boglins quietly
with spell attacks). The boglin knows the following sorcerer discuss the perfect way to kill and eventually eat them.
targeted by a creature not using sight or darkvision, or if Boglins are expert over-planners that will devise
the boglin has had its speed reduced to 0, then its AC is 10.
elaborate schemes with down-to-the-second
timing. Once they finally do act their elaborate
plans usually quickly collapse into chaos.
Strangely enough, when they are surprised and
Sparking Claws. Melee Weapon Attack: +2 to hit, reach 5 unable to overthink they are far more dangerous
ft., one target. Hit: 3 (1d6) slashing damage. The target as they will continually stack their pack magic
must make a successful DC 12 Wisdom saving throw or be feature. Boglins are either comic relief or they are
blinded until the end of their next turn. The pack magic
very dangerous spellcasters that swarm a single
feature affects this saving throw.
target.
7 (-2) 15 (+2) 11 (0) 2 (-4) 9 (-1) 3 (-4) 5 (-3) 12 (+1) 12 (+1) 16 (+3) 13 (+1) 13 (+1)
Jet (Recharge 6). The box jellyfish uses the Dash action as
Challenge ½ (100 XP)
a bonus action.
Water Breathing. The box jellyfish can breathe only Innate Spellcasting (Psionics). The brain coral’s innate
Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., At will: detect thoughts, light, ray of sickness (2d8), silent
one target. Hit: 2 (1d3) acid damage. The target must make image, speak with animals
a successful DC 10 Constitution saving throw or gain the 1/day each: invisibility, protection from evil and good, speak
points from this attack is stable but gains the paralyzed 1/week each: dimension door
underwater
Box jellyfish, unlike passive drifting jellyfish, are predators
that actively detect and hunt small prey. The box-like bell
that gives them their iconic shape can also be used to help
them move quickly underwater in short bursts. These Id Assault. Ranged Spell Attack: +5 to hit, reach 30 ft., one
creatures will actively avoid anything Medium sized or target. Hit: 6 (1d6 + 3) psychic damage. The target’s
larger, but if provoked or accidentally startled, their perception of the brain coral is confusing and blurry for 1
tentacles do leave very painful acid welts that can minute (target has disadvantage on all attack rolls against
occasionally kill a humanoid if stung repeatedly. the brain coral) unless it makes a successful DC 13
success.
The poison presented here is more dangerous Brain coral is a coral colony roughly the size of a skull,
than what is found in nature. A more realistic made up of brain-like rocky ridges. These monstrosities are
version would only cause 1 point of poison
thought to be the result of a long-forgotten mind flayer
damage per hit if the character is not wearing any
experiment with underwater spies. Brain corals use their
armor. A realistic poison would make the jellyfish
CR 0 (10 XP). If you want a more fantastic and powers to avoid conflict whenever possible and befriend
deadly poison then have a failed saving throw nearby flora and fauna. They spend most of their days
cause the paralyzed condition instead of just the slowly exploring and can often be found in ancient ruins or
Armor Class 13
Armor Class 14 (natural armor)
Hit Points 19 (3d10 + 3)
Hit Points 13 (3d6 + 3)
Speed 30 ft., climb 20 ft., swim 30 ft.
Speed 30 ft., swim 30 ft.
8 (-1) 15 (+2) 13 (+1) 11 (0) 13 (+1) 17 (+3) 13 (+1) 17 (+3) 13 (+1) 11 (0) 14 (+2) 17 (+3)
Keen Smell. The catomer has advantage on Wisdom harm them or their allies are immune to deep song for 24
Magic Resistance. The catomer has advantage on saving Plant Friend. The cecaelia can speak with any aquatic
day for at least 10 minutes. Cloudy, rainy, or stormy Multiattack. The cecaelia makes two attacks: one with its
weather still counts as sunlight for this feature. tentacles and one with its melee weapon.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target is grappled (escape DC 13). The cecaelia cannot
target. Hit: 3 (1d4 + 2) slashing damage. attack with tentacles if it has a creature grappled.
webbed claws and bright teal pupil-less eyes. They can Ink Bolt. Ranged Weapon Attack: +5 to hit, range 20/80 ft.,
come in any shape and color one would expect in a natural Hit: 1 bludgeoning damage and the target must make a
cat, but their eye color is always teal. These fey are equally successful DC 13 Intelligence saving throw or be blinded
at home above or below the water so long as they can soak until the end of their next turn. Ink bolt only works
I created the catomer because I wanted their head to the end of their tentacles. A cecaelia can be
underwater characters and NPCs to have access found wandering the oceans alone or in a small family
to a special (elite) familiar. They are also good group of no more than 10, for they have no villages or cities.
examples of creatures that can be found in Though they can breathe air without difficulty they prefer
underwater weird and magical locations. underwater environments and the vast freedom found in
especially ravens.
sphere, centered on the dragon. This breath weapon
than its own, or back into its true form. It reverts to its true
30 (+10) 7 (-2) 28 (+9) 18 (+4) 17 (+3) 22 (+6) form if it dies. Any equipment it is wearing or carrying is
Amphibious. The dragon can breathe air and water. The dragon can take 3 legendary actions, choosing from
Tail. Melee Weapon Attack: +17 to hit, reach 30 ft., one titanic proportions but at the cost of their flying speed and
target. Hit: 37 (6d8 + 10) bludgeoning damage. general discomfort when on land due to their massive
dragon’s Frightful Presence for the next 24 hours. This dragon’s innate spellcasting ability is
Charisma (spell save DC 21, +13 to hit with spell
Breath Weapon (Recharge 5-6). The dragon uses either
attacks). It can cast the following spells, requiring
lightning breath or repulsion breath.
no material components:
Lightning Breath. The dragon exhales lightning in a 120-
At will: acid splash (4d6), light, mending,
foot line that is 10 feet wide. Each creature in that line
message, ray of frost (4d8), true strike
1/day each: dispel magic (8th), dominate
must make a DC 24 Dexterity saving throw, taking 110
monster, plane shift, power word stun,
(20d10) lightning damage on a failed save, or half as much
(6d10), sunburst
damage on a successful one.
creature.
Armor Class 10
Tentacles. Melee Weapon Attack: +12 to hit, reach 40 ft.,
Hit Points 240 (13d30 + 39), damage threshold 6
one target. Hit: 28 (6d6 + 7) bludgeoning damage. If the
Speed 10 ft., swim 50 ft.
target is a creature, it is grappled (escape DC 20). Until this
turn.
Skills Perception +6, Stealth +5 Beak. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Senses passive Perception 16 target. Hit: 43 (8d8 + 7) piercing damage.
Languages -
Challenge 10 (5,900 XP) Ink Cloud (Recharges after a Short or Long Rest). A 60-
Hold Breath. While out of water the octopus can hold its although a strong current can disperse the ink. After
breath for 1 hour. releasing the ink, the octopus can use the Dash action as a
bonus action.
Siege Monster. The octopus does double damage to
Underwater Camouflage. The octopus has advantage on only rarely or in defense of its lair. If they find themselves
Dexterity (Stealth) checks made while underwater. very hungry, they will occasionally wander near the surface
17 (+3) 11 (0) 13 (+1) 19 (+4) 13 (+1) 15 (+2) 19 (+4) 12 (+1) 15 (+2) 13 (+1) 16 (+3) 17 (+3)
or air. It regains 1 Hit Dice every ten years it remains in salt Dominate Creature. A creature that has started its third
Slam. Melee Weapon Attack: +5 to hit, reach 30 ft., one creature with one tentacle per turn but can target as many
target. Hit: 16 (2d6 + 3) bludgeoning damage. If the target creatures within range as it has attacks.
being hit with boulders that also fill your mind with pure
Darktentacles are dark grey or purple writhing masses of
rage and pain. Any creature that retreats away from a reef
tentacles, each covered with a multitude of mesmerizing
and is no longer attacking a coral herder is left alone.
14 (+2) 10 (0) 15 (+2) 2 (-4) 15 (+2) 9 (-1) 22 (+6) 8 (-1) 19 (+4) 1 (-5) 10 (0) 5 (-3)
Deep Dweller. The deep-water snail cannot breathe unless against a creature that moves within 5 feet of it.
Slow. The deep-water snail cannot use bonus actions. armored head and sharp jaws designed to open and snap
and force of its jaws. This creature, though not a shark, fills
instances.
22 (+6) 9 (-1) 11 (0) 3 (-4) 8 (-1) 13 (+1) 27 (+8) 15 (+2) 19 (+4) 13 (+1) 27 (+8) 19 (+4)
Saving Throws Dex +8, Int +7, Wis +14, Cha +10
Skills Perception +2
Skills Arcana +13, Insight +20, Investigation +7, Medicine
Senses darkvision 120 ft., passive Perception 12
+14, Nature +7, Religion +7, Survival +20
Languages --
Damage Immunities cold, force
Challenge 4 (1,100 XP)
Damage Resistances psychic, radiant, necrotic
its daze (if able) and one with its bite. Amphibious. The enigmatic serpent can breathe air and
water.
Daze (Recharge 5-6). The eel gulper emits a bright pink
burst of light from tiny phosphorescent tentacles at the end Enlightened. The enigmatic serpent adds its Wisdom
of its tail, which creates bright pink light in a 60-foot radius bonus to its AC and damage rolls (included in statistics).
the eel’s turns. If the eel gulper takes 10 damage or more Cantrips (at will): guidance, light, mending, resistance,
on a single turn from a creature inside it, the eel gulper will thaumaturgy
regurgitate the swallowed creature, which falls prone in a 1st level (4 slots): cure wounds, detect evil and good, detect
space within 10 feet of the fish. If the eel gulper dies, a magic, fog cloud, identify, speak with animals
swallowed creature is no longer restrained by it and can 2nd level (3 slots): hold person, silence, zone of truth
escape by using 15 feet of movement, exiting prone. There 3rd level (3 slots): dispel magic, lightning bolt, protection
can swallow, due to its massive jaws and expanding 4th level (3 slots): banishment, control water, ice storm,
conjure elemental
The eel gulper hunts near the bottom of the twilight zone of
6th level (1 slot): harm, word of recall
the ocean. Almost a quarter of this fish’s size is its massive
7th level (1 slot): reverse gravity
oversized jaw. It has a thin body with an expendable
stomach and a tail with small tentacles near the end that
Worldbender. The enigmatic serpent has an uncanny
can emit a painful burst of light used to stun prey. The sea
knack for ignoring reality when it is convenient. This
elves tell a story of a dead eel gulper found with two eel
dragon can choose to not fall, choose to hover while flying,
gulpers in its torn distended stomach. It is said an eel
choose to not be moved by any means (it can ignore reverse
gulper will attempt to eat anything it can find and seems
gravity, gust of wind, sea currents, avalanches, etc.). The
perfectly happy slowly digesting undead or living flesh.
serpent is also immune to force damage.
Multiattack. The enigmatic serpent makes three attacks: Bite Attack. The enigmatic serpent makes a bite attack.
one with its bite, and two with its claws. Ignore (Costs 3 Actions). The enigmatic serpent ignores
damage from one type of damage until the end of its next
Bite. Melee Weapon Attack: +14 to hit, reach 40 ft., one
turn.
target. Hit: 33 (3d12 + 14) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one The enigmatic serpent is an aloof and huge blue-green or
target. Hit: 24 (3d6 + 14) slashing damage. blue dragon-like wingless serpent that spends the majority
Reveal Soul (Recharge 6). The enigmatic serpent stares appear as a replacement guardian after a few hundred
at a creature within 60 feet of it. The target must make a years pass.
successful DC 22 Wisdom saving throw or be restrained The enigmatic serpent’s ability to remain completely
for 2d4 turns. During this time, the creature finds it motionless while in the air can be very unnerving to
impossible to lie to the enigmatic serpent or perform any anything that sees it and they have a well-earned reputation
action that would harm it. This effect ends if the enigmatic for being enigmatic, strange, and eccentric since the
serpent damages the target or casts any spell, other than a serpent’s definition of “harming the ocean” is often hard to
divination spell, that affects the target. Only one target can understand. They may ignore pollution from a city but
be under the effect of reveal soul at a time. fiercely destroy fishing boats. They sometimes ignore an
thaws.
Armor Class 17 (natural armor)
Hit Points 105 (10d12 + 40) Eye Ray (Hold Monster). The targeted creature must
Speed 5 ft., fly 20 ft., swim 30 ft. succeed on a DC 13 Wisdom saving throw or be paralyzed
20 (+5) 10 (0) 18 (+4) 12 (+1) 15 (+2) 15 (+2) Baleful Flash (Recharge 5-6). The eye of the deep emits a
brief flash of terribly bright white light from its central eye.
Languages Aquan, Common, Deep Speech Persistent Image. The eye of the deep creates an illusion,
Challenge 7 (2,900 XP) as per a 6th-level major image spell. This illusion lasts up to
Multiattack. The eye of the deep uses baleful flash (if able). the beholder that lives deep within the ocean. An eye of the
It then makes three attacks: one with each eye ray, and one deep floats upwards on occasion to harass, kill, or
with its claw. otherwise amuse itself with aquatic or surface creatures.
range from those barely visible to fish roughly a foot and a Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
half long. Small fish are those under five feet long, Large target. Hit: 1 piercing damage.
fish are up to nine feet long, and Huge fish are then up to
are very generic and should suffice for most uses, but
certain fish will have different statistics, abilities, types of Small beast, unaligned
Languages -
Languages -
Challenge 0 (0 XP)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Armor Class 13 (natural armor) Dexterity saving throw or be swallowed by the fish. A
Hit Points 16 (3d8 + 3) swallowed creature is blinded and restrained, it has total
Speed 0 ft., swim 30 ft. cover against attacks and other effects outside the fish and
13 (+1) 13 (+1) 13 (+1) 1 (-5) 9 (-1) 3 (-4) swallowed creature, which falls prone in a space within 10
Senses passive Perception 9 movement, exiting prone. The fish can have only one
cover against attacks and other effects outside the fish and
Large beast, unaligned Multiattack. The fish makes two attacks: one with its slam
15 (+2) 11 (0) 15 (+2) 2 (-4) 9 (-1) 5 (-3) target. Hit: 9 (1d10 + 4) bludgeoning damage. If the target
Languages Celestial
Water Breathing. Fish can breathe only underwater.
Challenge 3 (700 XP)
Multiattack. The fish makes two attacks: one with its slam Legendary Resistance (1/Day). If the flat black oyster fails
and one with its bite. a saving throw, it can choose to succeed instead.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one Water Breathing. The flat black oyster can breathe only
Gargantuan fish not found in the ocean will be or spell, with spell attack and saves made normally.
into light. It is assumed that the same oyster will then plane
2 (-4) 10 (0) 13 (+1) 2 (-4) 11 (0) 3 (-4) mending, protection from evil and good
Senses blindsight 10 ft., passive Perception 10 verbally with whoever is riding it, regardless of the
sanctuary.
Flying fish are bright pink fish from the Feywild with coal-
Flower urchins are very visually attractive and colorful sea
black dragonfly wings that hold no allegiances except for
urchins roughly the size of a grapefruit. This variety’s sting
the care of the wounded or to aid those who speak the
is not only painful but rather poisonous given its small size.
“drowner’s prayer.” In the Feywild, flying fish inhabit most
Flower urchin is considered a delicacy for some
of the waterways found there. However, in the Material
humanoids and some have been used as familiars by
Plane, they are rarely encountered but will often
aquatic spellcasters.
congregate around massive naval battles, seeking to aid
Medium fey, neutral sail the seas. The drowner’s prayer is, “help me,” in the
to know a sailor that was saved by it. Those lucky few who
Armor Class 15 (natural armor)
are rescued by a flying fish are said to be contacted by a fey
Hit Points 33 (6d8 + 6)
creature three months later that will demand they perform
Speed 0 ft., fly 10 ft., swim 40 ft.
a small service, known as the vligender fee, as
racial memory so that they know who they are and all the
Armor Class 8
Gehreleths are not the original inhabitants of Carceri, but
Hit Points 52 (8d8 + 16)
they are the strongest. Gehreleths were deposited in
Speed 0 ft., swim 5 ft.
Carceri by Apomps eons ago and they even manage to stay
that some of the gods were the original guards, but they
Dehydrate. If the gelatinous blob is not resting on or in everything else on sight. There is one exception to this. Any
water for more than a turn, then it will take 4 (1d8) fool attempting to free an imprisoned titan, elder god, one
unavoidable hit points damage at the start of each of its of the three Hecatoncheires, or another being of immense
turns. Hit points lost in this manner cannot be regained power, will face organized and fierce resistance, for all the
unless the blob has spent an hour underwater. gehreleths share a race memory of a particularly nasty titan
Ooze Nature. The gelatinous blob does not sleep or period of years before its father bothered to imprison it
breathe. again.
the further they get from a portal and their link to the
attacks). It can innately cast the following spells, requiring Armor Class 15 (natural armor)
Magic Weapons. The farastu’s attacks are magical. Saving Throws Str +11, Cha +7
Perception 16
Tarry Hide. The farastu oozes a black tar-like substance
Languages Abyssal, Demodand, Infernal
constantly, which acts as an adhesive. Once an attacker
Challenge 10 (5,900 XP)
completes their attacks, they must make a DC 14 Dexterity
fists, etc.), then the attacker cannot use that weapon to Amphibious. The kelubar can breathe air and water.
Multiattack. The farastu makes three attacks: one with its ability is Charisma (spell save DC 15, +7 to hit with spell
bite and two with its claws. attacks). It can innately cast the following spells, requiring
no material components.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) piercing damage. At will: detect evil and good, detect magic, fear, tongues
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one 3/day each: clairvoyance, invisibility, fog cloud, ray of
prisoner or hapless wanderer that finds themselves in Magic Resistance. The shator has advantage on saving
Carceri. They may act as wardens and guards for the throws against spells and other magical effects.
itself.
Slime Stench. The slime that covers a kelubar emits a
Those that fail their saving throw spend their action of sickness (6d8), tongues
violently retching and vomiting unless they do not breathe 1/day each: cloudkill, mass suggestion, prismatic spray
or are immune to the poisoned condition. Those who make 2/day each: dispel magic, spider climb, stinking cloud
their saving throw are immune to slime stench for 24 3/day each: clairvoyance, invisibility, fog cloud, ray of
Multiattack. The shator can cast a cantrip and make one three magical scrolls used to flee quickly and two useful
melee attack. Alternatively, the shator makes three attacks: magical items. Choose whatever magic item you want to
one with its bite and two with its nails. have the shator use, or use the following as a default: scroll
target. Hit: 11 (2d4 + 6) slashing damage and 7 (2d6) acid Magic Weapons. The shator’s attacks are magical.
damage.
Slime Stench. The slime that covers a kelubar emits a
Medium fiend (demodand), chaotic evil melee attack. Alternatively, the shator makes three attacks:
Armor Class 16 (natural armor) Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Hit Points 204 (24d8 + 96) target. Hit: 13 (2d6 + 6) piercing damage.
Amphibious. The shator can breathe air and water. standing, along with their collection of magical items.
giant ( and for example). the much more common ammonoid. These versions can
Giant creatures should not be seen as the largest get as large as a small wagon.
Skills Perception +3
underwater.
16 (+3) 9 (-1) 15 (+2) 2 (-4) 9 (-1) 7 (-2)
Slimy Skin. The giant catfish has advantage on any saving
Languages -
Challenge 2 (450 XP) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Keen Sight. The giant ammonoid has advantage on saving throw or be swallowed by the catfish. A swallowed
Wisdom (Perception) checks that rely on sight. creature is blinded and restrained, it has total cover against
attacks and other effects outside the fish and takes 1d3
Water Breathing. The giant ammonoid can breathe only
acid damage at the start of each of the catfish’s turns If the
underwater.
catfish takes 8 damage or more on a single turn from a
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one a creature, it will then use the Dash action as a bonus
water and moves 60 feet in a straight line as a bonus A giant catfish is a bottom-feeding catfish the size of a large
action. The ammonoid cannot use Dash on any turn that it shark, which hunts in large rivers and swamps. They will
uses Jet. try and eat anything they get into their mouth, even rocks
and a very thick skull. If they manage to swallow a large throw or be moved 10 feet away from the clam.
Giant clams are exactly like the Tiny variety except for their
Skills Stealth +2
Languages -
Speed 5 ft., burrow 5 ft., swim 10 ft. Spider Climb. The giant starfish can climb difficult
15 (+2) 7 (-2) 13 (+1) 2 (-4) 9 (-1) 7 (-2) Thorny Hide. If the giant starfish is attacked with natural
Senses passive Perception 13 Any creature grappling a giant starfish has disadvantage on
underwater.
Hold Breath. The giant clam can hold its breath for up to a
daggers. This type of giant starfish comes in a variety of Large beast, unaligned
Skills Perception +5
Speed 10 ft., swim 20 ft. Senses blindsight 120 ft., passive Perception 15
Languages -
Senses blindsight 60 ft., passive Perception 9 dangerous to everything around it. A wounded sea slug will
Languages - continue to bleed for 2 minutes after the last turn that it
Challenge ¼ (50 XP) took damage, even if it has been reduced to 0 hit points.
a giant leech attached to it, it takes 1d6 damage from blood Giant sea slugs come in a wide variety of colors and shapes
blood.
Giant leeches are found in areas of still or stagnant water
three feet long and will only let go of prey that doesn’t bleed
Armor Class 10
Languages -
underwater.
another target.
target. Hit: 17 (2d12 + 4) piercing damage. If the target is Huge beast, unaligned
also grappled by the giant squid, then it takes an additional
Jet (Recharge 6). A 30-foot-radius cloud of ink extends all Hit Points 60 (8d12 + 8)
around the squid. The area is heavily obscured for 1 Speed 0 ft., swim 40 ft.
After releasing the ink, the squid can use the Dash action
as a bonus action.
Languages -
Most cephalopods release ink, which can be Water Breathing. The giant stingray can breathe only
black, blue-black, or even brown in color. Ink can underwater.
be used in alchemy, cooking, and drawing and
painting. In a fantasy setting different colors of
ink can be discovered; limited only by your
imagination. Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one
targets that fail this saving throw are poisoned and have
stingray.
Languages -
piercing damage to any creature that grapples it or hits it Tiny fiend, unaligned
something manages to swallow a great dungeon crab, then Hit Points 21 (6d4 + 6)
it will take 2d8 piercing damage at the beginning of each Speed 0 ft., swim 10 ft.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one Damage Immunities acid, fire, psychic
target. Hit: 18 (2d10 + 7) bludgeoning damage, and the Damage Vulnerabilities lightning
target is grappled (escape DC 18). The crab has two claws, Senses truesight 20 ft., passive Perception 7
claw but instead crush the grappled creature for 21 (4d6 + Decoy Death. A hell sigh begins its journey to the surface
7) bludgeoning damage. with 30 identical copies of itself that travel with it while
Great dungeon crabs look like grey spiked king crabs with decoy must make a successful DC 15 Charisma saving
a carapace easily 15 feet wide. Their above-average animal throw or be affected by a slow spell for 1 minute. Only a
intelligence means that they sometimes decorate creature with truesight can determine which of the red
themselves with horrific trophies of past kills, shells, or globes is the actual hell sigh. The DM will otherwise
armor fragments. These creatures were originally bred and determine if the target is the hell sigh or a decoy as they are
underwater.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
throw or be stunned until the end of its next turn. These noble steeds of the sea are reprinted from Mythic
and as a reference for the nix (or nixie) found later in the
Hell sighs are very strange fiends. They arrive in the
Bestiary.
Material Plane from underwater vents and volcanoes,
creatures will prey on the nutritious decoys, but most have Some hippocampi are winged, especially if they
learned to leave them alone. Most scholars think that a type are the servants of gods of water. Their speed is
of devil is spawning, while others think hell sighs are evil 20 ft., fly 40 ft., swim 40 ft., and the rest of their
spirits attempting to escape their fate. A single hell sigh can
statistics are unchanged.
have up to thirty different copies of itself floating nearby, so
point in its life is unknown. Hell sighs, if they understand Armor Class 11 (natural armor)
language at all, have always refused to communicate and Hit Points 73 (7d10 + 35)
seem to have only one desire -- reaching the surface of the Speed 30 ft., swim 10 ft.
ocean.
minutes.
14 (+2) 15 (+2) 11 (0) 5 (-3) 10 (0) 6 (-2)
Damage Resistances cold Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Senses darkvision 120 ft., passive Perception 10 target. Hit: 14 (3d6 + 4) piercing damage.
Languages -
Charge. If the hippocampus moves at least 20 feet straight vegetation. They are surprisingly fast on land and have
toward a target and then hits it with a ram attack on the been known to charge large groups of armed humanoids if
same turn, the target takes an extra 7 (2d6) bludgeoning they feel their territory is threatened.
Languages -
and structures.
Armor Class 12 (natural armor) Jaws. Melee Weapon Attack: +12 to hit, reach 30 ft., one
Hit Points 259 (14d30 + 42), damage threshold 6 target. Hit: 32 (4d12 + 6) slashing damage.
living creature that gets too close. Jaw worms can even eat
minutes.
bonus action.
Armor Class 9
Armor Class 15 (natural armor)
Hit Points 2 (1d4)
Hit Points 30 (4d10 + 8)
Speed 5 ft., swim 10 ft.
Speed 30 ft., swim 10 ft.
18 (+4) 12 (+1) 15 (+2) 2 (-4) 13 (+1) 3 (-4) 6 (-2) 8 (-1) 11 (0) 1 (-5) 8 (-2) 1 (-5)
Languages -
normally unless more than 10 feet below the surface. Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one
Hold Breath. The kingfisher beetle can hold its breath for leech attached to it, it takes 1 damage from blood loss. That
deep wild rivers and lakes with plenty of vegetation to hide Colossal beast, unaligned
die.
Languages -
ghast.
Water Breathing. The jellyfish can breathe only
underwater.
travel the currents near the surface. Most are not a threat
Multiattack. The jellyfish attacks anything within reach to humanoids unless they are stung repeatedly and don’t
with its tentacles. Creatures within 60 feet are attacked quickly move away or destroy the creature. These pale
once, within 20 feet twice, and within 5 feet eight times. jellyfish can have caps in excess of 6 feet across and their
checks, and is beginning to take poison damage. Armor Class 13 (natural armor)
1-3 Slight irritation (no effect) 10 (0) 12 (+1) 11 (0) 10 (0) 10 (0) 12 (+1)
4 Successful DC 10 Constitution saving throw
or become poisoned for 1 hour
Skills Deception +3, Perception +2
5-9 Successful DC 12 Constitution saving throw Senses darkvision 60 ft., passive Perception 12
or suffer disadvantage on Constitution saving Languages Elvish, Sahuagin
throws for 1 hour
Challenge 0 (10 XP)
next turn
Speak with Sharks. Malenti can telepathically talk to any
attacks can result in lost time as you roll a d20 over and
to use in your campaign. Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one
like sea elves. Most are born and raised by the sahuagin to
hate all elves and adopt the sahuagin way of life. The
sahuagin will then take those who are talented and train
elongate) and their skin is thicker than a sea elf ’s. They are
Hit Points 18 (4d8) flippers and are known as sea cows due to their very docile
Speed 0 ft., swim 30 ft. natures. Manatees tend to make terrible mounts, but many
Languages -
Water Breathing. The man o' war can breathe only Hit Points 32 (5d10 + 5)
one target. Hit: 1 poison damage and the target must make
paralyzed until the end of its next turn. A creature that Senses blindsight 60 ft., passive Perception 14
paralyzed by this attack until the end of its next turn. Small Challenge ½ (100 XP)
and larger creatures have advantage on their saving throw.
some of which deliver neurotoxins. Water Breathing. The mertrap can only breathe
underwater.
Large beast, unaligned Clamp Shut. Melee Weapon Attack: +5 to hit, reach 5 ft.,
civilization. Mertraps will slowly digest a meal over the Huge fiend (demon), chaotic evil
Saving Throws Str +15, Dex +8, Int +11, Cha +12
ability check, and saving throw rolls by 1d4 for the next
depressive aura.
transmute ice
its scythes, one with its tentacles, and one with its lamprey
tail.
choice) damage.
target grappled.
regains lost hit points equal to the necrotic damage Narwhals are large marine mammals with a very
the unicorns of the sea and their horns are often offered up
Unholy Vapor (Recharge 5-6). The myrmyxicus exhales as fake unicorn horns. These carnivores are usually found
dark greasy vapors in a 40-foot cone. Each creature in that in cold seas and oceans and only very rarely attack a
area must make a DC 20 Charisma saving or gain humanoid.
vulnerability to necrotic damage for 1 minute. A creature
can repeat the saving throw at the end of each of its turns,
torsos with four arms each arrayed radially around its body, Armor Class 12
a dinosaur-like head with three goat horns, six tentacles, Hit Points 77 (14d8 + 14)
and a lamprey-like mouth at the end of their tail. These Speed 30 ft., swim 30 ft.
the demon lords. These demons will enslave anything they 11 (0) 15 (+2) 13 (+1) 11 (0) 16 (+3) 16 (+3)
can find and vie for status with each other based on the
treat each other in any remotely civil way unless attending Skills Deception +6, Persuasion +6, Perception +6
a once-in-a-decade arena match where they pit their best Condition Immunities charmed
slaves against each other. A myrmyxicus that sends its Senses darkvision 60 ft., passive Perception 16
slaves and minions into the Prime Material is not looking Languages Aquan, Common, Sylvan
for conquest but especially powerful or interesting slaves. Challenge 4 (1,100 XP)
Armor Class 12 (natural armor) with spell attacks). It has the following druid spells
water, shillelagh
Skills Perception +4 3rd level (3 slots): call lightning, plant growth, speak with
deafened.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Nixes or nixies are fey merfolk who favor fresh water, but
warhorse, equally at home on land or under the water. Armor Class 12 (natural armor)
These fey creatures are almost always chaotic in Hit Points 7 (2d6)
alignment, with an equal number good or evil. This gives Speed 20 ft., swim 30 ft.
unsuspecting humanoids, and the best of them are 8 (-1) 13 (+1) 11 (0) 4 (-3) 10 (0) 8 (-1)
beneficial water spirits who seek to help those in need.
Languages -
Armor Class 8
Hold Breath. The otter can hold its breath for 8 minutes.
Hit Points 51 (6d10 + 18)
Speed 0 ft.
Dehydrate. If the oil slime is not resting on or in salt water Condition Immunities deafened, blinded, prone
for more than a minute, then it takes 10 unavoidable hit Senses tremorsense 40 ft. (blind beyond this radius),
Languages -
Ooze Nature. The oil slime does not sleep or breathe.
Challenge ⅛ (25 XP)
full turns is no longer grappled. Drowning is explained 15 (+2) 7 (-2) 15 (+2) 1 (-5) 6 (-2) 2 (-4)
earlier in this book.
wisps, ghouls, sharks, or scavengers. Life Absorption. Any living creature that touches or
equal to that amount. This effect cannot raise the ooze’s hit
look like shiny lumps of ocean muck and are usually easy to
Skills Athletics +4
Hold Breath. The royal marlin can hold its breath for 15 tendril.
minutes.
Tendrils. Melee Weapon Attack: +12 to hit, reach 30 ft.,
swimming speed without penalty. Sargassum is a type of brown free-floating seaweed filled
Bill. Melee Weapon Attack: +4 to hit, reach 10 ft., one plant to become aware is unknown but many blame
target. Hit: 9 (2d6 + 2) piercing damage. Targets that are discarded magic items and potions floating together in
not in the water and have not had an action in combat take water with no currents. The collective is knotted together
an additional 7 (2d6) piercing damage. and difficult to tell apart from the mundane sargassum
when not in use. They seem to live off energy from the sun
The royal marlin is a silver version of a blue marlin with and whatever magic they can drain.
bat-like folding fins that wrap around its body while The largest sargassum collective has been nick-named
swimming and extend into wings when the marlin is flying. “Old Green Eyes,” and is roughly 1,600 feet in diameter.
Underwater, the royal marlin is difficult to tell apart from Old Green Eyes is so large that a few rudimentary
other marlins if viewed from a distance. While in the air, buildings and a wooden dock have been attached to it.
there is no mistaking this majestic creature, as the scales Outcasts and hermits both live on and trade from on top of
normally covered by its “wings” are bright, shiny silver. This that collective.
speak
10 (0) 12 (+1) 11 (0) 10 (0) 10 (0) 10 (0) 16 (+3) 9 (-1) 13 (+1) 1 (-5) 9 (-1) 3 (-4)
Skills Stealth +3
Skills Perception +2
Senses blindsight 30 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 12
Languages -
Languages Aquan, Elvish
Challenge 2 (450 XP)
Challenge 0 (10 XP)
sleep.
a successful one.
possible.
Languages -
Sea turtles spend most of their time in the water but return wearing or carrying isn’t transformed. It reverts to its true
to the land for breeding and nesting. seal form if it dies. The selkie also regains 5 lost hit points
skin can hold the selkie hostage, for they cannot return to
Senses darkvision 60 ft., passive Perception 11
seal form without it. There are many tales in which their
Languages -
natural curiosity has landed them in trouble and even a few
Challenge 0 (10 XP)
tales where they are forced to spend the rest of their lives
Keen Smell. The seal has advantage on Wisdom DM’s reference but was originally printed in Icewind Dale:
(Perception) checks that rely on smell. Rime of the Frostmaiden. Selkies are adventurous by
listed in Chapter 8.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Armor Class 11
Languages Sylvan
minutes.
20th-level.
Skills Stealth +2
throws against spells and other magical effects. 14 (+2) 10 (0) 14 (+2) 3 (-4) 13 (+1) 5 (-3)
¼ (50 XP)
Dexterity (Stealth) checks if it is submerged in water.
Challenge
Shrieking eels are roughly five feet long and dark grey with
Saving Throws Dex +5 Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Skills Stealth +5, Survival +4 target. Hit: 13 (2d8 + 4) slashing damage.
Condition Immunities poisoned
Challenge 6 (2,300 XP) the land to attack a creature with its bite attack if that
Amphibious. The spinosaurus can breathe air and water. spinosaurus will be unable to move on its next turn.
and will stalk a bitten and diseased creature for days until it
succumbs to exhaustion.
can see it and succeeds on a DC 20 Intelligence
its presence.
Small beast, unaligned
4 (-3) 16 (+3) 10 (0) 2 (-4) 13 (+1) 3 (-4) Arms. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Senses darkvision 30 ft., passive Perception 11 saving throw or is grappled (escape DC 14).
Languages -
Engulf. If the star trapper starts its turn with at least one
Challenge 0 (10 XP)
grappled creature, then it chooses one to engulf and
Water Breathing. The squid can only breathe underwater. restrained, it has total cover against attacks and other
Beak. If the squid starts its turn grappled to a target, then it monstrosity that remains completely motionless on the
causes 2 piercing damage to that grappled target. ocean’s floor, waiting for a creature to get close enough to
Languages -
Languages - underwater.
Armor Class 14
Armor Class 13
Languages -
Swarm. The swarm can occupy another creature’s space
Challenge ½ (100 XP)
and vice versa, and the swarm can move through any
Water Breathing. The swarm can breathe only and vice versa, and the swarm can move through any
underwater. opening large enough for a Tiny fish. The swarm can’t
damage if the swarm has half of its hit points or less. The
Jet (Recharge 6). The entire swarm can use the Dash fewer.
A swarm of jellyfish will leave any creature larger than Scatter. The swarm adds 3 to its AC against one melee
Small alone unless it is attacked or the swarm is disrupted attack that would hit it. To do so, the swarm must see the
in some way. If a Medium or larger creature flees the attacker and not have had its swimming speed reduced to 0
swarm then the swarm will not pursue and go back to ft.
Armor Class 11 during the night and will not attack at night unless it is
Hit Points 36 (8d8) starving. The tuniit kelpling has disadvantage on all saving
Speed 5 ft., swim 10 ft. throws and checks during the night.
piercing damage if the swarm has half of its hit points or Enthrall. If the tuniit kelpling is using an illusionary
less. The target is now covered in leeches and will take 3 appearance, then it targets a humanoid within 5 feet of it
(1d6) damage from blood loss at the end of its turn unless and attempts to enthrall the creature and distract it before
it uses its action to remove them. it envelops it. The target must make a successful DC 12
person spell.
Leeches are found in areas of still or stagnant water
preying on anything they can find (but not normally on each Envelop. The tuniit kelpling targets a dominated humanoid
other). Leeches come in a variety of shapes and colors and within 5 feet of it and envelops it in its dark brown tendrils.
are a constant nuisance to any creature living in or very The target will not be aware of this deadly attack unless it
near water. starts its turn without being dominated or if it takes
13), and takes 1d6 acid damage at the beginning of its turn.
and 30 feet from the shore. In their natural plant form, they
Armor Class 14 (natural armor)
look like old, withered bushes with only a portion visible
Hit Points 33 (6d8 + 6)
above the waterline. They usually only hunt during the day
Speed 5 ft., swim 5 ft.
and prefer to slowly trick humanoids into coming within
litter the area around the tuniit kelpling. Tuniit kelplings are
they can slowly move but will not leave the water.
Air Vulnerability. A tuniit kelpling fully removed from the
15 (+2) 21 (+5) 15 (+2) 9 (-1) 11 (0) 15 (+2) get away with it.
bludgeoning damage.
17 (+3) 10 (0) 16 (+3) 10 (0) 13 (+1) 10 (0)
Hold Breath. The wavecutter dolphin can hold its breath
for 40 minutes.
Saving Throws Str +6
Innate Spellcasting. The wavecutter dolphin’s innate Damage Resistances bludgeoning, piercing, and slashing
spellcasting ability is Charisma (spell save DC 13, +5 to hit from nonmagical attacks not made from silvered weapons
with spell attacks). It can cast the following spells, requiring Skills Perception +4
laughter
attack rolls against any creature that doesn't have all its hit
Water Leap. The wavecutter dolphin can use up to 10 feet
points.
of its swimming speed as flying speed so long as it ends its
movement underwater.
Keen Smell. The wereshark has advantage on Wisdom
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one other than its AC, are the same in each form. Any
target. Hit: 7 (1d4 + 5) piercing damage. equipment it is wearing or carrying isn't transformed. It
Water Spit. Ranged Weapon Attack: +8 to hit, range 40/80 Multiattack. The wereshark makes two attacks: two with
ft., one target. Hit: 1 bludgeoning damage and the target its trident (humanoid form) or one with its bite and one
must make a successful DC 13 Wisdom saving throw or be with its trident (hybrid form).
blinded until the end of their next turn. This action cannot
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
be used underwater.
target. Hit: 12 (2d8 + 3) piercing damage.
Lucky (1/Day). The wavecutter dolphin adds 2 to a saving target. Hit: 7 (1d8 + 3) piercing damage.
surprised.
form; therefore, most are loners. The average wereshark target. Hit: 16 (3d6 + 6) slashing damage.
patterns. The few who bother to talk brag about being the
rule them with tyranny. They can wield weapons but rarely
Saving Throws Str +12, Dex +3, Con +10, Int +2, Wis +3,
bother, due to the devastating nature of their claws. Ancient
Cha +4
weresharks hate sahuagins for reasons they never share
Damage Resistances cold; bludgeoning, piercing, and
with anyone. No living ancient wereshark acknowledges
slashing from nonmagical attacks
any of the “new gods,” including Sekolah.
Skills Arcana +4, History +4, Intimidation +6, Perception
Ancient weresharks are also covered in tattoos that they
+5, Survival +5
have gathered over the eons, with the designs ranging from
Senses darkvision 120 ft., passive Perception 15
the simplistic to the highly complex. They can also “will a
Languages Aquan, Common, Primordial
tattoo away” once they become bored with it. Each ancient
Challenge 9 (5,000 XP)
wereshark is also a master tattoo artist and will sometimes
melee attack rolls against any creature that doesn't have all
magical.
statistics, other than its AC, are the same in each form. Any
8 (-1) 20 (+5) 10 (0) 8 (-1) 8 (-1) 8 (-1) 8 (-1) 20 (+5) 10 (0) 8 (-1) 8 (-1) 8 (-1)
underwater.
Floating Ambush. If the bloated zombie is not moving and
and fly. Any creature other than the zephyrish, within a 20-
foot-radius sphere of the space the zephyrish started from, Bloated zombies rise from the ocean as they fill with
takes 1d12 thunder damage due to the noise and blast this explosive gases. When they make it to the surface, they
causes. The zephyrish cannot use this action if it took cold usually just float, drifting with the current, attacking and
damage last turn. killing birds or other creatures. Most aquatic civilizations
know they are the fastest things in the water and will flee if
creature approaches them very slowly, in which case a Even the most serious of campaigns can benefit
zephyrish will speak very quickly and get bored just as fast. from moments of comic relief. You are
This creature is only found in warm water near the surface
encouraged to use the floater for this purpose.
and all of them are mesmerized by the moon; some have
Imagine the characters are on their first sea
been known to stare at a bright full moon for hours. The
voyage and they wake up to muffled explosions
and the laughter of sailors on the deck. Compare
few zephyrish that are successfully caught alive are driven
this to a wounded character floating in the sea
to the surface, where they literally blast out of the water to
surrounded by floaters. Suddenly these zombies
be caught as they fall back to the surface.
won’t be very amusing.
Large monstrosity (wavecutter dolphin), chaotic evil target must make a successful DC 15 Wisdom saving
15 (+2) 22 (+6) 15 (+2) 12 (+1) 13 (+1) 16 (+3) Azurefin is a notorious murderer that happens to be a
Hold Breath. Azurefin can hold its breath for 40 minutes. clearly bite and mark a victim, which has become his
Innate Spellcasting. Azurefin’s innate spellcasting ability creative ways to pierce his skin and fins with the jewelry of
is Charisma (spell save DC 15, +7 to hit with spell attacks). humanoid victims. A simple platinum ring (ring of
It can cast the following spells, requiring no components: landwalking) is his most prized secret. It is so valuable to
hideous laughter
animals, tongues
Ring of landwalking. Azurefin has a ring of landwalking Azurefin terrorized Newport City for roughly
pierced into his tongue that allows him to magically move three years, lairing in a large aquarium and
across the land with a speed of 30 feet and not suffer sneaking out at night to kill and cause mayhem in
damage or exhaustion for being out of water for any length various disguises. He was never caught but his
of time. actions created local legends of Ghost Bear.
“Newport’s City Watch is offering 50 gold for
Sneak Attack. Once per turn, Azurefin deals an extra 10 information that leads to the kill or capture of
(3d6) damage when he hits a target and has advantage on the Potato Market Ghost Bear. Grey Tower mages
the attack roll, or when the target is within 5 feet of an ally believe that the recent murders and mayhem are
that isn’t incapacitated and Azurefin doesn’t have being caused by a mutated bear or bear-like
disadvantage on the attack roll. monster. Witness statements are difficult but
Ghost Bear is either a shaved blue dog, a pink
Water Leap. Azurefin can use up to 10 feet of its tuna fish with legs, or a four-legged demon that
swimming speed as flying speed so long as it ends its weeps water and/or urine. Commoners and
movement underwater. nobles alike are asked to report sightings.
Adventurers can ask for more details at the
Watch Building on Rutabaga Road.”
Bib Bum Bip has done it all, or so his mud mephit publicist
Elemental Demise. If Bib Bum Bip dies, his body the surface and under the waves.
disintegrates into a burst of water and foam, leaving behind Under Moon is a magical trident that Bib Bum Bip found
only the equipment he was wearing or carrying. in an underwater ruin, completely by accident. He will
quarterstaff.
12 (+1) 12 (+1) 14 (+2) 8 (-1) 17 (+3) 12 (+1) Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Amphibious. The bullywug witch doctor can breathe air These witch doctors are often emaciated and skeletal in
it speaks in Bullywug.
prepared:
thaumaturgy
sanctuary
spiritual weapon
touch
phantom hook
Saving Throws Cha +8, Dex +7 successful DC 15 Intelligence saving throw or be blinded
Skills Acrobatics +7, Arcana +4, Insight +5, Medicine +5, until the end of their next turn. Ink bolt only works
Songweaving. The cecaelia songweaver, if awake and not those who seek to protect the ocean environment or
silenced, is constantly singing or humming. Any creatures, terrible foes against those who act against it. One
including plants, with a Charisma higher than 5 that are particularly well known songweaver’s stage name is, “Sea
Charisma saving throw before they can take any action that
will harm the cecaelia. If they fail, they spend their action
harm them or their allies are immune to songweaving for Noalith “Sea Drider” is an accomplished cecaelia
24 hours. songweaver that uses her magic to sing for large
crowds both below and above the surface.
Spellcasting. The cecaelia songweaver is an 11th-level
Noalith sidelines as a buyer and seller of
spellcaster. Its spellcasting ability is Charisma (spell save
information and if approached discretely her vast
DC 16, +8 to hit with spell attacks). The songweaver has the knowledge of both the surface and underwater
following spells prepared. worlds can be quite valuable. Noalith’s travels
and adventures have given her access to the Wild
Cantrips (at will): choke, dancing lights, true strike, vicious
Shape druid feature as if she were a 4th level
mockery (3d4)
druid. This allows her to travel between venues
1st level (4 slots): charm person, cure wounds, heroism,
incognito and suddenly arrive in full elaborate
thunderwave costumes. Only a few members of various
2nd level (3 slots): enhance ability, poison sphere, silence thieves' guilds or troubadour troops know how
3rd level (3 slots): dispel magic, plant growth, stinking she travels or when she arrives as she goes to
cloud great pains to travel mysteriously - arriving and
4th level (3 slots): compulsion, confusion, greater departing without notice. These same
invisibility organizations are the only ones that can reliably
5th level (2 slots): hold monster, mislead get her messages or offers of payments for
6th level (1 slot): Otto’s irresistible dance
certain secrets. Noalith lives alone when not
travelling and her actual home is her closest
guarded secret.
Medium humanoid (deep scion, shapechanger), neutral evil Psychic Screech (Recharge 6). The deep scion emits a
Armor Class 14 (mage armor) 30 feet of the deep scion must succeed on a DC 14
Hit Points 97 (15d8 + 30) Wisdom saving throw or be stunned until the end of the
Speed 30 ft. (20 ft., swim 40 ft. in hybrid form) deep scion’s next turn. In water, the psychic screech also
taps into the power of its ancient creator and either adds Medium humanoid (malenti), neutral good
Shapechanger. The deep scion sorcerer can use its action Hit Points 6 (1d8 + 2)
to polymorph into a humanoid-piscine hybrid form, or back Speed 30 ft., swim 30 ft.
into its true form. Its statistics, other than its speed, are the
spellcaster. Its spellcasting ability is Charisma (spell save Skills Animal Handling +4, Insight +4, Perception +4
DC 14, +6 to hit with spell attacks). It has the following Condition Immunities charmed, paralyzed, stunned
3rd level (3 slots): dispel magic, fear Child of Prophecy. All aquatic humanoids know about
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one throw must continue to make this saving throw each round
target. Hit: 6 (1d4 + 4) piercing damage. their divination spell or effect is active. Each additional
mistake.”
Medium humanoid (malenti), lawful evil
Speak with Plants and Animals (3/Day). Isabell can
target. Hit: 5 (1d6 + 2) slashing damage. 19 (+4) 14 (+2) 18 (+4) 14 (+2) 14 (+2) 16 (+3)
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Innocent Stare. Isabell stares at a creature within 60 feet Condition Immunities charmed, frightened, paralyzed,
spend its next three turns doing everything in its power to Senses darkvision 120 ft., passive Perception 18
protect Isabell from harm, even at the expense of its own Languages Aquan, Common, Elvish, Sahuagin
If you introduce Isabell into your campaign and one of Burden of Prophecy. Isabell has stopped fighting her
the characters adopts her, then she can be just a curiosity prophecy and is currently working to bend all the
or she can be wrapped up in a future mistake after one of humanoid civilizations to her will. Any aquatic humanoid
the aquatic races decides to kill her and remove her as a within 60 feet of her has disadvantage on attack rolls made
threat. Either way, Isabell cannot become the Empress of against her unless immune to the frightened condition.
the Sea until she is killed. Some may suspect this, but no Aquatic humanoids that spend more than an hour in
one knows. A spellcaster with access to divine agents or Isabell’s presence become immune to this effect.
Isabell can be anything you need her to be in Those that continue to use divination must continue to
your campaign. In my campaigns, she functions make this saving throw each round the spell or effect is
as a “sword of Damocles,” whose existence active. Each additional casting of a divination spell by the
makes everyone in power nervous. Her prophecy same creature increases their saving throw DC by 2.
is brought to the surface world by adventurers
and a human kingdom hires merfolk assassins Legendary Resistance (3/Day). If Isabell fails a saving
that kill her. This leads to the mistake, in which throw, she can choose to succeed instead.
merfolk assassin’s enclave. This ordeal turns her ravages of age, but she will die if reduced to 0 hit points.
https://en.wikipedia.org/wiki/Damocles
she no longer hides, golden hair, and her skin has a reddish
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one
tint. Her eyes are pupil-less pearls that have enthralled
target. Hit: 10 (1d12 + 4) slashing damage and the target
thousands of creatures to her side. Isabell is not a threat to
must make a successful DC 17 Charisma saving throw or
the surface nations so long as she is still attempting to
have disadvantage on Charisma saving throws until the end
conquer all under the sea. What happens if she succeeds at
of their next turn.
this task is up to you.
Enthrall (Recharge 5-6). Isabell looks at a humanoid Isabell can perhaps be redeemed and convinced to
within 5 feet of her and the target must make a successful abandon her conquest but this should be difficult for she is
DC 17 Charisma saving throw or be filled with an still angry at being killed. Now that she can bend water, she
obsessive need to serve her. The target can make another doesn’t swim so much as move through it in her half plate,
saving throw each following day to remove this effect. This wielding her chosen weapon Inevitable, a golden magical
effect is like a dominate monster spell, but the effect mace gifted to her by her mother, which she can keep so
becomes permanent if the target fails their third saving long as she fulfills her destiny.
Isabell’s enthrall ability for the next year. Isabell can only
and can only make another save if they have not seen her in Medium humanoid (unique), lawful neutral
not have this effect removed if she dies but they will bend
Armor Class 17 (unarmored defense)
all their resources towards raising her from the dead.
Hit Points 44 (8d8 + 8)
in both the Feywild and all of the Upper Planes. Jobe knows
that his parents' coupling was not voluntary and was the
10 (0) 15 (+2) 12 (+1) 11 (0) 13 (+1) 13 (+1) Multiattack. The malenti infiltrator attacks twice with its
claws.
Skills Deception +3, Perception +3, Persuasion +3, Stealth Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
½ (100 XP)
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Challenge
Amphibious. The malenti infiltrator breathes air and sahuagin and trained to infiltrate sea elf communities as
Performance +9
otherlanguages
no material components:
(History) checks.
attack).
16, +8 to hit with spell attacks). They can cast the following
magic weapon
13 (+1) 18 (+4) 14 (+2) 13 (+1) 13 (+1) 19 (+4) 3rd level (2 slots): dispel magic, protection from energy
Damage Immunities poison Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Condition Immunities frightened, poisoned one target. Hit: 7 (1d6 + 4) piercing damage and 4 (1d8)
Amphibious. Merfolk can breathe air and water. Merfolk leadership is determined in some tribes at birth.
Those destined for leadership are fed a special diet for the
Inspire Merfolk. Merfolk within 30 feet of a prince or
first twelve years of their life, trained, and pushed to excel
princess add 1 to all attack rolls, ability checks, and saving
at all things. When they reach adulthood, they have mirror-
throws.
like scales, proud and haughty expressions, and are
Noble Aura. The prince or princess adds their Charisma with any form of clothing.
14 (+2) 11 (0) 15 (+2) 10 (0) 13 (+1) 11 (0) 18 (+4) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 18 (+4)
Saving Throws Str +5, Dex +4, Con +8, Int +7, Wis +8, Cha
Skills Animal Handling +3, Perception +3, Survival +3
+9
Senses passive Perception 13
Skills Athletics +8, Deception +12, History +6, Insight +11,
Languages Aquan, Common
exotic saddle. A mounted raykeeper that hits a target with a Brutality. Musa rerolls all melee weapon damage once per
spear does an additional 3 (1d6) piercing damage. successful hit, choosing the higher damage result.
Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft. items: +1 longsword, ring of free action, ring of water
Hit: 5 (1d6 + 2) piercing damage. breathing, and cloak of protection. These item effects are
Noble Presence. Allies of Musa that can see him and are
Mounted Interference. The raykeeper can force a melee within 10 feet can choose to use the noble’s saving throw
attack that targets them to target their mount instead. bonuses instead of their own. Each ally can benefit from
minutes.
Merfolk raykeepers will sometimes wear armor Class and attack rolls (this is reflected in the statistics).
Their armor is a combination of thick skins, wearing his ring of water breathing.
Musa Keita the First is a “king of kings” from another Armor Class 13 (studded leather)
Prime Material plane that visits this one in search of the Hit Points 65 (10d8 + 20)
Marble Path. The Marble Path is a mythic journey, taken Speed 30 ft.
underwater, that eventually leads to immortality. Musa is
always comes back to ravage Musa’s body after his many 10 (0) 12 (+1) 15 (+2) 13 (+1) 13 (+1) 19 (+4)
wizards and priests magically cure or remove it. His
sets out in search of a permanent cure with his two Saving Throws Int +6, Wis +6, Cha +9
surviving children in tow. At the end of his journey, he Skills Arcana +6, Athletics +4, Deception +9, History +6,
changes his mind and accepts his mortality, but this Investigation +6, Performance +9, Persuasion +9
decision is a painful one for his children and those around Damage Resistances cold, psychic
him, who suddenly fight over their chance at immortality. Condition Immunities frightened, poisoned
Musa Keita the First’s royal retinue, the Marble Path, Senses darkvision 120 ft., passive Perception 12
and his two children are briefly explained and are central to Languages telepathy 30 ft., any three languages
even with a wish spell. Musa and his advisors know this
because they have tried everything before. At best each Hold Breath. The warlock can hold their breath for 20
spell or cure removes the disease temporarily but it always minutes as long as they do not upset the Pale Lady.
comes back. Age and death haunt all mortals. Musa begins
Spellcasting. The Pale Lady warlock is a 10th-level
his journey in an attempt to remove his mortality but it is
warlock. Their spellcasting ability is Charisma (spell save
the journey that also teaches him peace and acceptance.
DC 17, +9 to hit with spell attacks). They regain expended
spell slots when they finish a short or long rest. They know
Cantrips (at will): blade ward, chill touch (120 ft., 2d8 cold),
prestidigitation
the end of their next turn. A target that makes this saving
one earned are rare. Usually, her warlocks upset her within
need. As a mark of this one’s freedom, it was given a Any pearl diver that can already hold its breath
magical cold whip +2 that smells of salt water. These based on creature features can add their diver
warlocks tend to wander the earth following their own feature to their Hold Breath. A
whims or hang around pirate havens spreading tales of the with 13 Constitution would then be able to
Pale Lady and how she is the last hope of the drowning hold its breath for 17 minutes instead of 15
damned. Pirates and sailors tend to be very superstitious of minutes.
Pale Lady warlocks and hate having them aboard, but most
Lady.
Speed 30 ft.
A pearl diver can hold its breath for 5 minutes and can
Armor Class 12
Armor Class 14 (shield)
Hit Points 31 (7d8)
Hit Points 27 (5d8 + 5)
Speed 30 ft., swim 30 ft.
Speed 30 ft., swim 30 ft.
12 (+1) 14 (+2) 12 (+1) 10 (0) 12 (+1) 10 (0) 11 (0) 15 (+2) 10 (0) 10 (0) 12 (+1) 10 (0)
components:
Mounted. This elf is mounted on a giant sea horse.
sleep.
Medium humanoid (elf ), chaotic good Spellcasting. The sea elf whisperer is a 9th-level
Armor Class 16 (barkskin) 14, +6 to hit with spell attacks). The elf has the following
thunderwave
11 (0) 13 (+1) 13 (+1) 13 (+1) 16 (+3) 12 (+1) 2nd level (3 slots): barkskin, hold person, lesser restoration
Survival +6 True Friend of the Sea. This sea elf can speak to any
Senses darkvision 60 ft., passive Perception 16 beast that has an innate swimming speed.
Languages Aquan, Elvish, Sahuagin, Primordial
Challenge 4 (1,100 XP) Wild Shape (2/Day). The sea elf magically polymorphs
Amphibious. Sea elves can breathe air and water. choose whether its equipment falls to the ground, melds
with its new form, or is worn by the new form. The sea elf
Fey Ancestry. Sea elves have advantage on saving throws
reverts to its true form if it dies or falls unconscious.
Multiattack. The elf makes two melee weapon attacks. Medium fey (selkie, shapechanger), any chaotic
Sea elf whisperers are those sea elves that dedicate their
environment. They live solitary lives surrounded by aquatic 20 (+5) 12 (+1) 18 (+4) 10 (0) 8 (-1) 13 (+1)
flora and fauna or in small druid groves protecting
+3, Survival +7
skins: one for its seal form and one for its polar bear form.
polar bear, humanoid form, or back in its true seal form. Its
rolls.
of the following:
10 minutes.
Hold Breath. The selkie berserkr can hold its breath for
15 minutes.
Wisdom (Perception) checks that rely on smell. partially submerged in salt water, spends its action either
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one spell using either Distant Spell or Extended Spell
target. Hit: 11 (1d12 + 5) slashing damage. metamagic without using sorcery points, but otherwise
Growl. The selkie berserkr emits a loud growl and any spellcasting ability is Charisma (spell save DC 14, +6 to hit
creature within 10 feet of it must make a successful DC 13 with spell attacks). The seidhr has the following spells
rolls against the selkie berserkr until the end of their next
thunderwave
Parry. The selkie berserkr adds 4 to its AC against one
2nd-level (3 slots): mirror image, shatter, web
melee attack that would hit it. To do so, the selkie berserkr
3rd-level (3 slots): lightning bolt, slow
must see the attacker and be wielding a melee weapon.
4th-level (3 slots): greater invisibility, ice storm
assume a polar bear form. These selkies are the most likely
Armor Class 12 (15 with mage armor) Some selkies become seidhr, a type of storm sorcerer
Hit Points 65 (10d8 + 20) enthralled by the natural power of storms. These unusually
Speed 30 ft., (20 ft., swim 40 ft. in seal form) gifted selkies tend to spend most of their time in humanoid
10 (0) 14 (+2) 15 (+2) 11 (0) 12 (+1) 17 (+3) sometimes do this around selkie to announce themselves.
Medium fey (selkie, shapechanger), any Fast Therianthropy (2/Day). The selkie vikingr, if at least
Armor Class 17 (chain mail) putting its seal skin on or removing it. Once complete, the
Hit Points 45 (7d8 + 14) vikingr is either in its humanoid form or back in its true
Speed 30 ft., (20 ft., swim 40 ft. in seal form) seal form. Its statistics, other than movement, are the same
Challenge 1 (200 XP) Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Brave. The selkie vikingr has advantage on any saving Spear. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
throw to prevent the frightened condition. one target. Hit: 6 (1d6 + 3) piercing damage.
Hold Breath. The selkie vikingr can hold its breath for 15 strongest. These groups either hire out as mercenaries,
normal seal.
Medium humanoid (water genasi), any
Huge monstrosity (narwhal), lawful good
Armor Class 14
Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18)
Hit Points 95 (10d12 + 30)
Speed 30 ft., swim 30 ft.
Speed 0 ft., swim 40 ft.
21 (+5) 11 (0) 16 (+3) 10 (0) 17 (+3) 14 (+2) 11 (0) 18 (+4) 15 (+2) 10 (0) 12 (+1) 11 (0)
Horn Mastery. Sojourner has perfected combat with her damage rolls with melee weapons as long as it uses only
horns and suffers no penalty for attacking an adjacent one weapon, and the other hand is free (this is reflected in
Keen Hearing. Sojourner has advantage on Wisdom Indomitable (1/Day). The water genasi chooses to reroll
(Perception) checks that rely on hearing. one saving throw but must use the new result.
Regeneration. Sojourner regains 10 hit points at the start Innate Spellcasting. The water genasi mercenary’s innate
of her turn. If Sojourner starts her turn with 0 hit points or spellcasting ability is Constitution (spell save DC 13, +5 to
if she took necrotic damage during her last turn, then this hit with spell attacks). It can innately cast the following
trait does not function at the start of her next turn. spells, requiring no material components:
Sojourner’s Charge. If Sojourner moves at least 20 feet At will: acid splash, shape water
straight towards a target and then hits with her horns, then 1/day each: create or destroy water
melee attacks.
Horns. Melee Weapon Attack: +9 to hit, reach 20 ft., one one target. Hit: 9 (1d6 + 6) piercing damage. The water
target. Hit: 18 (2d12 + 5) piercing damage and 3 (1d6) genasi mercenary scores a critical hit on a roll of 19 or 20.
radiant damage.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range
two golden horns that she claims always existed, but she
Water genasi mercenaries are often found near aquatic or
doesn’t remember much past three hundred years before
amphibious humanoid civilizations, acting as elite guards,
the present. After she realized that she could no longer give
scouts, or agents. These mercenaries sometimes create
birth and that she seemed immune to old age, she left her
small exploration, mercenary, or salvage companies made
extended family and has traveled the world’s seas, battling
up of adventurous aquatic humanoids of mixed
evil where she can find it or saving lives when she can
backgrounds.
manage. She is a welcome sight to good aquatic
“I’ll save you, but you will be mine forever. Serve me or may
Armor Class 15 (mage armor) water fill your last breath.” Wokou accepted and is now a
Hit Points 39 (6d8 + 12) warlock of the Pale Lady. She mostly lets them do what
Speed 30 ft., swim 40 ft. (ring of swimming) they want but from time to time will call on them to
Perception 10
cantrips on itself, during its turn, using any “at will” spell
with the Pale Lady to avoid drowning. Wokou can now hold
in water.
warlock spells:
Cantrips (at will): blade ward, blur, chill touch (2d8), mage
dagger is silvered.
8 (-1) 17 (+3) 11 (0) 8 (-1) 10 (0) 16 (+3) necrotic damage at the beginning of its turn and Adamant
Amphibious. Wokou's adamant can breathe air or water. can choose to then cause 1 point of psychic damage to
itself only, during its turn, using any “at will” spell that
Skills Perception +7 Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Damage Vulnerabilities force target. Hit: 40 (6d10 + 7) force damage.
Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical Radiant Touch. Melee Weapon Attack: +12 to hit, reach 5
attacks ft., one target. Hit: 22 (5d8) radiant damage. Any undead
Damage Immunities cold, necrotic, poison creature reduced to 0 hit points from this attack is
plane of existence if on the Ethereal Plane. Traveling to the True Death Promise. Undead creatures with an
portal takes 3d10 days and the portal will remain open as Intelligence score of 5 or lower, who can see Yesteryear,
long as Yesteryear is passing through it. Yesteryear cannot use their action to move towards it unless they succeed on
open any portal closed by a creature of CR 21 or greater. a DC 20 Charisma saving throw. Undead creatures with an
versa.
Legendary Resistance (3/Day). If Yesteryear fails a saving horde populations at the bottom of the oceans in check but
throw, it can choose to succeed instead. it has been known to end the existence of a few more
and structures.
The Pale Lady is a warlock patron that tempts attractive relationship in such a way that the Pale Lady allows it.
drowning humanoids of any gender. She waits until they Even if allowed, this Charisma check must be made at the
are about to drown and offers them a choice: “Be mine and beginning of each new day if the relationship still exists.
serve me, or may your last breath be water.” The Pale Lady Those who fail this check are plane shifted 20 feet above
is mentioned in hushed whispers amongst sailors, pirates, the ocean and lose access to all of their warlock class spells
and dockhands, as a drowner’s last choice. Her jealousy is and abilities. These no longer function until the warlock
legendary and any of her warlocks that even appear to be makes amends (succeeds on a DC 20 Charisma saving
interested in someone else romantically are quickly throw). The warlock is allowed to make this saving throw
discarded or put in situations where they will likely drown. (beg for forgiveness) once an hour.
piercing, or slashing.
Warlocks of the Pale Lady are designed to be Darkvision. The warlock has darkvision 60 feet as long as
Also remember that this patron is far from rest and adds their Charisma bonus to the result. If this
rational and will often have bursts of anger and result is 12 or higher, then the Pale Lady is pleased with
accuse the player’s character of “wandering the warlock. If the result is less than 12, then the Pale Lady
eyes,” regardless of what the character does. is upset with the warlock and the warlock has seven days to
These outbursts should be annoying and painful. make amends or lose all access to their spells.
they are talking about, say that the Pale Lady is a succubus
Some hear a voice, others see a vision, some feel heat and
penalties.
Exceptional fish are just that: exceptional. A normal your result is Tiny, then stop rolling for size. If you get to
humanoid fishing from a pier for twenty years may catch Gargantuan, then stop rolling. Once you get the hang of
hundreds, one, or no exceptional fish. This generator is to this you can change some of the variables based on
be used as you see fit but will make little sense if rolled whatever you want.
prices for natural fish caught for food. This table assumes
otherwise useful.
Tiny 0 2 cp
Small 1 cp 1 sp
Medium 2 cp 5 sp
Large 1 sp 2 gp
Huge 5 gp 20 gp
For those looking to program randomized fish results or for randomly to determine what features or actions the
those who really enjoy rolling multiple dice over and over exceptional fish has.
size, stopping upon a success. Change the fish size to Tiny 18-20 The fish is supernatural. Continue to the
30% of the time, Medium 20% of the time, Large 15% of
Supernatural Fish Table
APPENDIX B
162
1 Aesthetic
2 Bioluminescent
3 Fast If the fish is undead, first determine the statistics for a
5 Amphibious
6 Ambulatory
1-7 Skeleton +1 AC, +2 DEX, darkvision 60 ft.,
7 Camouflage bludgeoning,
poison,
8 Keen Sight exhaustion, poisoned
9 Echolocation 8-13 Zombie +1d4 Hit Dice, +2 CON, -1 AC,
10 Blindsight darkvision 60 ft.,
poison,
11 Resistance poisoned.
12 Defensive Spines 14-16 Ghoul +1d4 Hit Dice, +2 STR, +2 DEX,
13 Poisonous Flesh darkvision 60 ft.,
necrotic, poison,
14 Poison charmed,
exhaustion, poisoned. Paralytic Bite
15 Saving Throw (see ).
16 Better Damage 17/18 Wight +1d6 Hit Dice, +2 STR, +2 DEX, +2
17 Large Mouth CON, darkvision 60 ft.,
necrotic, bludgeoning,
18 Serrated Teeth piercing, and slashing from
19 Perceptive nonmagical attacks not made with
silvered weapons,
20 Armored poison,
exhaustion, poisoned. Life Drain Bite
(see ).
19 Vampire +2d4 Hit Dice, +4 STR, +4 DEX, +2
CON, 14 CHA, darkvision 120 ft.,
necrotic,
1 Mutant bludgeoning, piercing, and slashing
from nonmagical attacks,
2 Alien , Charm and
3 Breath Weapon Vampire Bite (see ).
4 Tentacles 20 Ghost +2d6 Hit Dice, +4 STR, +4 DEX, +4
CON, 14 CHA, darkvision 60 ft.,
5 Better Damage acid, fire,
6 Displacement lightning, thunder; bludgeoning,
piercing, and slashing from
7 Blinking nonmagical attacks,
cold, necrotic, poison,
8 Immunity charmed,
9 Resistance exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone,
10 Armored restrained. Ethereal sight 60 ft.,
11 Innate Spellcasting Incorporeal Movement, Etherealness,
Horrifying Visage, and Withering Bite
12 Energy Damage (see ).
13 Poison
14 Health Drain
15 Very Fast
16 Very Slow
17 Magic Resistance
18 Truesight
19 Saving Throw
20 Roll twice
APPENDIX B
163
Defensive Spines. Attacks against this fish made with
The following list covers features or actions that an takes piercing damage after each attack that hits the fish.
exceptional or supernatural fish gains based on the The piercing damage is based on the fish’s size. Tiny fish
previous tables. As the Dungeon Master, alter anything that cause 1 piercing damage, Small fish 1d3, Medium fish 1d4,
you need to in order to keep the creature within the realism Large fish 1d6, Huge fish 1d8, and Gargantuan fish 2d6.
fish’s next turn. This trait is also disrupted while the fish is
Aesthetic. There is something very pleasing about this fish incapacitated or has a speed of 0.
and most humanoids value it greatly. Quadruple the value
+2. Fish may or may not understand Deep Speech. Energy Damage. The fish’s bite does an additional amount
Huge +3. Innate Spellcasting. The fish can cast a few spells innately
Bioluminescent. The fish glows in the dark, providing can be cast once per day. Choose spells that align with your
bright light in a 5-foot-radius and dim light for an additional campaign’s needs.
Blindsight. The fish has blindsight 30 ft. poison, psychic, radiant, slashing, or thunder.
Blinking (Recharge 5-6). The fish magically teleports up Keen Sight. The fish has advantage on Wisdom
to 40 ft. to an unoccupied space that it can see. (Perception) checks that rely on sight.
Breath Weapon (Recharge 6). Roll a d4 to determine Large Mouth. The fish’s bite attack can now swallow
damage type (1: cold, 2: acid, 3: fire, 4: thunder). The fish creatures that are the same size as the fish.
half as much on a successful one. Magic Resistance. The fish has advantage on saving
APPENDIX B
164
Mutant. The fish is truly strange. Creature type changes to next turn; the bleeding then stops.
Poisonous Flesh. The fish’s flesh and blood are toxic. Any the fish’s size.
creature that damages it with natural weapons takes 1d4 Tiny Tentacles. Melee Weapon Attack: +3 to hit, reach 5
poison damage. Any creature that drinks or drains its blood ft., one target. Hit: 1 bludgeoning damage, and the target is
takes 2d4 poison damage. grappled (escape DC 10). The fish can only grapple one
creature at a time.
Poison (e). The fish’s bite attack includes poison damage
Small Tentacles. Melee Weapon Attack: +3 to hit, reach
now, based on its size. Tiny fish add +1 poison damage,
5 ft., one target. Hit: 1 bludgeoning damage, and the target
Small +1d3, Medium +1d4, Large +1d6, Huge +1d8, and
is grappled (escape DC 11). The fish can only grapple one
Gargantuan +2d6.
creature at a time.
Resistance (e). The fish is resistant to either acid, cold, 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and
lightning, or poison. the target is grappled (escape DC 13). The fish can only
Saving Throw (s). The fish gains a +2 bonus to all its damage, and the target is grappled (escape DC 17). The
Serrated Teeth. Bite can cause bleeding unless the target Truesight. The fish has truesight 30 ft.
Huge 14, and Gargantuan 15. A creature that fails its saving Very Slow. Increase the fish’s Constitution by 4, but its
throw takes half of the fish’s bite damage at the end of its swimming speed is decreased by 20 ft.
Adventurer’s Vault, Wizards of the Coast 2008
Daniel Chivers: https://linktr.ee/lawsofchaos
Price 2020
Coast 1990
Coast 2006
https://www.dmsguild.com/product/267678
Coast 1997
life
2012