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Underwater Campaigns - Daniel Chivers & Marco Bertini (v1.1)

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The document text discusses topics related to underwater adventures such as oceans, shipwrecks, underwater locations, hazards, combat and more.

Topics such as oceans, seas, shipwrecks, underwater civilizations, wonders, locations, hazards, diseases, combat, armor, magic items, spells, creatures and more are covered in the document text.

Sources such as adventure books, magazines, manuals, websites and creator profiles are referenced at the end of the document.

.

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

Agreement for Dungeon Masters Guild.


......................................4 132

159

Water and Traps ........................................................................ 8

Oceans and Seas .................................................................... 11

Shipwrecks .............................................................................. 11
161
Civilizations Beneath the Waves ......................................... 12

Underwater Wonder .............................................................. 14

Unique Underwater Locations ............................................ 15

Max .........................................................................................15 166

The Odd Path .......................................................................17

19

Lure ........................................................................................... 20

Fantasy Resources ................................................................. 20

Adventure Hooks .................................................................... 22

Underwater Encounters ........................................................23

Marble Path to Immortality ..................................................34

35

Water Hazards - Natural ....................................................... 36

Diseases and Water ................................................................40

Water Hazards - Supernatural .............................................46

Undead Hordes ....................................................................... 47

48

Three-Dimensional Combat .................................................49

Feats Underwater ...................................................................50

Skills Underwater .................................................................. 50

53

Armor ........................................................................................ 54

Water Damage .........................................................................55

Wealth ....................................................................................... 55

Magic Items ............................................................................. 56

59

Damage Types and Water ..................................................... 60

Spells .........................................................................................61

71

General ..................................................................................... 72

Creature Actions ..................................................................... 72

Colossal Creature Size ..........................................................73

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;

Graindfailure; Hjalmar Wahlin; Joyce Maureira; Marco

Ortiz Walters; Pixabay.com; Publisher's Choiche Quality


I have always been fascinated by water and how much of
Stock Art © Ricky Hershey / Fat Goblin Games.
the ocean we still do not understand. When I started
The Dungeon Masters Guild was used as a source for
making underwater supplemental rules for Dungeons &
some of the art. All art taken from there is owned by
Dragons, I wanted to stay away from surface water (ships,
Wizards of the Coast and is used with permission under
storms, mist, etc.) as much as possible and focus on the
the Community Content Agreement for the Dungeon
underwater locations, creatures, and marvels -- some
Masters Guild.
natural, some redesigned based on past fantasy I’ve read,

and some completely new creations. I tried to find all the Created with Homebrewery

relevant mechanics that already exist in Dungeons & Version: 13SEPTEMBER2021

Dragons and either expand upon them, modify them, or

offer variant rules. I also tried to draw as much as possible

from nature and if parts of this work read like National

Geographic, then I apologize and feel free to gloss over

those sections. I know that I have a well-deserved

reputation for overly clunky and mechanical rules so if you

are using a mechanic of mine and it is slowing your game

down and not improving it, then stop using it. I will be

forever happy knowing that something in this work

inspired you and your campaign.

Each relevant section with already established rules will

have the established rules listed first and I will reprint or

paraphrase to keep you from flipping between different

books or digital platforms. Creatures listed in other works

will have their source and page number listed but I will not

be reprinting most of them here. As an added note, the

most relevant underwater resource for Dungeons &

Dragons 5E in print is Ghosts of Saltmarsh.

A reference to a creature’s statistics will be shown in bold.

To prevent over 100 individual book references, all aquatic

creatures and their reference and page number can be

found at the beginning of Chapter 7. If a creature is

referenced and it is not aquatic, then its reference will be

listed in parenthesis after its bolded name if it is not found

in the Monster Manual.

Baxtite escaped Carceri only to find himself at the bottom

of the deep ocean. He now struggles to reach the surface

dragging behind three farastu who are desperately pulling

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.

An arthropod that is usually aquatic or amphibious.

The abyssal zone of the ocean is the layer from 13,000 feet

deep to roughly 20,000 feet deep.


A region of transition between two biological communities.

For this work ammonoid and nautiloid are synonymous.


The tidal mouth of a large river, where the tide meets the
Feel free to use ammonite, ammonoid, nautiloid, nautilus,
stream. These areas are a great example of an ecotone and
or “weird spiral thingy,” as you see fit. Note that some of
all of the amazing things nature can (or must do) to survive
these creatures come in straight configurations as opposed
in such an area.
to the iconic spiral that is normally associated with them.

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

36,000 feet below the surface.

An invertebrate animal such as an insect, spider, or crab,

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

water, but as the Dungeon Master feel free to ignore this.

Slightly salty, as is the mixture of river water and sea water

in estuaries. Brackish water is where fresh water and salt


Connected with the sea and the creatures and plants that
water mix. These areas are filled with plants and animals
live there.
that have adapted to this “medium” level of salinity.

Any ocean depth below 3,000 feet is considered the


A mobile predatory mollusk found only in marine
midnight zone, since no natural light from the surface
environments.
penetrates this deep.

A deep, water-filled sinkhole in limestone, created when


Any creature with a soft body that is not divided into
the roof of an underground cavern collapses. This creates a
different sections, usually with a hard outer shell.
natural pool which is then filled with rain and water

flowing from underground rivers.

For this work ammonoid and nautiloid are synonymous.

Feel free to use ammonite, ammonoid, nautiloid, nautilus,


For this work civilization specifically means any semi-
or “weird spiral thingy,” as you see fit. Note that some of
permanent or permanent collection of intelligent (usually)
these creatures come in straight configurations as opposed
humanoids that collectively live together. This is not the
to the iconic spiral that is normally associated with them.
same as a creature’s lair.

The mass of salt water covering most of the world's


Seabed around a large landmass that is relatively shallow
surface. “Sea” is interchangeable with “ocean.”
compared with the deep ocean.

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

the surface of the sea. depth of 650 feet.

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.

Dungeon Master feel free to ignore this.

A fictional setting that has appeared in Dungeons &

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

are connected at some point. In this work, I assume that

there are lake, river, and ocean caves that also connect to

the Underdark.
A dungeon that is submerged increases the threat to the

characters, where simple mistakes like letting water

breathing expire could be deadly. Sunken ruins are less


Lakes can be pleasant places filled with nutritious fish,
likely to have been previously explored but also less likely
murky areas hiding some ancient creature, or highly
to be inhabited by low challenge rating threats.
enchanted places filled with fey curiosities. Lakes can be

relatively shallow or incredibly deep. Usually, an adventure

involving a lake will not involve extended stays beneath 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

mechanism that threatens characters and forces them to


Supernatural Lakes. Some lakes are entirely enchanted
make fast decisions. A trap with a rising water threat can
and considered magic locations with their own rules and
be as simple as assigning a rate of rise that occurs at a
reality-warping mechanics. Some lakes hide undead and
specific initiative count (usually initiative 20).
other terrors that avoid the light, venturing out to wreak

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!

of these areas also link to deep superheated underwater

caverns. Flooding Closed Room. The flooding room with locked

doors is a classic trap trope. You can increase the difficulty

of these traps using frigid or boiling water, continuous

lightning damage, and many other devious ideas.

Rivers tend to be the “highways'' of medieval fantasy


Drowning the Curious. If a dungeon or cave has a flooded
commerce and almost all of the large cities grow up around
area, with easy access for a curious adventurer, chances
rivers large enough to transport ships to the coast or other
are good that said adventurer will want to swim and
cities. Because of this, most rivers of any value will be
explore it, especially if something lures that adventurer to
somewhat tamed unless the adventurers travel deep into
go further and deeper than is prudent. A simple lure is
the wilderness or to a frontier area.
glowing treasure in clear water. At least one character has

perished because they gained two levels of exhaustion


Civilized Rivers. These rivers will tend to be polluted and
while swimming to the far end of a flooded cavern, found a
double as sewers depending on how many humanoids are
dry section with some loot, and attempted to swim back
near them, but there is still plenty to explore. Adventurers
before taking a Long Rest. This “drowning the curious”
could be trying to exterminate some threat that lairs in the
room will usually only hinder your reckless or low-level
river, deal with river pirates, or looking for hidden treasure
parties without access to a clever druid or water breathing.
and salvage. Rivers near an ocean or sea may even hide

Gargantuan aquatic threats like the dragon turtle.


Cave Exploration and Drowning. In the natural world,

humans do find interesting ways to drown; some drown


Wilderness Rivers. These rivers are great places to hide
each year while exploring caves. In a fantasy setting
submerged or partially submerged ancient ruins and
characters that get lost, injured, or otherwise stuck in a
dungeons as civilizations always tend to pop up around a
cave, might become stuck in a low area that can flood and
river. Predators, even massive dragons, will also frequent
fill with water during heavy rains. Those exploring caves
rivers as they are fertile hunting grounds.
with marine water access run the risk of entering during

low tide, and attempting to leave during high tide, which

can cause confusion or drowning as the rising water tends

to change the way the cave appears, especially if the


Your characters may have explored their fair share of
characters have been using multiple passages and
dungeons and crypts, but how many of those locations
chambers.
were completely submerged?

CHAPTER 1 | UNDERWATER LOCATIONS


8
Any moderately-populated surface civilization next to a
Sometimes, rather tragically, a character gets stuck while
river or large body of water will have a dock of some sort.
trying to swim through a very tight flooded passage and is
This dock can be as simple as a long pile of rocks and dirt
unable to free themselves before they run out of breath. An
that extends out long enough to reach a ship, or it can be a
easy game mechanic for this is to assign a grapple-like
massive affair of floating walkways, berths, and
escape DC at certain sections of an exceptionally tight or
warehouses almost the size of a town. Docks are the heart
irregular tunnel. Some of your characters will attempt to
of legal and illegal commerce, some of which ends up
“push” through the tunnel, possibly facing harder escape
under the dock, and for those equipped and brave enough
DCs which may or may not doom them, and some of them
there is wealth and adventure to be had salvaging wrecks.
will back out and find a safer way through the tunnel or
The underwater section of the docks is also a good place to
look for easier loot elsewhere. Note that having a
start an underwater adventure, for the characters are close
swimming speed will not improve a creature's chances of
enough to civilization and rescue that the threat of
escaping getting stuck, but they will live much longer if they
drowning is as low as it can be.
can breathe water. A Small character should have

advantage when making escape DCs against a tight flooded


Diving Bells. Depending on the level of technology you
passage that Medium characters can use.
allow in your campaign, diving bells allow for some
Tunnel Escape DC 5. This tunnel is relatively easy to get
exploration of the bottom of the docks with a device that
through and shouldn’t give adventurers much trouble other
looks like a large bell that is used to capture air. The best
than the occasional annoyance. This tunnel is just wide
diving bells also have hoses attached to them that allow for
enough for a crawling Medium character and the walls are
the circulation of breathable air.
smooth enough to not catch on the character or their

equipment. Watery Graves. Docks are also a favored spot for

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.

navigate that it can easily kill a stubborn character that is

holding their breath. This tunnel should even give a very

nimble rogue some concern.

CHAPTER 1 | UNDERWATER LOCATIONS


9
Midnight Zone. Any depth below 3,000 feet is considered

the midnight zone since no natural light from the surface

penetrates this deep. The midnight zone extends to a


Adventurers eventually end up in the sewers; they just can’t
roughly defined barrier with the abyssal zone at 13,000
seem to help it. Sewers can hide large organizations like a
feet. Natural creatures are much rarer in this layer and
thieves’ guild and can also act as places for intelligent
have adapted to the cold, lack of light, and crushing
creatures and monsters to hide from civilization. Sewers
pressure in noticeable ways. This layer is inhospitable to
are sometimes secret escape routes out of castles and
any natural creature not native to it, including aquatic
keeps. Every sewer system you design should have at least
humanoids without magical protection. Oxygen is so
a few areas that are completely submerged. Sewers also
scarce here that a non-native aquatic or surface humanoid
happen to be a great place to introduce new and interesting
that is breathing water must make a successful DC 10
diseases (see Chapter 3).
Constitution saving throw every hour or gain one level of

exhaustion.

Abyssal Zone. The abyssal zone of the ocean is the layer

from 13,000 feet deep to roughly 20,000 feet deep. In the

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.

home and allows for relatively quick access to the surface


Hadal Zone. The hadal zone is the layer of the ocean that
for raiding, trading, or exploration.
exists only in the deep trenches; some ocean trenches

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.

themselves from crushing depth damage if you use that

variant rule.
Bone muck looks exactly like normal muck unless there is

a light source nearby. Any light that gets within 30 feet of

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.

and any imaginable treasure or secret.

Blue Holes. Blue holes were introduced in Ghosts of

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.

contain large dead zones with little to no oxygen.

Marine Snow. This is organic material slowly falling from

the upper layers of the ocean to the ocean’s floor. This


01-05 Multiple ships were sunk at the same time
material, usually bits and pieces of animal bodies, can
or place, usually due to a naval battle or
sometimes take weeks to fall to the bottom of the ocean, another potent ocean catastrophe. There are
where an amazing diversity of creatures survive just by 2d12 total ships, each with its own
eating the marine snow. guardians and treasures, or with something
powerful guarding the entire site.
Muck. Much of the ocean floor is covered in a combination
06-10 Barge
of slime, sediment, and slowly decaying organic matter

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

swimming speed treat muck as difficult terrain. Those


31-42 Longship
disturbing this muck create a 10-foot-radius sphere of 43-73 Sailing Ship
heavily obscured water, but the material is usually not
74-84 Galley
dangerous and easily escaped unless a creature is

immobilized and buried in the muck. 85-99 Warship


Bone Muck. In a fantasy setting, ocean muck lying at a
100 Very strange (this can be from any other
depth of 10,000 feet or more can sometimes concentrate source you have access to, from the
necrotic energy, and these sections of bone muck can be up Spelljammer Campaign Setting, the
to hundreds of feet across. Bone muck causes 1 necrotic Planescape Campaign Setting, homebrew,
damage to any living creature within 5 feet of it or 1d8
other third-party resources, or something
necrotic damage to a living creature if it starts its turn
completely out of place at the bottom
of the ocean like an inn or wagon).
touching the muck.
Food (Realistic). If your campaign needs to be very

realistic, then an underwater civilization will eat almost

everything raw, or possibly boiled if they have access to


1-10 Nothing dangerous
hydrothermal vents. A triton may bring a living creature as

11-15 1 a snack or kill and eat something as it travels, as opposed

16-25 1d12 oozes or slimes to having rations in a backpack. An underwater civilization

will have different “fruits and vegetables” than a surfacer is


26-30 1 used to, and they may be completely unrecognizable.

31-40 1d4 and 1d6


Food (Unrealistic). If realism is not that important in your

41-55 2d4 campaign, then you do not need to change much for food.

56-70 2d12 An underwater civilization has easy access to air-filled

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

73-81 1d4 way to handle underwater civilizations and food.

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

future surface raids, keeping of prisoners, metalworking,

Use the following table with Chapter 8 of the Dungeon storage of valuable objects that rust in salt water, brewing,

Master’s Guide. etc.

Natural Air Zones. Natural air zones can be created by

natural means, but the oxygen levels will be hard to

replenish unless it is piped in somehow, or created


01-05 Nothing naturally. These zones can be inhabited by air breathers,

06-35 CR 0-4 (individual treasure) but only for a short time before the oxygen level becomes

depleted and they begin to suffocate. Forging and complex


36-50 CR 5-10 (individual treasure)
alchemy are usually impossible in an area like this.

51-59 CR 11-16 (individual treasure)


Magic Air Zones. Magical air zones are created by spells,
60 CR 17+ (individual treasure)
magic items, supernatural creatures, artifacts, or portals to

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

valuable and allows for forging, alchemy, permanent air-


81-85 CR 11-16 (treasure hoard) breathing, etc. Civilizations with access to the new spell

86 CR 17+ (treasure hoard) utility (see Chapter 6) will usually use this spell as a means

of maintaining a few magic air zones.


87-95 Roll twice, ignoring any duplicates of this result
96-100 Roll three times, ignoring any duplicates of
this result
Aquatic Humanoids. Aquatic civilizations are different

from lairs; firstly, in that the “encountered” group generally

lives in the same place and secondly, that most of them are

not directly related to each other.

Aboleth (500-5,000 feet). Aboleth civilization will include

far more slaves than aboleths, chuuls, and skum.

Aldani (0-50 feet). These creatures are usually lake and


You should decide early on whether realism matters to you river dwellers. Civilized places for this species could be as
and your players, and if so, to what degree. Realism can be large as a village.
a tricky thing to implement in a fantasy game with magic Bullywug (0-100 feet). These creatures will often have
and monsters, but the right mix for you and your players dwellings that are both above and below the surface.
can make all the difference between a decent campaign Civilized places for this species could be as large as a town.
and one in which the players are totally absorbed. Your Cosmopolitan (0-200 feet). Cosmopolitan means that the
decisions about realism will have the largest impact on civilization has a wide variety of humanoids and creatures
how the characters interact with underwater civilizations. that have found a way to not murder each other or
Simple things like eating, drinking, sleeping, materials, and otherwise fragment and die out. Civilized cosmopolitan
the storage of knowledge can either be glossed over, or you places could be as large as the largest surface city.
can spend days figuring out if and how underwater

civilizations manage these tasks. We will tackle food as an

example of different levels of realism.

CHAPTER 1 | UNDERWATER LOCATIONS


12
Grung (0-100 feet). These creatures are usually swamp or If they have a civilized place larger than a village it will be

marsh dwellers, but parts of their homes could be partially deeper than 3,000 feet where they can expect to be left

or completely submerged. Civilized places for this species alone.

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.

be as large as a village. Merrow (10-600 feet). These creatures are equal

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

places for this species could be as large as a town. surface elves.

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

are the most likely to be “neighborly,” if unexpected larger than a village.

adventurers show up. Civilized places for this species could Triton (10-600 feet). These creatures tend to be more

be as large as a town. close-minded when it comes to contact with surfacers and

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

the size and scope of what is found on the surface.

CHAPTER 1 | UNDERWATER LOCATIONS


13
Babble Fish. The babble fish is a legendary magical fish
Underdark Access. Some underwater caves and caverns
that is difficult to tell apart from their natural counterparts
link up with the Underdark and they either lead to air-filled
without detect magic or other means. This valuable fish
passages or open into the bottom of underground lakes and
produces a 20-foot-radius sphere magical effect, centered
rivers. Due to the immense pressure of the ocean, the
on itself, that allows all creatures to understand each other
currents almost always flow into the Underdark. Some of
so long as they are underwater and can hear each other.
these areas where the ocean meets the Underdark are
These fish are so rare and valuable that they are guarded
known to both aquatic and Underdark civilizations.
like royal jewels or precious artifacts. A babble fish will live

for roughly 40 years before dying. They will breed with


Saltwater Caves. These underground caves are filled with
other babble fish or nonmagical specimens but only 1 in
salt water and support a wide variety of life or are used as
100 of their children will also be babble fish. A babble fish
the lairs of underwater creatures. These may or may not
will otherwise behave (and have the statistics) of a natural
have openings to the surface. The deeper you go beneath
fish of its type and size.
the ocean, especially after 1000 feet, you will find far fewer

to no caves at all. Some deeper saltwater caves will have


Dome Kelp. Dome kelp is a special type of kelp bred by
little to no oxygen in them and these caves will be avoided
merfolk and sea elves, but it can also be rarely found in the
by most life.
wild. Dome kelp magically produces air bubbles along its

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.

Extruder Rope. Extruder rope is a magical marine slug


Freshwater Caves. Freshwater caves only rarely link with
that can rarely be found in the wild, but is often kept in
saltwater caves. In some instances, there is a very unique
herds by aquatic humanoids. This slug will slowly sift and
and distinct line where two types of water meet, like in a
eat sand, dirt, and marine snow at the bottom of the ocean,
cenote.
extruding a quickly hardening rock (very much like

concrete). If the creatures are well fed and tended to by a

knowledgeable creature, then roughly 10 extruder ropes

could make a 5-foot-wide, 5-foot-tall, 1-foot-thick wall in a

month that would look like a single piece of irregular rock.


Bright Colors. Underwater environments can be a
Some of the aquatic races will feed the slugs a specific diet
kaleidoscope of vibrant colors of every imaginable shade.
to change the colors of the rock that is extruded. Without
Remember to describe these colors when relevant. This
dye the extruded rock is a pale beige.
will be true for most locations that are not in the twilight or

midnight zones of the ocean.


Sand Eaters. Sand eaters are distantly related to extruder

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.

This darkness can be encountered in an underground cave


Chromatic Bubbler. These freshwater arthropods, no
with no phosphorescence or bioluminescent creatures.
larger than a flea, wander the bottoms of lakes and ponds,
This type of darkness can also be encountered in the
quickly emitting a chromatic bubble around itself if it feels
midnight or deeper zones of the ocean.
threatened. This bubble is magically hardened and will not

pop until it floats to the surface. Most creatures have

learned not to swallow one of these due to how painful that


Whale Song. The oceans can be utterly silent at times.
can be. These bubbles, for the most part, are just an
Other times the ocean is filled with the strange songs of
aesthetic wonder, having no impact on gameplay. The
whales or the clicks of dolphins. In a fantasy setting, there
bubble is completely immune to nonmagical damage and a
can be other noises, like a bustling merfolk town or eldritch
chromatic bubbler can only form a bubble once every two
chanting rising from the abyssal zone. Whales and natural
hours.
creatures born to the water do not lose breath when using

echolocation or making “whale” songs because they do not

exhale like surface creatures that wish to talk, growl, or

scream.

CHAPTER 1 | UNDERWATER LOCATIONS


14
The bottomless maw has truesight 180 ft. and if it detects

an interdimensional space like a bag of holding or


The natural ocean is filled with wonder. While running an
equivalent magic the portal will immediately shut down
ocean campaign, find time to add a simple encounter with
and not reopen until the threat is removed. If the threat is
no combat, role-playing, negotiation, or moral dilemmas.
not removed then Max will open a new bottomless maw
Just describe something wondrous. The random encounter
elsewhere when Max becomes hungry. The old crater will
labeled, “Wonderfall,” in Chapter 2 is a good example of
then slowly fill in over decades.
this.

Passing Through for Large and Smaller Creatures. Any

creature passing through the bottomless maw (portal) will

enter Max’s demiplane body and likely survive unless they

become violent. While passing through Max, organic


Wonder can be found in any source that you wish
creatures describe a psychedelic experience of sounds and
to pull from. The natural world is also filled with
colors that can’t be explained and a feeling like falling. All
incredibly amazing things, from salt icicles under
the polar caps, methane hydrates, translucent material that enters from the bottomless maw is slowed

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

designed to pacify them. A creature targeted by Max with a

psychic attack must make a successful DC 18 Intelligence

saving throw or be paralyzed until they exit Max through

the infinity source. Creatures that succeed on this saving

throw have one turn to act in whatever way they wish as

they slowly fall towards the portal leading to the infinity

source. At the beginning of each of their next turns, while

passing through Max they must make a successful DC 21

Charisma saving throw or be plane shifted to anywhere


This unique location can quickly kill irrational or violent that the DM chooses.
characters that are not level 17 or higher. But if a character Max is not a creature in the conventional sense. Anything
happens to be Huge or larger then they will be in grave “passing through” cannot harm Max unless someone finds
danger regardless of their temperament. Max can either be a way to bring an extra-dimensional object or effect into
brand new, and its sudden existence creates grave concern this area, in which case Max is annihilated and everything
for local leaders, or Max’s maw and source could have been inside it is randomly and violently thrown throughout the
in the area for hundreds of years, creating very dangerous multiverse. This violent destruction should be able to kill
currents in one location and slowly building islands in anything under CR 21 currently inside Max, but how that
another. occurs is up to the Dungeon Master.
Max is both an extra-dimensional creature and a place.

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,

regardless whether or not they need air or water, cannot


Bottomless Maw. There is only one bottomless maw, and breathe this acid. Anything not destroyed after 10 minutes
it is the mouth (one-way portal to Max) of an eldritch extra- of acid damage will be plane shifted to Passing Through
dimensional creature described as a living demi-plane. This unless they make a successful DC 21 Charisma saving
creature, which some fool named Max, will occasionally throw. Max will then focus its eldritch intelligence on the
open a 30-foot diameter portal at the bottom of an ocean creature and begin a telepathic conversation. A creature
crater for a few hours. When the portal is open (when Max that can survive the acid and make a saving throw against
is feeding), a strong current is created as the creature starts the plane shift can damage Max if they get close to the
drinking the ocean. The speed of this current is 60 feet stomach wall. The wall has 14 AC, and is immune to acid,
towards the center of the crater. The crater, or maw, is a cold, thunder, and bludgeoning damage. Each 5-foot cube of
rough 120-foot-diameter crater in the ocean, about 600 feet wall has 80 hit points but the stomach is 120 feet thick.
below the surface. Inorganic material and water travel Any creature damaging the stomach wall is targeted with a
through the maw unharmed. Large and smaller creatures DC 23 9th-spell level disintegrate once, regardless of how
are usually ignored as they pass through the creature long they remain in the stomach. If the creature is still
unless they become violent. Huge and larger creatures end alive, then Max will begin to beg for its life, for if the
up in the acid stomach (see Passing Through). stomach wall is breached Max dies in the same manner as

if an extra dimensional space entered Passing Through.

CHAPTER 1 | UNDERWATER LOCATIONS


15
Infinity Source. The infinity source can be located up to tunnel leading to one of the wet chambers. Entry portals

20 miles away from the bottomless maw and is exactly can be found at any ocean depth below 200 feet.

what most creatures say it is in impolite company. It is


Dry Chambers. Depending on your needs, the two dry
literally the “exit hole” of a strange extra-dimensional
chambers are empty or possibly filled with some sort of
creature, sometimes referred to as the “god-ass.” The
small town of humanoids or creatures that run businesses
infinity source is an unadorned section of the sky that
or otherwise act as a high magic/high fantasy town. These
opens up when Max is feeding and anything that passes
dry chambers can also hide ancient horrors or anything
through it falls from this location in the sky. While open,
else you desire.
everything passing through (see previous) exits Max from

an invisible portal 60 feet above a large lake or ocean,

usually within easy sight of a coastline. If Max is being lazy

and not moving the infinity source, then the falling debris

eventually creates an island and when the island gets

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

usually congregate around portals, especially if the portal is

two-way.

These unique portals can be used as fast transportation


Air. A portal to the Elemental Plane of Air would resemble
between ocean sites for those who know how to use them.
a bubble or a drain, depending on how the portal is
No one remembers the name of the demigod that was torn
operating. A bubble would allow surface creatures to exist
apart in ages past, but all that remains of it is its massive
below the surface so long as the portal did not close. The
heart, veins, and arteries that defy the rules of space and
eventual diameter of this sphere of air created by such a
time. This massive circulatory system consists of a central
portal is up to you, but anything inside this bubble would
heart roughly 400 feet in diameter hidden somewhere deep
also be safe from damage caused by depth. A drain would
in the earth and at least fifteen entry and exit portals that
then be a one-way portal into the Elemental Plane of Air,
allow passage to and from the heart chamber. Those who
but these “drains” tend to be no larger than a Small
have discovered this unique means of travel refer to the
creature.
long-dead demigod as “Odd,” and the system is usually

called “the Odd Path,” or “the Odd Network.”


Earth. A portal to the Elemental Plane of Earth is usually

marked by an unnatural amount of bubbling and churning


Odd’s Heart. No living creature knows where this massive
mud. These portals tend to be oddly stable, allowing
chamber exists but it functions as the central hub for the
creatures to pass through while only allowing a minimal
Odd Path network. The chamber is an irregular-shaped
amount of earth or water to pass back and forth.
granite void roughly 400 feet in diameter. The chamber is

further separated into eight sections, separated by walls of


Fire. Portals to the Elemental Plane of Fire are usually
red granite usually 30 feet thick. Six of the chambers have
found in underwater volcanoes, hydrothermal vents, or
saltwater basins about 40 feet deep. Within these wet
trenches. Telling a natural vent of magma and superheated
chambers are a multitude of tunnel openings 10 feet in
steam apart from a portal is usually very difficult (DC 15
diameter with ramps leading out of the water and then to
Intelligence (Arcana) check) as they look so similar.
platforms that join the different heart chambers. Each

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

will function here). locate portals to other planes of existence.

Odd Portals. Each portal is one way and either allows

creatures to enter the Odd Path, eventually leading to one

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.

how it functions. Exit portals will deposit a traveler at an


Abyssian Ocean. This strange bottomless ocean is
ocean depth, 4d10 x 100 feet deep.
sometimes called the Soulless Sea and can be traveled to
Each entry portal is obvious from the ocean and looks
from any water in the Outer Planes. Those who end up
like a slowly beating red fleshy mass on the ocean bottom.
here are usually lost or arrive by accident. Although it
This mass will be between 5 and 10 feet wide. Any creature
exists in the Abyss, this ocean’s demonic denizens are
touching the mass must make a successful DC 20
strange and almost unheard of in the Prime Material.
Charisma saving throw or be pulled through instantly into a

CHAPTER 1 | UNDERWATER LOCATIONS


17
No demon lord claims dominion of the Soulless Sea;

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,

or are, large bodies of water or other liquids.


Styx. Arguably the most famous river in the Multiverse, the

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

Upper Planes. wide variety of small islands.

Nine Hells. Layer 5 “Stygia” is a dark ocean of cold mist

and mountains of ice.

Seven Heavens. Layer 1 “Lunia” is an infinite beach next

to the Silver Sea -- an infinite ocean of holy water.


If the characters must ration spell slots or potions of water

breathing, then water will be a constant threat that they will

have to account for or drown in if their magic runs out.


Adventurers are not your average humanoid. They either
Each of these options has pros and cons, with one favoring
sought out danger, excitement, and loot or had the
a leisurely but strange stroll through wonder, and one of
adventurer’s life thrust upon them. A commoner fishing off
them leading to well thought-out plans with (hopefully) a
a pier may wonder what lies at the bottom of the ocean, but
few back ups to prevent drowning. That being said, high-
it takes an adventurer to want to go there and experience
level characters will have a wide variety of methods to
it… and hopefully live through the experience. Adventuring
avoid drowning.
underwater is usually something only the experienced

adventurer can manage safely. You can create survivable


Mix Fantastic and Real. Underwater campaigns should be
scenarios where level 1 characters explore under the water,
both familiar and alien to your players and their characters.
but you must be careful, for a campaign under the waves
If you mix what is found in reality with truly fantastic things
can go wrong rather quickly, especially if your players are
like Colossal creatures (guidelines for Colossal creatures
impulsive or refuse to keep track of a water breathing spell
are found in Chapter 7), forgotten evils, mythic civilizations,
duration and the passage of time.
etc., then you will create something truly memorable. This

work will show constant examples of mixing the fantastic


Underwater Wonder or Underwater Danger. Decide
with the real.
early on if you want water to be just a setting or if you want

water to be an ever-present threat. If you give all the


Aquatic Adventurers. Adventurers that can breathe water
characters rings of water breathing, then water will mostly
or hold their breath for an extended period would obviously
be just a setting they can explore at their leisure until they
have an easier time with an underwater adventure. If you
stumble across an antimagic field.
allow this, it is best to give all of them this advantage or

find some other way to counterbalance their obvious

advantage with fellow companions that cannot.

Necessity. If you want the adventurers to explore

underwater, and normal motivations don’t seem to be

working, then place whatever widget, object, MacGuffin, or

lore they need at the bottom of the sea and they will find a

way to get to it.

Conflict can create adventure or force the characters to

explore the depths. The causes of a conflict can be simple,

such as competition for resources, misunderstanding

between surface and underwater inhabitants, ideological

reasons, etc. The causes of conflict can also be unclear and

create situations of moral ambiguity where one side is not

the obvious “good” or “evil” choice. A great example of this

is when a coastal city is slowly polluting a river and ocean

as it grows. This damage slowly destroys the environment

and begins to threaten a previously unknown aquatic

civilization. The city can only stop polluting if it is

abandoned. The aquatic civilization may have already

moved once to avoid pollution, and for whatever reason,

will not (or simply cannot) move again.

Agriculture. Kingdoms thrive on their peasants, which run

the farms, which depend on water. Any attack on this chain

is a direct and immediate threat to power. Some societies

collapse if they cannot fish or extract food from the rivers

and oceans.

CHAPTER 2 | UNDERWATER CAMPAIGNS


20
Clean Drinking Water. This is, without a doubt, the most

important resource for any living creature for without it

there is no natural life. In areas where clean drinking water

is scarce conflicts can easily arise over water rights or

anything that threatens clean water.

Water Work. Flowing water can also do work, as is the

case with a water wheel or water-driven mills. If the water

stops flowing, then everything that depends on flowing

water to produce work simply stops.

Creatures. Most creatures taken from the water can be

eaten. Some also provide fur, blubber, oil, bones, and other

resources that can be used or traded. Anything threatening

a particularly abundant or sought-after resource will


Salt and Sand. Salt can be extracted from ocean water by
motivate the powerful to seek out adventurers if their
evaporation, and even some inland salt lakes are used to
normal means of security fail. If your campaign dabbles in
produce salt. Sand is also an often-underappreciated
the steampunk genre, for example, then refined whale oil’s
resource for construction that is extracted from some
use and harvesting can easily create conflict or tension, or
rivers and the ocean.
this oil can be used as a means to explore a wide variety of

ecological issues and impacts. Seaweed. Edible seaweed has long been a staple of coastal

communities. Vast farms of the stuff can be farmed with


Ambergris. This dark grey waxy and flammable substance
little to no technical skills or tools.
is sometimes referred to as “whale vomit.” Sperm whales

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

burn if ignited. Fire ice will slowly evaporate if brought


Precious Gems and Jewelry. The oceans also provide
above the 500-foot depth line or to the surface, but it is
mother-of-pearl, pearls, sea shells, ivory, and jewelry-quality
useful as either a strange, naturally occurring oddity or can
coral, etc., that all have value either directly to adventurers
be used in your campaign as a special type of fuel or
or to those who may need to hire some.
component in alchemy. Underwater civilizations can also
Abalone. Abalone refers to the marine kelp snail, its
use this to start fires or augment forging in air-filled rooms,
shell, as well as the organic gemstone made from its
but storing it is near impossible unless it is kept at high
iridescent shell. This ambiguity can create problems, so for
pressures or in very (magically) cold containers.
this work abalone refers to the cut and polished shell that

has already been worked into jewelry. Abalone “stones”

come in iridescent greens, blues, and purples, and are used

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

values based on their weight and/or volume depending on


Precious Gems and Jewelry. Anything valuable in a
who is trading them.
natural setting is usually still valuable in a fantastic one
Gem-Quality Pearls. These pearls are usually spherical,
and, as a bonus, natural resources can be found in fantasy
uniform in color, and have a high-quality luster. A pearl of
settings with impossible colors or sizes, from radiant
this quality is usually worth more than a handful of
pearls to pearls the size of grapefruit. If, for example, your
irregular pearls.
campaign needs a shadowy soft substance for use in
Jewelry-Quality Coral. This coral is usually a deep red
magical items then design a supernatural underwater area
or uniform pink color and is kept as-is, or cut into a
that produces the stuff, which is hard to locate or exploit.
pleasing shape. As the Dungeon Master, feel free to come
Radiant Pearl. These pearls emit a very bright white
up with non-natural colors of jewelry-quality coral, such as
light, but only if they are submerged in brackish water or
amethyst or emerald shades.
saltwater. If exposed to air or freshwater they look like dull
Larimar. Larimar is an exceedingly rare gemstone that is
grey rocks. Their value is based on their size and
only found in marine rock formations. The gemstone
brightness. Unlike most pearls, their shape is usually
produces very vivid blues and whites that can sometimes
irrelevant. The most valuable radiant pearls shed bright
look like bubbles and scales depending on how it is cut and
natural light in a 30-foot radius and dim light out to another
polished.
30 feet. Radiant pearls are found in flat black oysters.

CHAPTER 2 | UNDERWATER CAMPAIGNS


21
Flowing water is often used to produce work in the form

of water wheels turning a mill or floating lumber down a

river instead of hauling it with wagons. Rivers, lakes, and

the sea also provide food directly to larger urban

populations and function as a convenient place to dispose

of waste. There is unlimited adventure potential associated

with civilization’s dependence on water. The following

hooks are great places to start building a campaign around

water.

Shadow Coral. This dark purple coral has the same

hardness and characteristics as bronze. Shadow coral that

is not enchanted or protected will quickly disintegrate if not

submerged in water, with most pieces crumbling away after


1 Something underwater is preventing the
a few hours. Shadow coral is all that remains when a movement of soldiers and supplies and it must be
blinder vile disintegrates. defeated, destroyed, or negotiated with before the
local rulers can wage war with a neighbor or survive
Sea Glass. Most of the aquatic humanoids know how to an upcoming conflict with one.
coax a variety of sea slugs, called sand-eaters, into slowly
2 An important person or creature is being held
making a type of pale glass that is transparent in salt water
captive by amphibious or aquatic humanoids that
and completely opaque in fresh water or if exposed to air. are using their captive to force someone important
Sea glass comes in a variety of densities, thicknesses, and to either pay them a ransom, return a resource, or
color tints, based on which sea slug is being used to make leave them alone completely.
it. Sea glass, once made, cannot be melted down and recast
3 A water resource, important to local rulers for
into a new shape, so the skilled artisans who work with it wealth or political power, is under threat of either
tend to be incredibly patient and exacting. A single sand natural or supernatural destruction and the
eater can only generate roughly a pound of sea glass in an adventurers are hired to prevent it.
entire year, and an expert crafter may have herds of dozens
4 A magic item that the characters wanted to
or hundreds of them in special grottos. Sea glass made by purchase or find was on its way to the seller when
the locathah is generally considered the best quality. the ship sank. The seller apologizes and will give
the characters the location of the wreck if they
Seawater Technology. Feel free to take a modern promise to return half of the wealth and items
invention and place it in your campaign: alter its technology found in the wreck.
and use magical means. A gnome alchemist might find a
5 A local religious or cult leader has predicted that a
way to desalinate large quantities of sea water or use it in hurricane will soon destroy a coastal town or city.
an alchemical battery. The characters are either hired to make the speaker
recant their predictions and/or disappear, or to find
Sugar Weed. Sugar weed is a type of seaweed that grows a way to avoid the imminent catastrophe.
beets the shape and color of an orange, which can be
6 A village near the capital has been reporting a
harvested like sugar beets. Certain chefs and coastal
strange low hum coming from their well for
communities prefer the taste of sugar weed to more months. The adventurers are sent to investigate
familiar sugar sources like sugar cane. Aquatic civilizations and soon learn that the very deep well broke into a
will also harvest and guard large patches of sugar weed. vast underground lake.

Planar Portals. The oceans, lakes, and some ponds, are


7 Every seven years a coastal city is hit with a
tsunami. This has been going on for decades and
home to a wide variety of stable portals to other planes of
the adventurers are hired to either protect the city
existence. Some can only be turned on with keys, open only or stop the tsunami from hitting this year.
during certain times and events, or very rarely remain

permanently open. Stable portals are often valuable to


8 An adventurer’s or merchant’s guild hires the
adventurers to figure out who or what is
those who know how to exploit them or those powerful
purchasing goods with very old coins and jewelry.
enough to survive travel outside of the Material Plane. The The culprits are a group of lizard folk adventurers
deepest points in the ocean are the only known two-way who discovered a vast cache of coins and jewelry
permanent portals to Carceri. from a seemingly abandoned lair.
9 The last few groups of sewer cleaners have
disappeared and now sewage is starting to seep out
into the street and is no longer flowing out of the
city as designed. Adventurers will be hired to go
into the sewers and figure out what happened.
Civilization, especially in a fantasy setting where magic is
10 A delegation of sea elves arrives to negotiate with a
not ubiquitous, requires water to function at all. Goods,
local leader but they then disappear without a trace.
people, armies, raw materials -- almost everything -- travels Tensions are already high between the surface and
on the rivers and seas, or civilization does not exist. the sea elves so the delegation must be found
quickly.

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22
8 A bright flash has been seen over the horizon each
Large bodies of water in the wilderness will tend to attract
night for the past few weeks. It is in an uncharted
all sorts of creatures and support larger natural and area feared by most sailors. The adventurers are
supernatural predators. Rivers and lakes deep within the paid to explore the area and figure out what is
wilderness are great locations for creature lairs, ruins, and causing the light flashes.
ancient secret places. The term wilderness can refer to any
9 While exploring or traveling through the wilderness
unexplored area beyond the edge of the map, filled with the characters come across a large sinkhole, so
strange reptiles, old wastelands from ancient civilizations, deep that they can’t see the bottom. But they can
strange geography, or even a literal edge of the world hear giggling children and the sound of rushing
depending on the campaign.
water.
10 The characters are tracking the kidnapping of an
important humanoid. After a week of traveling the
trail ends at a beach.

1 Frontier settlements have begun reporting a


strange orange foam floating down an uncharted
river. The foam is toxic, and creatures are beginning Each of the following encounter examples are organized by
to die off in record numbers. Adventurers are hired challenge rating and will list four encounters that you can
to travel up the river and investigate an ancient gain inspiration from, randomly select (roll a 1d4), or
underwater temple, dedicated to unknown gods,
completely redesign when you need a quick encounter
that is assumed to be the source.
underwater. Each example assumes a party of four
2 A group of druids hires the adventurers to adventurers exploring an ocean environment, but some can
investigate why a sacred mountain lake is losing easily be altered for use in rivers and lakes.
water at an alarming pace.
3 Royal scouts have tracked a dragon responsible for
the destruction of farms and mines to an
underwater lair in the remote wilderness. Every
person sent to investigate further has failed to 1 The characters encounter 2d10
return. nautiloids ( ). One of them has a bright
purple shiny metallic shell. The characters can
4 Fishermen have returned to port with a massive, capture the purple ammonoid rather easily but if
never-before-seen, corpse chained to their ship. It they kill it or otherwise harvest its shell, a
is displayed in the harbor, and people from all finds out and tracks the party if possible. It will
around are traveling to look at it. A local religion demand an explanation or yell at their carelessness,
believes it’s a sign of a coming apocalypse and the but the sea elf will not attack the characters. The
adventurers are approached by multiple powers, purple ammonoid is rare and worth 85 gp alive, or
each hiring them to either prove or disprove that its shell is worth 8 gp.
the strange creature is just a creature or a religious
sign or message.
5 A dark blob appears on the ocean’s horizon. It
doesn’t get closer or bigger, but never leaves. Local
adventurers are starting to make plans to explore it.
6 A famous explorer is long past their expected
return to civilization. The adventurers are hired to
retrace the explorer’s intended journey and return
with news.
7 Recent frontier attacks were caused by goblinoids
fleeing some sort of catastrophe. The few that were
captured and interrogated report a two-week-long
rain of green gelatin after a mountain lake
exploded. The adventurers are sent to explore the
area and figure out what happened.
2 A is 3 3d4 attack the characters. If any
attempting to open a locked wooden chest at the kuo-toa are captured alive and interrogated, they
bottom of the ocean. It is so preoccupied with its claim that the characters attacked them earlier and
curiosity that it does not realize the characters are they just wanted revenge. This is either a case of
there and could easily be surprised. The chest is a mistaken identity or an example of the general
locked, air-tight, high-quality sea chest, and is warped sense of reality associated with most kuo-
currently filled with traveling clothes. If the toa.
characters can secure the chest, the chest itself is
worth roughly 80 gp unless they or the octopus 4 The characters encounter a
damage it. The chest has only been in the water for a motionless that is not interested in
few hours. them at all. It has fed recently, so it will look like a
blue-brown sphere of water floating nearby. This
3 The characters find a that has been tracker’s particular madness means that it only
painted blue. The paint is slowly flaking off but attacks merfolk and sea elves but will make an
something painted this otherwise normal crab. If the exception if the characters bother it.
characters can speak to the crab using any means,
then it will tell them that it was painted by a puny
little dragon ( ) and give directions to a nearby
beach. The kobold, if confronted, simply states that
blue crabs taste better and that he was hoping to 1 The characters see a distant
make more. If threatened, he promises to stop and reddish pink glow below them. The glow is made up
attempts to flee. of roughly 50 slowly rising balls emitting every
4 The characters encounter 2d4 shade of red and pink light. These balls are 3
that are more curious than normal, following the with roughly 50 total decoys also floating and
characters for 3d6 minutes before wandering off. rising around them. The hell sighs will ignore the
characters and slowly continue their journey to the
surface of the ocean. If the characters have not left
the area after a few minutes, they will see a
swimming among them out of
curiosity. So far, the hell sighs have ignored the
1 Seven gnomes ( ) are slowly wyrmling and the wyrmling has not tried to eat one.
exploring the bottom of the ocean using a box-like
contraption that is generating a very painful 2 The characters see a gleaming
squealing sound. If the characters approach, they see reflective round shield that has no corrosion or
five gnomes in brown leather armor, clear glass barnacles near a large coral reef. If the characters
helmets, and umbilicals attached to a weird vibrating investigate, then the coral reef is made up of a few
grey box. A sixth gnome is floating dead in the water sections of (as explained in
surrounded with blood, and another one is in the Chapter 3) and five which will attack the
fetal position clutching a bag with 10 pounds of characters if they come within 5 feet of the shield.
irregular pearls. The other 6 are attempting to defend The brain corals are fascinated with the shield and
themselves against three are trying to determine what it is when the
This battle should be difficult if the characters show up. The shield is a shield of psychic
characters attack both sides at once. You can either damage resistance (magical shield that gives
determine how the mechanism grants the gnomes whoever is wielding it resistance to psychic damage)
water breathing or have the machine conveniently that is also immune to corrosion. If the shield is
explode when the encounter is over. exposed to air, then it will begin to disintegrate and
will be destroyed after just 1 minute if it is not
2 One of the characters cuts completely re-submerged in water.
themselves on something (a reef, a weapon, etc.)
and within a minute 2d4 arrive and attack 3 One of the characters stumbles into a rock
unless the characters find a way to scare them off or or disturbs debris where 1d4
otherwise direct their blood frenzy elsewhere. hide. The snakes will attack for two rounds
and then flee if able.
4 1d4 + 1 notice 2 The characters notice that the water
the characters and slowly approach them and begin a seems to be getting warmer and one of them spots a
conversation. After a few words, they quickly huge column of billowing black soot bubbling
become belligerent and insulting, demanding that through the water. A hydrothermal vent is the cause
the characters “go back and burn in the sun.” The of the soot and if characters approach, they will find
dolphins flee if the characters resort to violence to 3 and very pale salamander-like fish
get rid of them. If any of the dolphins survive, they ( ) floating in and out of the soot column. The
will tell anyone that listens about their encounters snails are likely to ignore the characters unless
with the “psychotic surfacers.” attacked. Characters that insist on swimming directly
in the vent will take 3 fire damage per turn unless
they are immune to fire. This damage assumes that
the characters are submerged in water and have
been granted fire resistance because of that fact.
1 An escaped and naked slave 3 The characters come across a strange
( ) is trying to swim up and out of the sight: a group of 13 seals is swimming back and
ocean. They run out of breath in one turn and will forth to the surface carrying goods, equipment, and
drown unless the characters save them. If the slave loot out of a recently sunk longship. The seals are
survives, it will thank the characters and pretend to and they will ignore the characters
be a merchant captain captured by the sahuagin. This unless provoked or spoken with. The ship was
is partially true; the slave is a pirate but will only recently sunk, and they are just gathering everything
admit this if the characters press for details. If they can carry back to the surface. They all behave
pressed, the slave admits to having a cache of rather stoically and are not overly concerned about
treasure that they can lead the characters to in their destroyed ship but are concerned with how
exchange for their freedom. How the slave ended up they will get a new ship.
in the middle of the ocean is up to you, or the slave
may have no idea how they escaped or what held 4 A sees and attacks
them. the characters. Neither group is surprised and the
wereshark will flee if it is reduced to less than half of
its hit points.

1 The characters find a gigantic rusty


bascinet helmet at the bottom of the ocean that
must be thirty feet in diameter with what looks to be
bead curtains covering the only entrance. Inside are
three currently arguing over which taste
better, sea elves or "wood" elves. If they notice the
characters they will ask for their opinion. The
characters can chat with the sea hags, or possibly
trade with or attack them.
If this sea hag coven is attacked, then one of the
hags will break open a roughly polished purple globe
which then emits a high-pitched shriek and a bright
pink flash. If the characters are still in the hag lair
three turns later then they are attacked by a
on initiative round 20. This swarm will attack
everything, including the hag coven. If the characters
defeat everything, then include another purple globe
that summons an uncontrollable swarm of jellyfish
amongst whatever other treasure and oddities you
want the characters to find.
2 While near the surface, the characters
see a ship beginning to sink. Humanoids are
attempting to jump or fall off the ship and at least
15 are currently swimming. A school of 2d4
is nearby and circling the swimmers. The ship
will sink at a rate of 5 feet every turn and then at a
rate of 30 feet every turn after a minute. The ship
can have trade goods, treasure, or slaves that will
drown if not rescued. This encounter can be used to
create a moral dilemma if the DM makes the
characters choose between rescuing either slaves or
the humanoids, some of which might also be slaves
or slavers themselves. There is no way to
immediately tell.

CHAPTER 2 | UNDERWATER CAMPAIGNS


25
3 Two crash into
the ocean near the characters. Each is trailing blood, 1 The characters come across a natural
and they seem to have fallen from the sky while shelf of rock with a thirty-foot gap beneath it.
trying to claw each other to death. At the beginning Something under the shelf is creating a constant
of each of their turns, they both sink 30 feet towards stream of bubbles. The side of the shelf that the
the bottom of the ocean and will continue to characters can’t see is a portal to the Elemental
grapple, bite, and claw each other until one of them Plane of Air. Two emerge and slowly
dies. The survivor will likely be very wounded and wander around, poking and prodding at the
immediately flee after killing its enemy for it won’t environment with obvious curiosity. These
be in any shape to then fight the characters. If the elementals are not violent and will not prevent the
characters attack the dragons before one of them characters from entering the portal if they so
wins, then they will immediately attempt to slay the choose. This portal is two-way, and the characters
characters before continuing to murder each other. can travel back and forth, but the portal will close in
They can each hold their breath for 18 minutes and 7 hours, only to open again in a year.
neither is worried about drowning before they kill
the other dragon. 2 The characters see a pale blue flash in
the distance and various sea creatures flee towards
4 The characters encounter two them. If the characters investigate, they see a
strange guarding a long-dead drowned human woman dressed as a pirate
(bleached) reef. These water elementals are the color embraced by a pale blue winged ghost of
of pale beer for a reason you can invent or leave as a indeterminate gender that is either kissing her or
mystery. They will attack anything that gets within giving her mouth to mouth. If the characters
15 feet of the dead coral reef. interfere then the pirate is dead, and the
attacks them in a rage. In two rounds, a second
rises from the dead pirate’s chest and also attacks
the characters.
If the characters do not interfere then both the ghost
and the pirate fade from existence. The characters
just witnessed the Pale Lady, described in Appendix
A, creating another who will return
to the Material Plane in five years.
3 The characters encounter the
unique golden-horned narwhal named , fully
described in Chapter 8. She will be friendly and try to
strike up a conversation with them. Sojourner is
looking for a that fled in the character’s
general direction. She has a good memory and will
trade directions and stories. However, if she is
attacked, she will likely flee to gather information on
the characters so that she can decide if she needs to
gather allies to rid the ocean of them later or talk
something else into doing it.
4 The characters find a fishing line
with a hook attached to it at a depth in the ocean
that makes no sense. If they follow the line, it leads
all the way to the surface but something massive like
a mat of plants is blocking most of the sunlight (this
is a ) with an insane hermit
( ) attempting to fish off the side. The hermit is
using an overturned 15-foot boat as a house and he
has no food or water left. The hermit is suffering
from two diseases found in Chapter 3, death creaks
and venereal disease (madness). He is so desperate
for proper food, water, and healing that he will trade
anything he has to procure it. If the hermit is talked
to, he will utter complete nonsense but trade
treasure for food and water. This treasure can be
whatever you want it to be. The sargassum collective
will ignore the characters unless they attack it.

CHAPTER 2 | UNDERWATER CAMPAIGNS


26
1 The characters see a flashing red light 1 The characters encounter 3d4
in the distance that flashes every 30 seconds. If the that are floating on the surface.
light is approached, they soon realize that the light is They are so massive that they make the water under
coming from a magic sign that states in Common them darker. These creatures will likely ignore the
and Aquan, “Hero’s Rest: Vacancy.” The sign also has characters unless attacked.
an arrow pointing to a 20-foot diameter air-filled
glass dome with a very lavish inn room and bar. 2 Three enormous bluefin tuna
Inside the dome there appears to be two scantily ( ), each 40 feet long, decide that the
clad and bored elves. This is an illusion created by an characters look tasty and begin to approach them.
If the characters do anything other The fish can be easily scared off if the characters use
than swim past, then the eye will attempt to get bright light or manage to cause them serious
beneath them and then surprise them. damage. Otherwise the fish attempt to swallow one
character each and then swim off in separate
2 The characters encounter a bright directions.
ivory pyramid at the bottom of the ocean. It has no
barnacles, plants, and no life seems to have taken 3 The characters encounter a
hold closer than 100 feet from each edge of the and two locked in battle. If the
pyramid. A large 30-foot-wide hole in one side looks characters do nothing, the whales will eventually kill
like it was bashed in. This hole reveals how very thin the squid and swim away with their meal. If the
the pyramid walls are: each no thicker than an characters attack then the animals are likely to attack
eggshell. There is a faint purple glow coming from anything that gets near them in the chaotic
inside the pyramid. If the characters enter the underwater melee.
pyramid, they encounter 5 guarding a large 4 Three are slowly
black rock roughly 10 feet wide. Under the rock, the tearing apart the corpse of a They fiercely
chuul have been gathering treasure and awaiting the attack anything else that comes near, and sometimes
return of the aboleth empire. This treasure can be each other. The characters also see a wounded
anything that you need it to be and should be easy to attempting to hide in what is left of the
find. whale’s stomach, but it won’t be able to hide from
3 Thirteen (described in the crabs for much longer. If the sahuagin is rescued
Tomb of Annihilation) suddenly materialize around it will grant one of the characters a death debt and
the characters and begin to pantomime and gesture offer a life of service. This can be either amusing or
towards a fourteenth one that has been turned to very annoying depending on how you want to handle
basalt (petrified condition). If the characters find a this possible character minion.
way to remove the petrification or otherwise seem
to genuinely care about the fate of the chwinga, then
each character is granted a magical gift once. This
gift is explained in the chwinga creature description.
4 A large group of eighteen
is angrily searching a small kelp forest. Their prey
escaped minutes before and the merrows will find
nothing. The characters can attack, avoid, or speak
with the merrow, at which point they will ask if the
characters saw a mermaid with pink hair and evil
eyes. They will then offer a large bag of irregular
pearls as a reward if the characters can bring them
her head as proof of her death. They refuse to
explain what the mermaid did to anger them.
1 This encounter involves the spell
programmed illusion. The spell was cast near a wild
magic zone and forced to the bottom of the ocean. If you and your players can handle suicide specifically the
This spell is permanent until dispelled and recycles elderly and terminally ill choosing when and how to die then
every 10 minutes as long as a humanoid is within
120 feet of it. You can make this a if you the commoners in this encounter are in the ocean on
have access to Icewind Dale: Rime of the purpose. They are all happy to spend their last few hours at
Frostmaiden, but it is not necessary for this the bottom of the ocean and will explain this to the
encounter.
characters. They have made their minds up and ask that their
The characters get within 120 feet of the decision is respected. They will gladly talk with pleasant
programmed illusion and it activates, playing out the
characters but none of the commoners have second
following scene. “An old dwarf is trying to get a
strange iron wagon out of the mud using a team of thoughts or want to be rescued from their inevitable fate at
mules. He gets angrier and angrier and uses all the bottom of the ocean.
manner of curses on the mule team. As he frantically Or, if you want, you can make this a cruel joke cast by an
works to get the mules to help free the wagon you
see the iron walls of the wagon distend as if evil wizard, at which point the commoners want to be
something trapped within it was pushing a claw rescued. It is your campaign and only you know what your
against cloth and not iron.” players' needs are.
If the characters watch for more than a turn then the
scene takes a terrible turn as all manner of wraiths
and nightmares escape the iron wagon and lay
bloody waste to dwarf and mule alike. This illusion is
incredibly detailed and graphic. All creatures with an 4 The characters see a large 60-foot-radius
Intelligence higher than 5 must make a DC 17 sphere of white frothy water slowly descending
Wisdom saving throw or refuse to watch the rest of through the ocean. They also hear dry coughing,
the illusion and be compelled. Compelled creatures giggling, and laughter coming from it. The sphere is
can only use their actions to move far enough away the area of effect of an airy water spell (this spell is
from the illusion so that it cannot be triggered, at explained in Chapter 6) cast by a semi-retired
which point the compulsion ends. Characters have adventurer on their ailing grandmother and her three
defeated this encounter if they find a way to dispel friends (all are ). The grandmother is
the 6th-level spell or otherwise make it so that it can deathly ill and is dying of old age. Her three elderly
never trigger again.This encounter was inspired by friends realized that they do not have much longer
Underfoot. to live and want to join their friend. They have all
2 The characters encounter 1d4 decided to see the bottom of the ocean before the
that will ignore the characters unless spell ends, knowing full well they will not survive
the characters get within 60 feet, at which point the after that.
whales will attack the characters. The whales then
flee after two rounds, having misjudged how edible
the characters are.
3 The characters encounter a
wounded (270 hit points remaining) with
three large harpoons stuck in its side and back. The
wounds are beginning to fester but even removing
the harpoons is enough to save the whale from a
slow and inevitably fatal blood infection. Depending
on the characters’ actions, they can either befriend
the massive mammal, ignore it, or possibly fight it.
The blue whale is particularly annoyed with humans
at the moment and will focus most of its attention
on killing humans until it gets below 80 hit points, at
which point it will attempt to flee.
1 The characters are swimming near or 1 The characters hear a distant orchestral
through a massive kelp forest filled with a wide sound coming from inside a large 80-foot-diameter
variety of sea life swirling around a bright yellow light dome of living coral. Each entrance into the dome
when they are attacked by 2d6 can accommodate a Large creature and the dome
These creatures will not pursue characters that flee radiates a deep sense of peace. Inside the dome, all
but there is visible treasure from past victims near manner of creatures, prey and predator alike, are
the blindingly bright yellow light. The light is being swimming along the inside of the dome.
emitted by an ancient gold coin that glows as bright
as the sun (creatures within 15 feet of it must make At the center of the dome’s ceiling is a silvery portal
a DC 10 Wisdom saving throw or be blinded with large boulders falling out of it. The boulders fall
permanently). This coin’s light counts as magical slowly to the bottom of the ocean and then slip into
sunlight and it cannot be dispelled but the coin can another silvery portal. As the boulders fall each emits
be painted over, buried, or otherwise “shuttered.” an instrumental sound that travels hundreds of feet
through the water. The sounds are always
2 The characters find a floating wooden concordant, but the orchestral music slowly changes
signpost with haphazardly cut and poorly painted and shifts as the boulders fall. Each portal will not
signs pointing in almost every direction and all function for living creatures and any attempt to
labeled, “SHOP.” The wood is dry, obviously breach or dispel them will destroy both portals. If the
enchanted, and a little brass bell hangs from a nail in characters decide to fight, they should be in mortal
the main wood post. If the characters ring the bell, danger and any creature that destroys the music will
then an incredibly happy voice emanates from the enrage everything. The enraged creatures will attack
bell and tells the characters where the closest shop everything and are immune to any spells or effects
is (this can be on the surface, in an aquatic that target their minds or emotions for three turns. If
humanoid civilization, cave, etc.). The shop exists the characters are respectful, they can stay here for
and is owned by the unique marid, as long as they like and even rest (assuming they can
described in Chapter 8. The shop is run by a variety breathe) without worry.
of humanoids who sell all manner of unenchanted
items. If the characters mention wanting to buy or 2 The characters encounter a large
sell magical items, then they will be told to wait a group of 2d10 + 20 slowly
few days for Bib Bum Bip to return from a business swimming towards them. Each ammonoid has a
trip. slightly different shell pattern of red and green
swirls. These peaceful creatures can be ignored.
3 The characters hear a conch horn in
the distance; then they hear a loud boom quickly 3 The characters see a purple painted
answer it. These sounds seem to spar with each wooden door floating in the water. The door is
other for a few minutes if the characters do nothing. magical, glows with bright white light, and emits the
If the characters investigate, they come across a sound of wind chimes. Above the door is a stone bas
group of sahuagin and merfolk in battle formations relief of a hydra. If opened from this side, the door
staring at each other. Each group has roughly thirty does nothing and the portal does not open.
to forty members and they are about 200 feet away
from each other. If the characters back one side, This door is a portal to a swamp somewhere in the
then this encounter is easy, as the opposing side will world above, but the magical portal will only function
lose. If for some odd reason they attack everyone, if a is within 20 feet of either door. If the
then this encounter will be very difficult, as both characters wait, then three wander near the
forces decide the characters are much more of a door (on the swamp side) and the portal opens. The
threat than each other. The characters can also just characters can escape to the swamp and fight the
ignore the staredown and leave. hydras or ignore them altogether. A hydra will
sometimes stick one of its heads through this door,
25 3 look around curiously, and then wander off.
1 and 1 4 One of the characters gets a
30 3 telepathic thought in their head that goes something
each on a 5 and 1 like, “took you long enough Bobert. I assume those
are the slaves I ordered? Well, bring them closer and
we’ll see what you want for trade.” The character
4 The characters encounter 2d3 knows in what general direction the thought is
lazily swimming and bumping into each coming from. If the characters immediately flee, then
other playfully while tossing a shark’s head back and the (Volo’s Guide to Monsters) will only
forth. The characters can easily avoid this encounter, pursue them for a round or two before getting bored
but if they linger the ancient marine reptiles will and wandering off. The characters can also attack or
attack. strike up a conversation with it.

CHAPTER 2 | UNDERWATER CAMPAIGNS


29
1 An (Volo’s Guide to Monsters), 1 The characters see a large group
transformed using its wild shape ability into a giant of sixty warriors, all from various aquatic races,
shark, and 2 other begin following the slowly swimming past at a distance. Leading them is
characters. They follow from a good distance and a naked old human ( ) leading a
observe the characters for three days. If the on some sort of green metal chain. This force is
characters don’t do anything to harm the ocean and returning to , who is
otherwise behave themselves, then they will described in Chapter 8. The warriors are merfolk
eventually leave. ( ), , , and a few
Each of the warriors serves Isabella out of fear, but
2 An named Black the naked archmage and his odd pet devil have had
Tooth approaches the characters while in her hybrid their will completely dominated and serve her with
form but immediately claims to only want to talk. absolute loyalty. The characters can avoid this
She explains that she has heard of their exploits and encounter, trail them from a distance, attack, or
is looking for some exquisite violence. She offers to strike up a conversation. If the characters strike up a
join them for one week, free of charge, to show what conversation then the naked human tells them to
she can do: “we can negotiate a price later.” Black follow, “and meet Glory!” He will then start to giggle
Tooth has not decided whether she will kill the and say nothing more.
characters or not and will watch them over the next
week. If they are strong, she will join them; if they 2 A strange humanoid
show weakness, she will attempt to kill them when with three potions of water breathing
they are injured. If the characters refuse her offer, attempts to greet the characters and offer them 400
then she shrugs and leaves. gp per narwhal horn they collect. He claims that
hunting them down has been “incredibly tedious”
3 The characters stumble across a group and is now prepared to just pay for the horns, for he
of adventurers from the surface, each of them “just can’t stand getting sopping wet!” If the
magically breathing water. You can either make the characters agree, then the archmage tells them
group from scratch or use the following: where they can meet in two weeks. The archmage
Appomattox ( ), Rollo ( ), Pixtastic might be convinced to give away his remaining
( see Volo’s Guide to potions if the characters are persuasive or well-
Monsters), Vermina ( see Volo’s Guide to behaved.
Monsters), Yolanda ( ), and add a few knights
as nameless hirelings. The adventurers will be wary
of the characters and likely just wave and slowly
swim past them and stare. Assuming this encounter
doesn’t immediately devolve into violence, Vermina
will hail the characters right before they leave and
ask if they have seen a gigantic golden carp
anywhere nearby. She claims that it is 80 feet long.
She is clearly highly intoxicated and the carp may or
may not exist, depending on the needs of your
campaign.
4 Five and princesses
are each racing around some dangerous coral
(roughly 4000 square feet of coral,
described in Chapter 2). Seven are also
floating around and otherwise behaving just like
well-trained domesticated horses. The merfolk
notice the characters and motion them to join them.
The merfolk will let one of the characters ride a giant
stingray if they are being respectful and the merfolk
would like to make friendly bets on the races. The
merfolk have irregular pearls, gem-quality pearls, and
very expensive-looking live abalone mollusks to bet
with.

Of the character class options in the Player’s


Handbook, druids are the easiest class to use in
an underwater setting, for even at 2nd level they
can use wild shape to assume a shape that
breathes water. This is also true of any NPC
statistic you have access to that is a druid or has
a feature like wild shape.
3 An is guarding a
large cave entrance as the characters swim past it.
The creature will not stop the characters or Most of the portals leading out of Carceri lead to
otherwise bother them but will warn them once to the abyssal or hadal zones of the oceans, and
not enter the cave if they approach. If the characters those easiest to get to or use all have convoluted
attack and defeat the aboleth, then place whatever magical traps or surprises for anything that uses
treasure or terrible surprise you want in the cave.
a portal without permission. The portal used in
4 An is swimming as this encounter is always open, but any creature
hard as it can for the surface. It is covered in green that passes through it is attached to a few
glowing wispy chains held by five gehreleths Other trapped exit portals only allow the
( ). Carceri and the gehreleths are briefly body to leave, and the mind stays behind, stored
described in Chapter 7. Each farastu is attached to in a nearby object until the body returns. Another
the dragon by 200-foot-long unbreakable magical casts a geas that forces the victim to push
chains created by a portal trap that triggered as the twenty poor souls back into the portal in the next
dragon fled Carceri. The farastu are doing their best,
and failing, at pulling the dragon back to Carceri. But year or die.
their straining and efforts do reduce the gold There are also more conventional traps like
dragon’s swimming speed to 10 feet. The farastus feeblemind, finger of death, flesh to stone, etc.
are immune to any damage caused by the dragon so The main idea is that a creature may be able to
long as it is chained to them. escape Carceri, but it will pay a terrible price or
be drawn or coerced to return.
If the dragon reaches the surface and the chains are
exposed to natural sunlight, then the chains will
evaporate. The farastus know this and will attempt to
kill the dragon if it keeps trying to flee to the surface,
but they fear what will happen if they return without
the living prisoner. The dragon will ignore all attacks
if it can reasonably reach the surface and if the sun is
shining. If the characters attempt to rescue the
dragon, then the dragon will do what it can to aid the
characters in their fight.
1 The characters encounter 1 A married pair of are
a strange area while traveling underwater. A massive enjoying a deep swim and mostly goofing off while
volume (roughly 5 cubic miles) of ocean has been pretending to look for pearls. Although they are not
marked by orange immobile pulsing globes of light. wearing armor, they have seen the characters. One
Each globe is roughly 50 feet distant from each of them waves to the characters and smiles. This
other and they collectively mark a massive three- couple is very friendly, and they have a love for pearls
dimensional net of pulsing globes. 10 feet past each and giant clams. They are a wealth of information on
globe is an area of dead magic. See antimagic field in the local water and nearby aquatic civilizations if the
the Player’s Handbook for a description of a dead characters behave themselves. They can also trade
magic area. This area is enormous and was marked with the characters and have a large collection of
off by an ancient civilization that no one remembers. irregular pearls. They have three grown children
Each globe can be temporarily destroyed or dispelled (storm giants) that will arrive within 5 turns if the
easily, but they magically return three hours later. couple calls for help. The giants live in the ruins of
an ancient civilization that is roughly 400 feet away.
2 The characters see something (a They have rearranged the marble bricks and other
from Mordenkainen’s Tome of Foes) usable building bits into a longhouse of sorts and
moving very quickly through the water, trailing a enchanted it to be filled with air. They use a
brown film. It catches up to a massive shark and command word that allows them to enter through
tears it to pieces. It then spends a few moments the main door without letting the water flow into
frantically tearing through the shark’s stomach their repurposed building.
looking for something. If the characters approach or
attack, then the demon will fight until it gets to half 2 The characters come across an air-filled
of its hit points and then attempts to flee. If the blue sphere, 15 feet in diameter. Inside the sphere
characters do nothing, then the wastrilith quickly are a few mummified corpses and a collection of
swims off in a different direction. various items and treasure, including an opened
treasure chest. The inside of the sphere is covered in
3 The characters start to feel a slight thin flaky brown smears. A granite menhir has been
current that is pulling them towards the ocean floor. erected near it, with words carved into it. The writing
At this distance, the characters can easily avoid the is in the Common and Gnomish language.
cause and if they are observant, they will see small
creatures and silt slowly drifting down. If they The Dungeon Master can read the following text to
investigate further, they will realize that something the players: “Here lies Glimbly ‘No Trap Can Hold
at the bottom of the ocean is pulling water into itself Me’ Meezey. He couldn’t keep his hands out of my
like a three-dimensional drain. The currents will get pockets. Even dying of starvation this proud idiot
steadily stronger and more dangerous if the refused to apologize.”
characters keep approaching. The culprit of the
strange drain is a temporary portal roughly three feet This blue sphere is a magical trap that allows
wide that leads to the Elemental Plane of Fire. The creatures and their equipment to pass into it but
portal will close in 2d3 hours and not reopen. anything attempting to leave finds that they are in a
permanent spherical wall of force. If a creature
4 The characters discover a 300-foot- cannot destroy or dispel this sphere, then they are
long ivory tusk laying at the bottom of the ocean. trapped until they starve to death. Remember that
The tusk is not magical, weighs roughly 8,000 this spell effect penetrates the Ethereal Plane and
pounds, and is worth considerably more (1,500,000 most movement spells (dimension door,
gp) if it can be moved as one piece. If cut into etherealness, misty step, etc.) will not allow a
manageable sections, then the ivory is worth 12 gp creature to escape, but teleport or plane shift spells
per pound. The characters will have issues looting will. Place whatever treasure you want within the
the tusk because there are currently two very large sphere, but the oldest corpse should be a gnome
undead hordes slowly wandering around and over it. rogue. If you want this trap to be even nastier, fill it
If the characters do not come up with a very clever with a few who are also trapped in the sphere.
plan, then chances are high that the tusk is damaged 3 The characters see a massive
or that unwanted attention arrives to investigate the crater surrounded by debris. At the center is an
noise the characters cause trying to fight the undead solemnly working to make the crater deeper.
hordes. This encounter can quickly get bogged down How long it has been here slowly trying to “find the
if the characters want to just wade into the undead center of the world,” is up to you, but its creator
mass. If that happens, you may need to run the died before it could reword the command.
higher CR undead as normal and then just assign a
small amount of damage per round for those 4 A approaches the characters
surrounded by the undead horde. This encounter is and asks if it can inspect them. It is looking for a
designed to make the characters think their way past fugitive. It refuses to explain who the fugitive is but
the undead and then think of a way to quickly grab would like a look at the characters. Its demands will
this very heavy and large treasure or it can also slay get more and more outrageous and invasive until the
the foolish. characters threaten it with violence. It will then
complain loudly about useless creatures as it flees.
82 32 18
8 8 5
132 3 (see Volo’s
Guide to Monsters).

CHAPTER 2 | UNDERWATER CAMPAIGNS


32
1 While traveling through the ocean, 1 (Demodands and
the characters see a very bright green flash below gehreleths are explained in Chapter 7). A is
their location. After a few seconds they hear a exploring the ocean to find a one-way portal to
massive boom. The characters can ignore this, or Carceri that none of the gehreleths were aware of.
they can investigate. Two thousand feet below them The demodands recently had adventurers sneak into
is an a and five Carceri and they want the portal found and guarded.
attempting (and failing) to blast open a gargantuan The shator will attempt to greet the characters
oyster easily 400 feet wide. The aboleth and its warmly and ask them if they have found any large
minions will immediately attack if the characters are iron circles in the ocean, exactly 33 feet in diameter.
spotted. Inside the oyster, which opens easily if no The shator will not explain what it is or how to turn
aberrations are within 300 feet of it, is a stable one- the portal on but will be willing to purchase the
way portal to the Far Realm. Once opened, the oyster information or trade a magic item if the characters
remains open and will not close unless an aberration can find it, for the shator has been searching for a
approaches. while and is beginning to lose touch with Apomps
and wants to return. It will agree to meet the
2 A attacks characters anywhere of their choosing in a month
the characters but quickly attempts to parley when it and can promise up to a rare magic item in exchange
realizes how powerful they are, offering to give the for the information. If the characters attack, then the
characters all the loot if they help it clear out a giant shator will use its scroll of etherealness to flee,
lair that it wants to move into. The characters can watch, and possibly attack the characters later with
agree, refuse and leave, or attempt to kill the kraken. gehreleth reinforcements.
If attacked, the juvenile will likely flee having no
desire to slug it out with creatures of such power. If 2 The characters encounter a glowing
the characters agree to help the kraken, then it wants whale skeleton ( is explained in Chapter 8)
help killing the giants from in the that is fighting twenty-three Before the
previous encounter list. The kraken will likely claim characters decide what to do, Yesteryear annihilates
there are only two giants that need to be slain unless one of the wraiths with a bright ray of energy. If the
pressed for details, in which case it will admit that characters do nothing, then Yesteryear will quickly
there are five of them in total. annihilate a few wraiths and the others will flee. If the
characters attack Yesteryear, it will ignore them
3 A is tearing up the unless one of them is undead. If they manage to
bottom of the ocean in search of something. This cause more than 50 points of damage against it, it
encounter happens at a distance that allows the enters the Border Ethereal and wanders to another
character to easily avoid the creature if they wish. ocean in another Material Plane. If the characters
Observant characters may note light ship wreckage help Yesteryear, then it will chat with them for a few
slowly drifting down from above. The dragon turtle minutes before excusing itself to feed elsewhere.
will quickly find an iron chest, swallow it, then
wander off to its lair. The turtle will travel for over 3 A glowing silver coffer giving off
two days to reach its lair and it will likely notice the bright red light out to 20 feet is sinking through the
characters following it after a while, in which case it ocean near the characters. The characters can ignore
will turn and attack them. The chest is enchanted it, follow it to the bottom of the ocean, or intercept
and heavily trapped filled with whatever treasure you it easily. The coffer is not locked, glows only in
want to place in it. seawater, weighs roughly 20 pounds, and is worth
80 gp. If opened, the coffer contains a wooden void
4 An old and horribly scarred that used to hold an oversized key, but only a quarter
is making its way to the surface from the of the key is in the coffer. The key is magical and will
abyssal zone because it has a terrible stomach ache mend itself if brought within 10 feet of any other of
and has been driven mad with pain. The jaw worm its fragments. The location of the three other
only has half of its hit points and will completely fragments and what the assembled key does or
ignore the characters as it attempts to move to the doesn’t do is up to you. As an example, it could
coast. If the characters kill the jaw worm, then its unlock a prison door in Carceri and free an insane
stomach bursts and three irritated try to and volatile (chaotic evil)
flee because the running water prevents some of
their powers from working. They will go out of their 4 An suddenly
way to avoid combat but if cornered will fight to the appears and asks one of the characters if it is (insert
death. The vampires fully understand the danger they the character’s name) from (insert where the
are in while in the ocean. character is from). It will ignore the other characters
unless they become violent. If the character speaks
the truth, then the enigmatic serpent will offer to
trade them a riddle. This serpent has it in its head
that it will ask the next three whaling ships the
character’s riddle. If the whalers get the riddle
Vampires in the Monster Manual have a variety of correct, then it will allow them to return to port with
weaknesses and vulnerabilities inflicted upon whale corpses. This will all be explained to the
them if they are in running water. In my character. If the character lies about who they are
campaign they all apply in the ocean, except for then the serpent will say, “Well then, you are
the acid damage. I want the oceans to weaken completely useless, aren’t you,” and wander off.
my vampires, not boil them in acid. Feel free to
change any of this as you see fit.

CHAPTER 2 | UNDERWATER CAMPAIGNS


33
Day 13-21. The king and his retinue camp near the end of

the path and await the serpent’s arrival so that it can

distract the kraken. During this time, the king decides that

he would rather just pass away -- creating a sudden

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

or higher. This adventure has a timeline, a brief on the violent.

creatures and NPCs involved, and some suggestions for


Day 21. Whatever remains enters the immortality dome
adventure twists and possible activities based on the party’s
and three maruts (see Mordenkainen’s Tome of Foes)
general alignment and behavior.
explain that three will become immortal after a year of

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.

stops with his entourage needs to be a portal from his

Material Plane to the Material Plane that your campaign is

in. The NPCs in this adventure are camping under the


The king is an adventurer-turned-emperor named Musa
ocean using the new spell utility, described in Chapter 6.
Keita the First (his statistics are located in Chapter 8).

Both of his daughters are mages. The royal retinue also

includes an old wizard (archmage) and a spymaster

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.

described in tales as a harrowing path to find immortality.

All that he knows, in the beginning, is that the path starts

underwater, a strange and aloof creature knows how to


Good Party. A good party can help mediate or calm down
start the path in exchange for a treaty, and three people
potential violence during Days 13-21. The king refuses any
must become immortal at the same time or none of them
magical aid to prevent him from dying, and this trip has
can. Musa Keita the First is further explained in Chapter 8.
helped him come to terms with his life and death. A good

character may even be talked into marrying a daughter in

exchange for immortality. If your campaign needs one of

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

bloodshed as the party fights amongst themselves for the


Day 4-12. The king travels along the Marble Path at the
three immortal positions. As a further complication, if the
bottom of the ocean with his retinue. They make at least
evil party gets overly murderous and only one or two
three stops, one to deposit 1000 iron coins, one to deposit
remain, then neither will become immortal, for the maruts
1000 platinum coins, and one to free a slave or servant
are creatures of pure law and there is no negotiating with
from service (the king releases a dao genie that has been in
them. There must be three immortals created at once. If
his family’s service for four generations). Each location can
the maruts are destroyed, then the immortality dome
be the ruins of an old civilization, an unassuming hole, or
collapses and no one becomes immortal.
an enchanted marble pedestal.

CHAPTER 2 | UNDERWATER CAMPAIGNS


34
Rainbow Slick. This supernatural bloom is usually a

bane to large cities or areas contaminated after heavy

magical experimentation. This bloom creates a very oily


All water is hazardous to creatures that can drown in it.
surface that floats on the water and coats anything
Most of the following additional hazards assume the
unfortunate enough to get caught in it. Tiny or smaller
characters are adventuring in the oceans, but swamps,
creatures will begin to suffocate if they cannot find a fresh
flooded dungeons, rivers, and lakes will have some of the
water source. If the slick is ignited, then the entire slick will
following hazards as well.
burst into flames, causing 4d6 fire damage to everything

within 5 feet of the water surface. Creatures not in the

water and not covered in the slick can make a DC 12

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

Constitution saving throw or gain the poisoned condition turn.

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

of a cloudkill spell. intoxicating but it also forces a DC 12 Constitution saving

throw. On a failure, the eater gains the poisoned condition.

CHAPTER 3 | DIFFICULTIES & ODDITIES


36
Almost all bodies of water get colder the deeper you get,
Buoyancy is usually ignored in fantasy games because of
but normal cold water should not cause cold damage, being
how crunchy (density of the object, water density, neutral
no more of a threat than frigid water as explained in
buoyancy, weight of gases, gravity, etc.) calculating
Chapter 5 of the Dungeon Master’s Guide:
buoyancy is. It is suggested that you ignore buoyancy for

most underwater adventures, but a few situations in which


Frigid Water. A creature can be immersed in frigid water
buoyancy is important will occasionally present
for a number of minutes equal to its Constitution score
themselves. As an example, the characters could use a light
before suffering any ill effects. Each additional minute
air balloon to escape the deep ocean before their water
spent in frigid water requires the creature to succeed on a
breathing spell expires. The characters might need to
DC 10 Constitution saving throw or gain one level of
escape a quickly sinking ship and you need to know how
exhaustion. Creatures with resistance or immunity to cold
deep below the surface the ship gets before they finish
damage automatically succeed on the saving throw as do
looting everything in sight and bother to flee.
creatures that are naturally adapted to living in ice-cold

water, such as a polar bear or seal.


Simple Buoyancy. Buoyancy is the movement speed

towards or away from the water’s surface that occurs at the

beginning of each of a creature or object’s turns. The

following table lists examples of buoyancy. Note that a


Corals are tiny invertebrates that live in colonies that, over
negative speed means that the object sinks or moves a
time, create massive reefs. They can be very bright and
certain amount of feet towards the bottom of the body of
strange to look at and a few of the naturally occurring
water and not the surface.
corals can also be toxic, paralytic, or poisonous. Intelligent

underwater creatures could easily hide treasure and other

valuables where contact with dangerous coral is inevitable

or difficult to avoid.

60 ft. Water walk spell


Coral Bleaching. Coral is relatively easy to slowly destroy
40 ft. Lifting gas balloon with changes in water temperature, hurricanes, bad luck,

20 ft. Levitation spell poison, pollution, etc. This destruction, called bleaching,

results from the coral (animal) colony dying, which leaves


10 ft. Air balloon
behind sediment and the animal’s skeletons. A bleached
0 ft. Most Living Creatures coral colony usually takes 10 years to become healthy

- 10 ft. Incapacitated Creature again.

- 30 ft. Sinking Ship Destroying Coral Reefs. A five-foot section of coral reef

- 50 ft. Sink cantrip can also be destroyed by characters or creatures. Each

section has an AC of 15 and 20 hit points. Willful


- 60 ft. Anchor destruction of living coral reefs is considered a universal

taboo amongst all the aquatic humanoids, and if witnessed

will often result in immediate violence.


Sharp Coral Reef. Ghosts of Saltmarsh describes coral as Swimming against the current for more than 10 minutes

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

and they have been known to drag humanoids away from a


The following corals are variants that can be added to that
beach very quickly.
description or used by themselves. Creatures that try to

avoid contact with the coral can usually avoid these

hazards entirely.

Gentle Difficult Terrain None


Simple Coral Reef. Coral groups (reefs) of any significant (5 ft.)
size, regardless of toxicity, are considered difficult terrain.

Toxic (Irritant) Coral. Make a successful DC 10


Moderate DC 8 or 10 ft. Difficult Terrain
(10 ft.)
Constitution saving throw or suffer sharp irritating pains

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

water). Make a successful DC 12 Constitution saving throw


Tides. In the natural world tides only exist because the
or have trouble breathing water and suffer disadvantage on
moon’s gravity shifts the water level around the planet
all Strength and Constitution saving throws for the next
causing a difference in sea level between low and high tide
1d4 + 1 turns.
sometimes as much as 15 feet. As the Dungeon Master, you
Poisonous Coral. Make a successful DC 11 Constitution
can make this relevant or not depending on your needs. If
saving throw or gain the poisoned condition until cured.
your campaign world has multiple moons, then the tides
Paralytic Coral. Make a successful DC 10 Constitution
could be rather confusing and hard to follow, or tides might
saving throw or gain the paralyzed condition for 1d4 + 1
not exist at all if there are no moons. Tides can force a
turns. The target can repeat the saving throw at the end of
timing element in some adventure locations, since sea
each of its turns, ending the effect on itself on a success.
caves may only be accessible to air breathers during low
Pearl’s Revenge. Make a successful DC 13 Constitution
tides, or the characters may need to wait for high tide
saving throw or take 1d6 poison damage and gain the
before their boat can leave the river town’s dock.
paralyzed condition for 1d4 + 1 minutes. The target can

repeat the saving throw at the end of each of its turns,

ending the effect on itself on a success.

Most flame, even magic or supernatural fire, will not

produce light or otherwise work underwater but a simple

light cantrip will. Ghosts of Saltmarsh defines ocean light


Currents. Ghosts of Saltmarsh describes how currents
zones, based on feet below the surface of the water, which
affect surface travel and their speeds. That book describes
helps to determine how much light is available for
subsurface currents as a Strength (Athletics) check against
creatures to see with. These rules work well and they are
a DC (10 + number of miles per hour of current speed) and
reprinted (with only one small variation) here.
those that fail are moved in the direction of the current 1d4

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.

for most situations but if you want a more nuanced version


Twilight Zone. The twilight zone is between the depths of
of current or if the currents are strong enough to move
650 and 3,000 feet. When the sunlight zone above is
swimming creatures, then feel free to use the variant
bathed in natural bright light, the twilight zone is filled with
current rules.
dim light. If the sunlight zone is filled with dim light or

darkness, the twilight zone is dark.

Currents or tides either cause movement through water to


Midnight Zone. Any depth below 3,000 feet is considered
count as if moving through difficult terrain or move a
the midnight zone since no natural light from the surface
creature in the direction of the current. Currents are less of
penetrates this deep. Note that the abyssal and hadal zones
a hazard for creatures with a swim speed. The following
are just as dark as the midnight zone of the ocean.
table shows a suggested Strength (Athletics) check to

ignore currents or tides. A creature that is not fighting a

current or tide (or one that failed its Strength check) moves

the displayed speed at the end of its turn in the direction of

the current.

CHAPTER 3 | DIFFICULTIES & ODDITIES


38
Obscuration. Water can range from clear to completely

obscured during storms, run-off, or dense algae blooms (or


Some ocean locations, some as large as miles in radius,
if the characters find themselves in sewage). There are
are dangerously low in oxygen, and creatures that can
some natural and supernatural plants, creatures, and
move avoid these areas entirely. These regions can move
effects that could illuminate the darkness, but this usually
and pop up naturally or be created by arcane or divine
does not penetrate through obscuration. Note that a
means. Freshwater sources can also be hypoxic for a
humanoid may be blind when in dark or obscured water,
variety of reasons. Water-breathing creatures will suffocate
but some marine animals use other senses to detect living
if they remain in these areas, and adventurers using spells
creatures (which functions as blindsight). A whale’s
like water breathing will find themselves suffocating as
echolocation is a good example of this.
well (see Suffocating, below). The new spell utility will help

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).

reasons. When in doubt assume that phosphorescent

creatures and objects found in nature emit bright light out

to 10 feet, and dim light out to 20 feet. More importantly,


Surface creatures will eventually dehydrate above the
these light sources will be easy to locate in darkness and
waves but most aquatic and some amphibious creatures
could easily be detected 200 feet away depending on water
will dehydrate much faster. This is usually not an issue
quality and obscuration.
unless an aquatic creature is captured, gets lost, or has

airbreathing cast for a long duration. If this becomes


Visibility, Obscuration, and Encounter Distance. The
important, then aquatic creatures must make a successful
Dungeon Master’s Guide’s encounter distance tables,
DC 10 Constitution saving throw for every two hours spent
obscuration, and water visibility are reprinted here for your
outside of the water or they gain 1 level of exhaustion.
convenience, but this table assumes that the characters

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

cup of water is relatively safe but the easiest way to think of

salt water ingestion’s effects on the body is that it is

negative water intake: the body dumps more water than it


Clear water, bright light Clear 60 ft. takes in in an attempt to get rid of the salt.

Clear water, dim light Light 30 ft. A creature that drinks more than a cup of saltwater

needs to make a successful DC 15 Constitution saving


Murky water or no light Heavy 10 ft.
throw or gain one level of exhaustion.
This saving throw repeats itself for every two cups of

saltwater drank. To further complicate things, consistently

drinking salt water over time can lead to madness, but the

effect and chances of madness are up to the Dungeon


200 1 bludgeoning damage per minute unless the
Master.
creature makes a successful DC 8 Constitution
saving throw each minute.
300 1 bludgeoning damage per minute unless the
Damage to Creatures. Dungeons & Dragons, for the most creature makes a successful DC 10 Constitution
part, ignores the crushing pressure of water and ignores it
saving throw each minute.
completely for creatures with a swimming speed, and by 400 1 bludgeoning damage per minute unless the
ignoring this you can often speed up gameplay at the cost creature makes a successful DC 13 Constitution
of realism. In nature, over 90% of sea creatures live in only saving throw each minute.
the first 600 feet of the ocean due to cold, pressure, and a
500 1 bludgeoning damage per round unless the
steadily decreasing supply of oxygen as you go further creature makes a successful DC 15 Constitution
down. saving throw each round.
If you do use the bludgeoning damage by water depth
600 1 bludgeoning damage per round unless the
variant rules, ignore all damage for sea creatures until they
creature makes a successful DC 18 Constitution
get below 600 feet deep. Life exists below 600 feet but it is saving throw each round.
strange and may not survive being removed from high
700 1d6 bludgeoning damage per round, or half as
pressure.
much if the creature makes a successful DC 18
Constitution saving throw. Creatures make a
Depth Damage to Items. Ghosts of Saltmarsh did
saving throw each round at this depth.
introduce an optional rule stating at which depths

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.

Glass, crystal, ice 100 ft.


Wood, bone 500 ft. Creatures born to water (those with a natural swimming

Stone 2,000 ft. speed) will instinctively know which direction the surface

is. Creatures without a swimming speed, and in darkness,


Iron, Steel 3,000 ft.
obscurement, or rough water will need to make a

Mithral 4,000 ft. successful Wisdom (Insight) check to determine direction

Adamantine 6,000 ft. while underwater. This check is normally a DC 5, but the

DM should increase this to 10 for heavy obscurement, or

12 for darkness. If a character’s sense of direction does not

have an impact on game play, then this can and should be

ignored. Direction becomes much more relevant for


Crushing Depths. If you want crushing damage to affect a
unprepared characters running out of breath or those who
creature as it gets deeper and deeper underwater, then any
find themselves disoriented in deep murky water.
creature with gas-filled spaces (lungs, bladders, etc.) will be

extremely uncomfortable at 100 feet below the surface and

will be dead by about 1000 feet, regardless of swimming

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

this work will ignore that.

CHAPTER 3 | DIFFICULTIES & ODDITIES


40
Dungeons & Dragons 5E does not have a
diseased condition. This creates a situation
where, as the Dungeon Master, you will have to
decide if a creature that is immune to the
poisoned condition is also immune to becoming
diseased. In my campaigns some are, and some
are not; it all comes down to why they are
immune.
A is immune to the poisoned condition
and I decided they are also immune to becoming
diseased. This is probably an easy call to make.
But is a master assassin, immune to poisons after
a life of working with them, immune to disease? I
decided that they are not. These situations will
come up in a campaign where diseases actually
occur and have to be dealt with by the players'
characters.

Disease Mechanics. As a simple gameplay mechanic,

assign a percentage chance per day that a character would

“be at risk” of catching a disease - they make a saving

throw or become diseased. As a suggested guideline, a

character in a low-risk situation (e.g., not swimming in a

sewer) might only have a 1% chance per day of being

forced to make a disease saving throw (see a particular

disease for specifics). A character at moderate risk (e.g.,

adventuring in a sewer but not swimming or injured while

in it) might have a 10% chance per day of being forced to

make a disease saving throw. Those with the highest risk

would be characters that were reduced to 0 hit points while

swimming in a sewer and it would be logical to make them


Aqualung is a fantasy disease of fluid build-up in the lungs,
make a disease saving throw as an added bonus to nearly
which targets creatures that normally breathe only air but
dying in filth. You can adjust (or ignore) these percentage
through magical means breathe water for any length of
chances as you see fit.
time. Crusted Gill is a version of this disease that affects
Identifying Diseases. Each of the diseases in this book
those who normally only breathe water but breathe air
will end with a section listing the DC to identify the disease
through magical means.
using Intelligence (Arcana), Intelligence (Nature), Wisdom
Symptoms manifest 2d4 days after infection. This
(Medicine), or Wisdom (Survival). A creature using Wisdom
disease causes a chronic cough, and cold-like symptoms,
(Medicine) can attempt to identify any disease normally. A
that go away for a few days; the creature may then suddenly
character using one of the other three skills does so at
die if the disease remains untreated. A creature at risk of
disadvantage. A natural roll of 1 results in a misdiagnosis
catching aqualung (crusted gill) must make a successful
which forces disadvantage on attempts to cure using an
DC 11 Constitution saving throw or become diseased. They
ability check until the disease is diagnosed correctly.
will gain one level of exhaustion when the symptoms
Identifying a disease takes 1d10 minutes.
manifest but will otherwise feel fine. If the disease is not
Curing Diseases. Each of the diseases in this book will
cured after two weeks, they will need to make a successful
also list a DC to cure the disease using Wisdom (Medicine).
DC 15 Constitution saving throw after each short or long
The DM can feel free to adjust this number based on
rest or be reduced to 0 hit points and begin suffocating.
circumstances, lack of tools, supplies, etc. Curing a disease
They will suffocate until they die, or the disease is cured.
takes 3d20 hours.
A creature with aqualung (crusted gill) makes a DC 11

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

sight rot. All three of these can be “acquired” during diseased.

underwater adventures, especially near civilization,


Identify. DC 12. Intelligence (Arcana) can be used to
stagnant water, or sewage. If you are looking for additional
identify this disease without disadvantage.
diseases, then some natural (cholera) and fantasy
Medicine Curing. DC 15. A creature with proficiency in
(aqualung) diseases are explained next. The real world
both Intelligence (Arcana) and Wisdom (Medicine) has
name is listed in parentheses.
advantage on this check.

CHAPTER 3 | DIFFICULTIES & ODDITIES


41
Bat brain is one of many creative names given for a Cauliflower scale is a disease that affects saltwater aquatic

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

destroyed. disease is very infectious and a creature that breathes

Symptoms manifest 1d8 days after infection. A creature water within 15 feet of a diseased creature often catches

at risk of catching bat brain must make a successful DC 10 cauliflower scale.

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

cured of the disease, or die. A creature that makes two

Identify. DC 18. successful saving throws in a row is cured of the disease. A

Medicine Curing. DC 30. creature’s Dexterity is returned to normal if it completes a

long rest while no longer diseased.

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.

Bluerot can only infect humanoids. While afflicted with

bluerot, a victim grows grotesque boils on their face and


Cholera is an ancient diarrheal disease caused by poor
back. This disease is carried by undead and creatures
sanitation and tainted drinking water. It kills through
infected with this disease who are using natural weapons
sudden dehydration. Most who are infected with cholera
like their teeth and claws. The disease's boils manifest in
recover naturally.
1d4 hours, causing the victim's Constitution and Charisma
Symptoms manifest after a long rest. Creatures at risk of
scores to decrease by 1d4 each, to a minimum of 3. This is
catching cholera must make a successful DC 10
quickly followed by a fever and tingling in the extremities.
Constitution saving throw or become diseased and gain the
An infected creature is vulnerable to radiant damage and
poisoned condition. For the next twelve long rests, they
gains the ability to breathe underwater.
must make a successful DC 10 Constitution saving throw
At the end of each long rest, an infected creature makes
or gain a level of exhaustion, which can be cured normally.
a DC 12 Constitution saving throw. On a success, the
After two successful saves (or after twelve long rests) they
victim regains 1 point of Constitution and 1 point of
are cured of this disease.
Charisma lost to the disease. If the infected creature

regains all the points lost to the disease, it is cured. Other


Identify. DC 8
effects that raise the victim's ability scores do not cure the
Medicine Curing. DC 8.
disease. On a failed saving throw, the victim takes 18 (4d8)

necrotic damage as the boils burst blue ooze and pus and

spread. A creature reduced to 0 hit points by this damage


Sometimes a wound inflicted while underwater just won’t
cannot regain hit points until the disease is cured, though it
heal. This fantasy disease is often acquired after injuries
can be stabilized as normal.
associated with coral, but any untreated wound can lead to

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

saving throw to prevent or cure a disease other than coral

scratch.

Symptoms manifest after a long rest. Creatures at risk of

catching coral scratch must make a successful DC 10

Constitution saving throw or become diseased and can only

regain lost hit points by magical means. This disease lasts

for 2d6 days, at which point it has run its course and the

victim is cured. A diseased creature also makes a DC 18

Constitution saving throw each day and the disease is

cured upon a success.

Identify. DC 5.

Medicine Curing. DC 15.


Death creaks is a disease resulting from a poor diet. This is Gut boil is often confused for food poisoning, and most will

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.

Once the victim gains three levels of exhaustion, the


Identify. DC 8. Intelligence (Nature) can be used to
diseased creature has its hit point maximum reduced to
identify this disease without disadvantage.
half. Once the victim gains six levels of exhaustion the
Medicine Curing. DC 11.
creature dies. This disease cannot be cured naturally by the

body, but it is cured 2d3 days after the victim’s diet includes

fruits and vegetables.


Limb rot may occur after an injury, especially if the injury is

Identify. DC 5. not cleaned or if the injury occurs in a filthy setting. This

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.

Symptoms manifest 3d4 hours after injury. Creatures at

risk of catching limb rot must make a successful DC 12

Constitution saving throw or become diseased. After each


Glass stomach is a disease caused by bacteria found in
short or long rest, they must make another successful
tainted water, food, and freshwater. This disease causes
Constitution saving throw or gain the poisoned condition
severe stomach pains that make it almost impossible to
and their maximum hit points are reduced by 1d6 until this
stand up, fever, and constipation. Victims will often display
disease is cured. A creature that makes three saving throws
rose-colored spots on their chest, but not always.
in a row is cured of this disease.
Symptoms manifest 4d6 days after infection. Creatures

at risk of catching glass stomach must make a successful


Identify. DC 12.
DC 11 Constitution saving throw or become diseased and
Medicine Curing. DC 12.
gain the poisoned condition. A diseased creature must

make a successful DC 13 Constitution saving throw every

three days or gain one level of exhaustion that can be cured


Marine velvet is a saltwater disease caused by a
normally. This disease is cured if the victim makes two
microscopic parasite. This parasite causes bleeding gills,
successful saving throws in a row. A creature that fails
exhaustion, weakness, and finally death if marine velvet is
three saving throws in a row is reduced to 0 hit points and
not cured.
must begin to make death saving throws.
Symptoms manifest 1d10 days after infection. This

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

of marine velvet must make a successful DC 8 Constitution

saving throw or become diseased.

Green spots is a fantasy disease that only affects

amphibious and aquatic humanoids. This disease can only

be caught on dry land after contact with an uncommon

fungus that lives on grasses and trees. This disease makes

the skin crack and seep. It is not often fatal, but very

painful.

Symptoms manifest 2d4 days after infection. Creatures

at risk of catching green spots must make a successful DC

10 Constitution saving throw or become diseased. A

diseased creature will be diseased and have disadvantage

on all saving throws until cured. After each short or long

rest they must make a successful DC 8 Constitution saving

throw or gain a level of exhaustion that cannot be cured

until the disease is cured. A creature that spends its rest

completely submerged in water has advantage on this

saving throw. This disease is cured naturally after a total of

three successful saving throws.

Identify. DC 10. A creature with a natural swimming

speed has advantage on this skill check.

Medicine Curing. DC 10.


After each long rest, a diseased creature must make a Venereal Disease (Annoyance). These are the most

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

at risk of catching venereal disease (annoyance) must make


Identify. DC 5.
a successful DC 13 Constitution saving throw or become
Medicine Curing. DC 15.
diseased. The Dungeon Master determines how long this

disease lasts and what minor effects, if any, it will have on

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.

6 levels of exhaustion and is dead.


Venereal Disease (Madness). These are rare and are just

Identify. DC 13. like venereal disease (fatal) but they slowly drive the

Medicine Curing. DC 10. infected victim insane as well.

Symptoms manifest exactly like venereal disease (fatal),

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

weeks before the body defeats it. 1, with a maximum DC of 15.

Symptoms manifest 1d4 weeks after infection. Creatures

at risk of catching sailor’s regret must make a successful

DC 9 Constitution saving throw or become diseased. A


Surface adventurers who seek to explore the watery depths
diseased creature will be diseased for 2d4 weeks. Each day,
fear one thing even more than the prospect of being eaten
they must make a successful DC 8 Constitution saving
by sharks drowning. Drowning and suffocating should be
throw or become exhausted. This exhaustion can be cured
treated the same in Dungeons & Dragons. To keep things
normally. The disease is cured naturally after its duration
simple, use the existing suffocation rules as stated in the
expires.
Dungeon Master’s Guide, which are reprinted here.

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

30 seconds). When a creature runs out of breath or is

choking, it can survive for a number of rounds equal to its


Make sure you understand what you and your players can
Constitution modifier (minimum of 1 round). At the start of
handle before you include venereal (sexually transmitted)
its next turn, it drops to 0 hit points and is dying, and it
diseases in your campaign. I will avoid the graphic
can't regain hit points or be stabilized until it can breathe
explanation of most of them and boil venereal diseases
again.
down to three categories: annoyance, eventually fatal, and

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.

the rest of their life with a venereal disease, the duration

could expire, they get cured with medicine or magic, or

they eventually die from the disease.

CHAPTER 3 | DIFFICULTIES & ODDITIES


44
Ancient Terrors. The deep oceans can hide almost
Icebergs are massive chunks of frozen fresh water (pieces
anything up to and beyond the size of a mountain. Those
of glaciers) and sea ice is frozen sea water. This difference
looking for inspiration need only look to the works of H.P.
will very rarely be important to you and your campaign, but
Lovecraft.
icebergs extend far below the surface of the water and can

function as temporary lairs to all manner of creatures. Sea


Various myths and legends also use the deep oceans as the
ice is rarely more than six feet thick, often covered in snow,
prison of the gods (the original Kraken and Cetus are good
and treacherously slippery (movement on sea ice requires a
examples). To this end, I have designed most exit portals
successful DC 10 Dexterity (Acrobatics) check or fall
out of Carceri to dump travelers or escapees into the deep
prone).
ocean. Something escaping Carceri, that can survive cold

and pressure, could either wander the deep indefinitely or

eventually make its way to the surface.

Surface Swimming. Swimming on the surface of the


Antimagic Zones. These zones, sometimes referred to as
water is easier than swimming under and through the
dead magic zones, exist underwater but are thankfully as
water. As per the Dungeon Master’s Guide, after each hour
rare as they are dangerous to anyone traveling deep below
of surface swimming, a character must succeed on a DC 10
the surface with the aid of magic. Natural creatures pass
Constitution saving throw or gain one level of exhaustion. A
through these areas with no difficulty and do not normally
creature that has a swimming speed can swim all day
avoid them, making them undetectable and invisible. The
without penalty and uses the normal forced march rules in
spell antimagic field best describes what happens in these
the Player’s Handbook.
areas.

Subsurface Swimming. Creatures move the same speed


Artifact Graveyards. There are more than a few ancient
under the water as they do on the water's surface, for the
artifacts resting at the bottom of the deep ocean, tossed
alternative (more realistic version) would be crunchy and
there by the truly desperate who could find no other means
greatly delay the game. What you should consider is that
of disposal.
swimming under the water should be more exhausting

than swimming on the surface, which is listed as a variant


Deepened Darkness. Fantasy oceans contain patches of
rule below.
solid darkness, rumored to be older than the world, at

depths greater than 3,000 feet. These patches consist of


Subsurface Exhaustion Rules. Swimming through deep
2d100 5-foot cubes joined together in roughly spherical
water is like traveling at high altitudes. For a creature
shapes. Everything at these depths avoids them, for
without a swimming speed, each hour spent swimming at a
deepened darkness radiates a strong aura of fear that
depth greater than 100 feet counts as 2 hours for
causes any living creature within 60 feet of it to flee (using
determining exhaustion. Swimming for an hour at a depth
the Dash action if possible) the immediate area for a
greater than 200 feet counts as 4 hours.
minute unless they succeed at a DC 18 Wisdom saving

throw. These patches of solid darkness drift with a

swimming speed of 5 feet. Every 5 points of radiant


This variant rule can be used if you want a deadlier, more
damage destroys a 5-foot-radius section, and any form of
realistic environmental challenge for creatures that attempt
sunlight makes it disintegrate.
to swim under the surface for long periods. Creatures
Any creature foolish enough to enter the darkness is in
without a swimming speed or those unaided by magic or
difficult terrain regardless of swimming speed, and those
equivalent devices become exhausted much faster than if
inside or within 5 feet of any edge of deepened darkness
they were swimming on the surface. Every ten minutes that
are affected as if in the area of effect of an Evard’s black
a creature swims through calm water they must make a
tentacles spell DC 18. This ancient danger is completely
successful DC 5 Strength (Athletics) check or gain 1 level
thoughtless and has no known motivation.
of exhaustion. After thirty minutes of swimming

underwater, the check DC becomes 10, after an hour the


Kraken’s Grave. These are fully explained in Ghosts of
DC becomes 15, and after 2 hours the DC is now 20. The
Saltmarsh.
DM should either adjust the DC of the check or increase

how often in an hour it must be made depending on Lure Lights. These are fully explained in Ghosts of

current, situation, flotation aids, encumbrance, armor, etc. Saltmarsh.

Powerful Aquatic Spellcasters. An enemy spellcaster’s

dispel magic or similar magic could quickly prove fatal

depending on how the characters are traveling and/or

breathing water.

Sapping Snow. These are fully explained in Ghosts of

Saltmarsh.

CHAPTER 3 | DIFFICULTIES & ODDITIES


46
The oceans have collected their fair share of undead over

the millennia and they form mindless hordes that shuffle


The ghouls and ghasts in the previous table are
along the bottom aimlessly. Even a few powerful forgotten
not the aquatic lacedon variety. They therefore
undead creatures that are paralyzed in water rest at the do not have a swimming speed and are shuffling
bottom of the ocean, waiting for something foolish enough along the bottom of the ocean in a horde.
to release them. Undead creatures that are not in hordes

are either mobile, intelligent, or powerful, since many

things at the bottom of the sea can easily destroy and/or

devour the undead.

Other Undead Horde Options. The following offer


Undead Horde Table. For the following table, each result
suggestions or questions to ask yourself if you want to flesh
includes all the previous undead results. For example, if
out an undead horde with more details.
you roll a 10, then the undead horde contains 10d20
Followers. Certain creatures may follow hordes, waiting
skeletons, 10d20 zombies, and 5d20 ghouls. This table
to devour stragglers that wander away from the pack.
only shows undead creatures that cannot swim or use their
These could be aquatic versions of the carrion crawler,
flying speed to swim (see Chapter 7 for guidelines on
other undead eaters, or normal swarms of fish that dart in
undead using their flying speed underwater).
among the zombies picking morsels from the rotting

corpses.

Leaders. Each horde could be led by a powerful undead,

that for whatever reason has chosen to remain in the horde

1-4 10d20 (105) (death knight, boneclaw, or sword wraiths (the latter two

5-8 10d20 (105) from Mordenkainen’s Tome of Foes)).

Skeletons and Zombies. Mix in a few non-generic


9-11 5d20 (52) (not lacedons) skeletons and zombies (minotaur skeleton, ogre zombie).

12-13 4d12 (26) (not lacedons) Undead Fish. See Appendix A.

Why? What, if anything, keeps the horde together? Is it


14-15 3d12 (19) (see Ghosts of Saltmarsh)
an object of evil, the ghost of a necromancer, an object of

16-17 3d6 (10) good used to keep the undead contained, or no reason at

18 1d8 (4) all?

19 1d3 (2) (see Volo’s Guide to Monsters)


20 Roll again, double all undead encountered rolls.
This result stacks if rolled again.
Assuming the Dungeon Master uses a battle board or other

two-dimensional “mat,” then each creature needs to have

their elevation tracked above or below “0.” In this system, 0

would then represent a reference plane that everything else

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

be 10 feet above the battle map.


1. When making a melee weapon attack, a creature that Outside of a computer simulation, this is as simple as
doesn’t have a swimming speed has disadvantage on the you can make 3D combat. When all else fails, remember
attack roll unless the weapon is a dagger, javelin, that Dungeons & Dragons is primarily a roleplaying game
shortsword, spear, or trident. and not a hardcore combat simulation. The rest of this
2. A ranged weapon attack automatically misses a target section assumes that the Dungeon Master wants to use a,
beyond the weapon’s normal range. Even against a realism over speed, positional system. This gets a bit tricky
target within normal range, the attack roll has if a creature is directly under or over whatever they are
disadvantage unless the weapon is a crossbow, a net, or attacking. I suggest you stack d6s in this case. For example,
a weapon that is thrown like a javelin. a locathah is being attacked by two sahuagin; one below,
3. Creatures fully immersed in water have resistance to and one above it. Stack three dice of different colors and
fire damage. the locathah would simply be the die in the middle.

In two-dimensional combat, a Medium creature can be

attacked by 8 other Medium creatures armed with

shortswords. In 3D combat, a Medium creature can be

attacked by 26 other Medium creatures armed with


I suggest that you do not rule that a creature is
immune to fire damage if they are already shortswords. Being surrounded is always a bad thing, but

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

while a creature is underwater, then you will have 3D.

an issue with characters wanting to wander into


thermal vents or ignore superheated water, etc. A Determining Encounter Direction. In a 3D space, an

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

encounter direction for random encounters that occur

underwater (or any other 3D space).

1 Encounter is to the front of the characters.


2 Encounter is to the left of the characters.
Three-dimensional (3D) combat allows creatures to fight
3 Encounter is to the right of the characters.
each other in new and interesting ways that you normally

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

this way will attempt to either encircle an enemy or prevent


6 Encounter is to the right and above the characters.
their enemy from encircling them. They can choose to fight 7 Encounter is to the front and below the characters.
near the surface which reduces the threat from above, deep
8 Encounter is to the left and below the characters.
in a coral reef, or with their backs to a wall or cliff.
9 Encounter is to the right and below the characters.
10 Encounter is behind the characters.
Speed Over Realism. Three-dimensional combat can be 11 Encounter is below the characters.
completely ignored since Dungeons & Dragons is not built
12 Encounter is above the characters.
to simulate that level of realism. In this case, conduct

combat as you normally would, and the 3D elements can


Diagonal Movement. Every other diagonal move costs an
just be explained or used as part of your story or the setting
extra 5 feet of movement.
of an underwater battle.

Diagonal Reach. A reach of 5 feet threatens everything

that can surround a creature (see the diagrams at the end

of this chapter). After this simple rule, think of reach as the


Realism Over Speed. This version of 3D combat has you
radius of a sphere surrounding a creature.
track a new battle statistic, simply called “elevation.”

CHAPTER 4 | UNDERWATER COMBAT


49
The following feats will not work (or not work as well) if the

character or creature using it doesn’t have swimming speed

(or freedom of movement). This list of feats only involves


Being surrounded in 3D results in being attacked
the feats listed in the Player’s Handbook. How a feat from
by 26 opponents if they are the same size as you.
any other source will function underwater is up to your This is usually quite dangerous in its own right.
discretion. You can rule that some or all of them have
advantage on their attack rolls, but I have found
Charger. This feat will not function at all if used
this to be unnecessary since the target is in very
underwater for creatures without a swimming speed or
serious trouble to begin with.
freedom of movement.

Elemental Adept (Fire). This feat will not ignore fire

resistance if used against a target underwater, but the

damage improvement will be unchanged.

Keen Mind. This feat grants advantage on a creature’s


Creatures with a swimming speed will find that most skills
attempt to determine which direction the water’s surface is.
can be used underwater as normal. Creatures without a
Knowledge of true north will not be automatic (and mostly
swimming speed will discover that almost everything is
useless) if this feat is used underwater.
more difficult underwater (when in doubt, most skills are at

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

of issues as stated in Chapter 5. You will find yourself


Sharp Shooter. This feat will not function underwater making a few “house rules” if you are running an extensive
regardless of swimming speed or the use of freedom of underwater campaign; so many, in fact, that I won’t list
movement. A possible exception to this is if the creature is them all out. Here are a few issues you will run into.
firing from within the effect of an airy water spell, and the

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.

Athletics. Some uses of athletics will not be at

disadvantage, even without a swimming speed, but the

opposite is also true, and a swimming speed does not

automatically remove all disadvantages. A creature without

a swimming speed that gets into a Strength contest with a

creature that has a swimming speed will have disadvantage

underwater; but bending an iron rod, even when

underwater, should not be any easier or more difficult than

doing the same in an area filled with air.

Initiative. Remember that initiative is really a Dexterity

check and a creature with disadvantage with their checks

will have disadvantage on their initiative rolls. This will be

relevant when a character, in heavy armor at the bottom of

the sea, is rolling initiative (see Chapter 5).

Stealth. Stealth should work normally unless a creature

without a swimming speed is trying to “swim stealthily,”

which will be at disadvantage or impossible.

Tracking. Tracking should be at disadvantage underwater

regardless of swimming speed unless the tracker is an

aquatic or amphibious creature not relying on sight in

order to track. In most situations, tracking someone

underwater using only one’s sense of sight should be

impossible.

Intelligence- and Charisma-based Skills. The skills

associated with Intelligence and Charisma usually function

normally underwater.

CHAPTER 4 | UNDERWATER COMBAT


50
Heavy Armor. If a creature is submerged in water and they

are wearing heavy armor, then they will sink and be unable

to swim, regardless of their Strength or swimming speed.

Certain spells and magical items can help this (see

freedom of movement limits). They will have disadvantage


on all Strength, Dexterity, and Constitution saving throws

and ability checks. Their rate of sink is up to the Dungeon

Master but should be between 10 and 40 feet in the

direction of the bottom at the beginning of their turn. Once

a creature in heavy armor can sink no further, they can

move along the bottom but treat all terrain as difficult

terrain. Moving in heavy armor while submerged should be

exhausting and may require a successful DC 15

Constitution saving throw to avoid exhaustion, at the

discretion of the Dungeon Master.

Medium Armor. If a creature is submerged in water and

they are wearing medium armor then they will have

disadvantage on all Strength (Athletics) checks and

Dexterity saving throws. They will also sink 10 feet towards

the bottom at the beginning of their turn regardless of their

swimming speed. Moving in medium armor while

submerged should be exhausting and may require a

successful DC 10 Constitution saving throw to avoid

exhaustion, at the discretion of the Dungeon Master.

The freedom of movement spell may or may not


prevent a creature from sinking on its round (see
buoyancy in Chapter 3). The spell description
could be read either way and as the DM you need
to decide how you will handle the freedom of
movement spell because this issue will likely
come up. Specifics on how the spell works
underwater need to be established in your
underwater campaign but you should think about
how it might affect things that you plan on
throwing at the characters later.
The easiest rule to make is that freedom of
movement prevents a character in medium or
heavy armor from sinking. A more realistic
version that I use in my campaigns is that the
Light Armor. It is suggested that the Dungeon Master keep
spell does not prevent the “movement towards
this simple and rule that wearing light armor does not
the bottom” speed for heavy and medium armor.
This, of course, leads to various bouts of anger affect swimming and buoyancy. The other option is

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

rules. than a creature wearing light armor.

One last headache with freedom of


movement. What happens if the humanoid in
heavy armor has a swimming speed and has
freedom of movement cast on them? You should Some DMs ignore encumbrance, and some do not. If you

decide how you will handle that as well. rule that a character is encumbered, the easiest way to

handle this underwater is to treat them as if they are

wearing medium or heavy armor, based on how much

equipment they are dragging through the ocean.

CHAPTER 5 | UNDERWATER EQUIPMENT


54
Aquatic humanoids will tend to use woven bags, netting, or

repurposed bladders to carry goods in. Metal will be very


Tiny 0 2 cp
rare unless they acquired it from a wreck or through trade. Small 1 cp 1 sp
A merfolk adventurer could easily be carrying a variety of
Medium 2 cp 5 sp
nets with creative clasps to keep their gear in.
Large 1 sp 2 gp
Huge 5 gp 20 gp
Metal. Metal objects rust very quickly in salt water. Every

three days that unenchanted metal equipment is


Shells. Most underwater humanoids will value a wide
submerged in salt water it receives a cumulative -1 on
variety of shells, with certain humanoids valuing different
attack rolls or a -1 to its AC. This can usually be prevented
shells differently, which creates the opportunity for trade.
or repaired with spells like mending or burnishing hand
The DM should feel free to flesh this out as much as they
(explained in Chapter 6). If the item accumulates a -5 for
want or assign a generic value for shells. That being said,
attack rolls or AC, then it is effectively destroyed; mending
the majority of shells just found lying about the ocean floor
and burnishing hand will not be able to repair an item
will not be valuable. These sea shells will be broken,
damaged to this extent. Enchanted metal does not
irregular, or have small drill holes in them from predation.
normally rust in water.
Any shell that is immediately fascinating to a humanoid will

likely be valuable to other humanoids, but surface


Paper. After just a few minutes in water most unenchanted
humanoids place a high value on cowrie and conch shells
paper objects are ruined.
that are complete and without drill holes.

Abalone Shell. This shell is valuable enough that it is

usually traded as a gem or worked into usable sections or


Underwater Value. Anything that can only be made at high abalone “stones” that are then used in rings and jewelry. A
temperature and/or with fire will have value underwater if fantasy setting will also have a wide variety of supernatural
it is protected from corrosion. Gold coins can usually be shell colors.
traded to creatures that do business with the surface at all, Glass Horn. This rare mollusk's shell is highly valuable
but the “coin of the realm” in most underwater societies because it is translucent. The most valuable of the glass
are irregular pearls. Irregular pearls are not gem quality, horns are those that are completely transparent, or
come in a variety of shapes and sizes, and are usually translucent ones with a rare tint, like purple or green.
traded by weight or by the general volume called a “fist.” Mirror Cowrie. The mirror cowrie’s shell is also

valuable because this shell can be silver or pearlescent and


Irregular Pearls. In general, 100 irregular pearls weigh
the best varieties are very reflective.
roughly 1 pound and fill roughly a cup or a Medium
Fire Eye Puck. Fire eye puck is a type of sand dollar, the
humanoid’s palm (merchants refer to this as a fist). A fist of
shell of which reveals a blood-red splotch once prepared
irregular loose pearls will usually have the equivalent value
and cleaned. Sometimes this splotch looks exactly like an
of 20 gold pieces but this rate will vary depending on what
eye, and these variations are valuable.
is being traded.

Underwater civilizations will not have nearly as many

containers for storage as you would find on the surface.

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

something to when bartering. A customer may trade a gem-

quality piece of pink coral to a merchant in exchange for

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.

CHAPTER 5 | UNDERWATER EQUIPMENT


55
Underwater civilizations will often loot a wrecked ship and

collect what surfacers value for future trade and keep what

is of immediate value for their use.

Remember that aquatic humanoids are aware of the

surface and most either trade, observe, coexist, or raid the

surface from time to time. This will give them a certain

level of understanding of something’s value on the surface

so that they won’t, as an example, trade a gem-quality black

pearl for a large shiny piece of rose quartz.

Wondrous item, rare

This amulet is set with seven red garnets. Whenever you

are subjected to a spell or effect that would significantly

alter or change your bodily form or composition, then one

of the red garnets turns to dust and you are immune to that

attack or condition until the end of your next round. This

amulet has as many charges as it has garnets and it will


Wondrous item, uncommon
work without your consent (e.g., even if you are

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

example, to speak). Ending it early doesn’t give you the

benefit of exhaling the breath.

Item reprinted from Princes of the Apocalypse.


Wondrous item, legendary

This amulet glows with a pale-blue light. Any effect that

causes you to age (including the natural passage of time)


Wondrous item, rare
causes the amulet to lose one charge per year and you do

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

water while wearing these bracers.

Armor (light, medium, or heavy), legendary

You gain a +1 bonus to AC while wearing this armor. While

fully submerged in any liquid, you are also affected by a

freedom of movement spell effect, can breathe water, and

you have a swimming speed of 30 ft. unless you already

have a faster swimming speed.

Wondrous item, uncommon

This canteen contains elemental water. You can drink the

water or breathe it if you are able.

If you drink the water, you are immune to exhaustion

caused by being in or swimming in water and are resistant

to fire damage for an hour. After drinking elemental water,

you will not feel the need or desire to drink water for the

next 24 hours regardless of the environment you find

yourself in.

If you can breathe water then you can choose to breathe

the water in this canteen. Doing so allows you to hold your

breath for 1 hour, though you can end this benefit early (for

example, to speak).
Breathing elemental water will also make you immune to

any negative effects caused by being out of a water


Wondrous item, rare (requires attunement)
environment for 24 hours.
While wearing this helmet, you can breathe water, you gain

darkvision with a range of 60 ft., and you gain a swimming

speed of 30 ft.
Wondrous item, rarity by figurine
Item reprinted from Ghosts of Saltmarsh.

See figurine of wondrous power in the Dungeon Master's

Guide for specific use and rules associated with all magical

figurines.

Coral Dolphin (Uncommon). This dolphin figurine is

made out of exquisite pink coral. It can become a dolphin

for up to 12 hours. Once it has been used, it can’t be used

again until 2 days have passed. While in dolphin form, the

figurine allows you to cast the animal messenger spell on it

at will.

Ivory Shark ( Very Rare). The ivory shark is a masterfully

crafted shark statuette carved from a single piece of ivory.

It can become a giant shark for 3 hours. While in giant

shark form it will follow your mental commands. If it is in

combat for more than a minute, it will attack you if you

come within 5 feet of it. After a minute of not being in

combat, the shark is safe to approach again. Once it has

been used, it can’t be used again until 6 days have passed.

While in giant shark form, it has advantage on all saving

throws to resist being charmed, dominated, or otherwise

controlled by someone other than you.

Mother of Pearl Hippocampus (Rare). This hippocampus

figurine is made from a continuous piece of mother of pearl

(nacre). It can become a hippocampus for up to 8 hours.

Once it has been used, it can’t be used again until 3 days

have passed. While in hippocampus form, it is immune to

exhaustion.

Wondrous item, very rare

This device is a magical conch shell that can be used once

per day. When you blow this horn, choose one of the

following:

Calm Water. All rough or stormy water within a 1-mile-

radius circle of you is now calm. Water elementals that

you can see must all make a successful DC 16 Constitution

saving throw or be disintegrated. The horn cannot destroy

more than 60 Hit Dice of water elementals per use.

Frighten Aquatic Life. All creatures with a natural

swimming speed that can hear this horn must make a

successful DC 16 Wisdom saving throw or be frightened

and use their action to move away from the horn for the

next minute.

Item adapted from the 3.5 Edition of Dungeon Master’s

Guide.

Wondrous item, common

This oiled leather backpack protects any unenchanted item

stored within it for more than an hour. After this time, the

item cannot rust, oxidize, or degrade naturally for up to 24

hours after being removed from the impossible stuff sack.


Weapon (whip), very rare Ring, rare

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

or a random spell (other than a cantrip) slot is expended

with no effect (the Dungeon Master randomly decides

which spell; the target effectively casts the spell without Ring, uncommon

wasting components and the spell has no effect). A target


While you wear this ring, you can understand all languages
that loses a spell slot is immune to this effect until the end
that you can hear. This ring does not allow you to read,
of their next turn.
write, or speak a language you are unfamiliar with.
Item adapted from Planar Handbook.
Item adapted from Vault of Magic II.

Wondrous item, rare (requires attunement)


Wondrous item, legendary (requires attunement)

This large pearl is perfectly spherical. While this pearl


This simple-looking robe is always bright orange on the
touches your skin, you can breathe underwater and have a
inside regardless of the exterior coloring. While you wear
swimming speed of 60 ft.
these robes your Armor Class is 14 + your Dexterity bonus
Item adapted from the 3.5 Edition of Dungeon Master’s
unless you are wearing armor.
Guide.
This robe is also a safety device of sorts and if you are

ever in an environment that you cannot breathe in for more

than a minute then the robe glows with a bright orange


Wondrous item, common
light with a 60-foot radius and dim orange light for an

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

dispelled and the robe disintegrates.

Wondrous item, common (requires attunement)

This plain, unadorned rod can be thrown normally up to a


Magical weapon (trident), very rare (requires attunement)
range of 60 feet away from you. At the start of your next
You have a +1 bonus with attack and damage rolls made
round, you can use a bonus action to observe what is near
with this magic weapon. While you carry it, you can use an
the rod as if your eyes were attached to the rod. This effect
action to cast dominate monster (save DC 16) from it on a
lasts until the end of your turn and then you must attune to
creature that has an innate swimming speed. Once used,
the rod again to use it in this manner. If this rod is ever
you can’t cast this spell again until 3 days have passed.
more than 200 feet from you (if you drop it down a very

deep well for example), then you lose attunement.


follow-on damage or effects are removed after the

immediate effect. For example, Melf ’s acid arrow does 4d4

acid damage immediately and 2d4 acid damage at the end

of the next turn; but underwater, or if cast on a target that 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

effect that causes cold damage with a duration longer than


Aquatic. Aquatic spellcasters could have any of the instantaneous will begin to make ice, which will then begin
following as a familiar: ammonoid, angler fish, crab, fish to melt after the spell or cause is removed. This won’t
(tiny or small), flower urchin, leech, octopus, otter, normally affect gameplay but creatures could use this effect
quipper, sea horse, seal, or squid. to make ice on purpose.

Abyssal Zone Creatures and Cold. Creatures native to

the abyssal zone will have resistance to cold damage; many

also have resistance to bludgeoning damage, depending on

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

is not immune to fire damage while submerged. A creature

vulnerable to fire damage loses the vulnerability but does

not gain fire resistance because they are submerged.

Creatures and objects that are submerged are immune to

burning (effects that cause fire damage per round).

Force. This damage is unchanged.


Opening a bag of holding while underwater should not be
Lightning. Lightning damage rules change if the source
complicated. Returning to the surface and then trying to get
(caster) and/or target are submerged or not.
a specific item out of the same bag, now that it is filled with
Source and target are both submerged. Lightning
10-cubic-feet of salt water will be problematic. That being
damage creates an area of effect that also damages the
said, it is up to the DM if they want to enforce this level of
source, regardless of its normal spell or item description.
realism, but most interdimensional spaces are not going to
This area of effect is a 5-foot-radius sphere if the spell or
magically keep water out of the container or space just to
effect does not normally have an area of effect, but
convenience a character. The spell rope trick is an
lightning damage is reduced by half. As an example,
exception that keeps water outside of its extra-dimensional
shocking grasp does not have an area of effect, but it does if
space and can be used by characters who need to sleep
used underwater and the damage is halved. Lightning
while exploring underwater.
damage that normally has an area of effect has its area

doubled but the damage is halved (lightning bolt has an

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

submerged does not change.


New Spells. This chapter will list adapted, reprinted, and
Source is not submerged but the target is. The area of
new spells that are useful to both air-breathing and water-
effect of the lightning damage area of effect remains
breathing spellcasters.
unchanged until it strikes water. The remaining area of

effect that is now in water is doubled. The lightning damage

against submerged targets is reduced to half. The caster or

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.

Thunder. This damage is unchanged, but a creature that

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.

Acid. Immediate effects of acid are unchanged, but all

CHAPTER 6 | MAGIC UNDERWATER


60
Pull of the Abyss Poison Sphere
Riptide
Burnishing Hand Chum
Crush of the Deep Rescue Breather
Salinate/Desalinate
Ankhenenamun’s Air Bubble
Utility
Drown
Beast Speech Eldritch Murk
Murk Murk Phantom Hook
Rise Shape Water Riptide

Pull of the Abyss


Ankhenenamun’s Air Bubble Chum Air Breathing Toxic Bloom
Rescue Breather Delay Exhaustion

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

Salinate/Desalinate Airy Water


Airy Water
Delay Exhaustion Transmute Acid
Eel Skin

Phantom Hook Choke


Phantom Hook

CHAPTER 6 | MAGIC UNDERWATER


61
slot of 6th or higher, the radius of effect increases by 10

feet, and the duration increases by 3 hours, per slot level

above 5th.
The spells are provided in alphabetical order.

4th-level abjuration (ritual)


3rd-level transmutation (ritual)

Casting Time: 1 minute


Casting Time: 1 action
Range: self
Range: 30 feet
Components: V, S, M (a turquoise and gold necklace worth
Components: S, M (one amphibian egg per affected
no less than 100 gp that is not consumed)
creature)
Duration: 12 hours
Duration: 24 hours

After you finish casting this spell, your necklace forms a


This spell grants up to ten willing creatures you can see
flexible transparent bubble around your head. This bubble
within range the ability to breathe air until the spell ends.
keeps out all odors and magical or nonmagical toxins while
Affected creatures also retain their other forms of
it provides breathable air. For as long as this spell is in
respiration.
effect you can breathe in any environment. You will fail all

Wisdom (Perception) checks that rely on smell, but you will

also be immune to any effect that requires a sense of smell.


5th-level transmutation

Casting Time: 1 action

Range: 30 feet 2nd-level divination

Components: S, M (a handful of alkaline salts)


Casting Time: 1 action
Duration: 3 hours
Range: Touch

You target a creature and create a 20-foot-radius sphere of Components: V

water, centered on the target, into a frothy airy substance Duration: Concentration up to 10 minutes

that is breathable as air or water depending on a creature’s


You touch a beast or monstrosity with an Intelligence of
needs. This sphere travels with the target until you cancel it
less than 5. Until you stop concentrating, the target
using an action or the duration expires. Creatures can use
understands and speaks one language that you know. This
normal speed or swimming speed in airy water without
spell does not change the creature’s Intelligence or force it
penalty. Airy water also negates underwater combat
to answer questions or otherwise compel it to
penalties and any variant effects on damage types if the DM
communicate. The creature can communicate with any
is using them. This spell does not filter or purify the water,
other creature that speaks the chosen language if it so
change its salinity, or remove poisons or toxins. This spell
chooses.
will continue to function until its duration expires if the
This spell is adapted from R P Davis and Bryan Holmes’
caster becomes incapacitated or dies.
Encyclopaedia Formulae Arcana.
At Higher Levels. When you cast this spell using a spell
1st-level transmutation 1st-level conjuration

Casting Time: 1 action


Casting Time: 1 action
Range: 60 feet
Range: 30 feet
Components: M (3 pounds of aquatic creatures quickly
Components: V, S, M (a silver coin)
torn to shreds)
Duration: Instantaneous, or 1 minute
Duration: 30 minutes
You target up to 3 cubic feet of material that you can see.
This spell only functions if you are completely submerged
The material is cleaned and polished, and any debris,
in water. You quickly tear a living creature or creatures
caked-on material, or barnacles, are also removed. This
apart, sending the blood and smell to a point at a range that
spell does not replace material and only polishes what still
you can see underwater. The corpse(s) in your hands
exists. Any missing or damaged sections are not restored.
disintegrates and the point that you designated now emits a
Material affected by this spell is immune to acid damage,
very powerful smell of blood and flesh that most aquatic
rust, oxidization, etc., for one minute after this spell is cast.
carnivores can smell from roughly a mile away. Over the
This spell is adapted from Dragon Magazine #250.
next 30 minutes, your spell attracts a variety of aquatic

carnivores (eel, fish, octopi, sharks, etc.), both natural and

unnatural. These attracted creatures will be under no


3rd-level evocation
compulsion to treat you in a friendly manner.

Casting Time: 1 action Reprinted from The Complete Hag.

Range: 120 feet

Components: S, M (fresh sea anemone paste, no more

than a day old)


8th-level evocation
Duration: Instantaneous
Casting Time: 1 action
This spell only functions if the area of effect is completely
Range: 60 feet
submerged in water. A purple streak flashes from your
Components: S, M (an uncut diamond valued at 500 gp or
hand to a point you choose within range, then quickly
higher that is not consumed)
expands and collapses, destroying all water in a 20-foot-
Duration: Concentration, up to 1 minute
radius sphere. The surrounding water violently crashes

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

bludgeoning damage and gain the stunned condition until

the end of their turn. Targets that make their saving throw
Transmutation cantrip
take half as much damage, are not stunned, but their speed

Casting Time: 1 action is reduced to half.

Range: 10 feet

Components: S

Duration: Instantaneous
3rd-level abjuration (ritual)

You gesture at a creature you can see, interrupting their


Casting Time: 1 minute
breathing process temporarily unless they make a
Range: 30 feet
successful Constitution saving throw. A creature that fails
Components: V, S
its saving throw must reroll its initiative result and use
Duration: 8 hours
whichever number is lower. As an example, if the target

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

therefore fail six saving throws to avoid exhaustion over the

course of an 8-hour swim, complete the swim, and then

suddenly die of exhaustion when this spell ends.

CHAPTER 6 | MAGIC UNDERWATER


63
4th-level conjuration 5th-level evocation

Casting Time: 1 action


Casting Time: 1 action
Range: 120 feet
Range: 60 feet
Components: V, S, M (paper or leaf in the shape of a
Components: V, S, M (a gallon of water)
funnel)
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You target an air-breathing creature you can see within
A swirling mass of 5-foot-deep water appears in a 30-foot
range. The target’s lungs expel all air and are filled with
radius centered on a point you can see within range. The
water, and they are now drowning unless they make a
point must be on the ground or in a body of water. Until the
successful Constitution saving throw. The creature can use
spell ends, that area is difficult terrain (regardless of
its action on each of its next turns to attempt to expel the
swimming speed), and any creature that starts its turn
water from its lungs with a successful Constitution saving
there must succeed on a Strength saving throw or take 6d6
throw. A creature remains conscious up to one round per
bludgeoning damage and be pulled 10 feet toward the
Constitution modifier (minimum of 1 round) while
center.
drowning. If an air-breathing creature loses consciousness
Reprinted from Xanathar’s Guide to Everything.
with water still in its lungs, then its hit points are reduced

to zero and it is dying. When this spell ends, the water

evaporates, and the creature’s lungs fill with air if the

creature is still alive. 2nd-level illusion

A conscious creature can choose to not use their action


Casting Time: 1 action
in an attempt to expel the water from their lungs, but every
Range: 60 feet
action they attempt while drowning is made with
Components: V, S
disadvantage.
Duration: 10 minutes

This spell only functions if cast on water. You select a point

within range and a 15-foot radius sphere of water is filled


3rd-level transmutation
with a murky illusion causing everything inside it to be
Casting Time: 1 action heavily obscured. This illusionary murky water spreads
Range: Touch around corners and will last for up to 10 minutes and
Components: S, M (a carved ivory figurine of an eel worth cannot be moved or dispersed by heavy water currents. You
no less than 10 gp) cannot cast this spell upon an object. This illusionary heavy
Duration: Concentration, up to 1 hour concealment works against normal vision and darkvision

This spell only functions if the target is completely but not blindsight or truesight.

submerged in water. You touch a willing creature. Until the

spell ends, the target’s skin is grey, smooth, and glistening.

The target’s AC cannot be less than 16, regardless of what 4th-level illusion

kind of armor it is wearing, and the target gains advantage


Casting Time: 1 action
on any saving throw to escape or resist being grappled or
Range: 210 feet
restrained.
Components: V, S

Duration: Concentration, up to 1 minute

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

who do not have truesight, must make a successful their turn).

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

currents. away from them (to a maximum of 3d6 psychic damage

You cannot cast this spell upon an object. This illusion is during your turn).

so powerful that only a creature with truesight can see

within it.

CHAPTER 6 | MAGIC UNDERWATER


64
At the beginning of a hooked creature’s turn, they make turn, so long as you continue to concentrate on this spell,

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

hooked target. Dexterity saving throw or take 3d10 bludgeoning damage

Adapted from Vault of Magic II. and be restrained by the tentacle. A creature that ends its

turn restrained by the tentacle is pulled 60 feet towards the

bottom of the body of water so long as you do not target a

different creature. A creature restrained by this tentacle

can use its action to make a Strength or Dexterity check

(its choice) against your spell save DC. On a success, it

frees itself. A tentacle can also be destroyed if it takes your

spellcaster level in magic weapon or spell damage, but a

destroyed tentacle is immediately replaced during your

next turn so long as you concentrate on this spell.

This spell ends if you stop concentrating on it or if any

target contacts the bottom of the body of water due to

being moved by this spell. A creature that continues to fail

its saving throws, or otherwise does not escape being

restrained, can end up very far from you so long as you

concentrate and do not target another creature or cast this

spell again.

At Higher Levels. When you cast this spell using a spell

slot of 6th level or higher the damage increases by 1d10,

and the speed of descent increases by 10 feet, for each

spell slot above 5th.

If the Dungeon Master is using Crushing Depths variant

rules from Chapter 2, then the target may suffer additional

bludgeoning damage as it descends rapidly towards the

bottom of a body of water.

2nd-level evocation

Casting Time: 1 action

Range: 90 feet

Components: S, M (vial of concentrated acid)

Duration: Concentration, up to 1 minute

You cast this spell and you are surrounded by a pale yellow

10-foot-radius sphere that is centered on you and moves

with you so long as you concentrate on it. This spell and its

light effect do not penetrate through solid objects or

walls. This spell creates dim yellow light within its

radius. Any creature, other than you, that starts its

turn inside the yellow light must make a Constitution

saving throw. A creature takes 2d6 poison damage on

a failed saving throw, and half as much damage on a

successful one.

At Higher Levels. When you cast this spell using

a spell slot of 3rd level or higher, then the area of effect

increases by a 5-foot-radius for each spell slot above

2nd.

5th-level conjuration

Casting Time: 1 action

Range: 90 feet

Components: S, M (a one-inch-radius sphere of iron)

Duration: Concentration, up to 1 minute

This spell can only be cast on an underwater target with at

least 300 feet of water beneath them. At the end of your


1st-level transmutation 1st-level transmutation (ritual)

Casting Time: 1 minute


Casting Time: 1 reaction, which you take if you or a
Range: Touch
creature within range enters an environment that they
Components: V, M (ground opal dust worth no less than
cannot breathe in
10 gp)
Range: 30 feet
Duration: Instantaneous
Components: S, M (small glass marble)

Duration: 1 minute You touch (and magically change) up to a 5-foot cube of

nonmagical water into salt water or fresh water. This spell


Choose up to five creatures within range that cannot
will not remove alcohol, sediment, parasites, disease,
breathe. This spell grants them the ability to breathe in
pollution, poisons, or creatures from water. This change in
most environments they find themselves in for up to 1
the water is permanent. If this spell is cast on a large body
minute. This spell only changes the creature's ability to
of water, then the surrounding water will quickly change
breathe in an environment; they still suffer environmental
the targeted water back to its original state as it mixes.
or other damage if applicable. This spell will not allow
At Higher Levels. When you cast this spell using a spell
creatures to breath in solids or a substance or a vacuum.
slot of 2nd level or higher, you may affect an additional 5-

foot cube of nonmagical water for each slot level above 1st.

2nd-level evocation

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: Instantaneous

This spell only works if your target is completely

submerged in water. You motion at a target that you can see

within range and a strong current pulls them away from

you but has no effect on anything else in the area. This

current moves the target 60 feet away from you and knocks

them prone unless they make a successful Strength saving

throw. A creature moved in this way will not suffer attacks

of opportunity but may take up to 1d8 bludgeoning,

piercing, or slashing damage depending on the terrain it is

forced to move through and other circumstances.

2nd-level conjuration (ritual)

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a sealed bladder filled with air)


Transmutation cantrip
Duration: Concentration, up to 10 minutes

Casting Time: 1 action


Choose a willing creature or unaccompanied object no
Range: 30 feet
heavier than 500 pounds. A small magical balloon is
Components: S
attached to the target and it moves 30 feet towards the
Duration: Instantaneous or 1 hour (see below)
surface of the water at the beginning of its turn. Multiple

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:

order to continue concentrating on it.


You instantaneously move or otherwise change the flow
At Higher Levels. When you cast this spell using a spell
of the water as you direct, up to 5 feet in any direction.
slot of 3rd level or higher, the maximum weight the spell
This movement doesn’t have enough force to cause
will lift increases by 250 pounds for each spell slot above
damage.
2nd.
You cause the water to form into simple shapes and

animate, at your direction. This change lasts for 1 hour.

You change the water’s color or opacity. The water must

be changed in the same way throughout. This change

lasts for 1 hour.

You freeze the water, provided that there are no

creatures in it. The water unfreezes in 1 hour.

CHAPTER 6 | MAGIC UNDERWATER


66
If you cast this spell multiple times, you can have no more through the gelatin. Creatures that begin their turn in the

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

their turn outside of the gelatinous area are no longer

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

your turn. minutes.

Reprinted from The Complete Hag.

3rd-level transmutation

Conjuration cantrip
Casting Time: 1 action

Range: 90 feet Casting Time: 1 action

Components: S, M (translucent glass sphere filled with Range: 30 feet

gelatin, which is not consumed during casting) Components: S

Duration: 3 minutes Duration: 1 minute

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.

Strength saving throw to move up to half of their speed


3rd-level conjuration 5th-level conjuration

Casting Time: 1 action


Casting Time: 1 action
Range: 20 feet
Range: 120 feet
Components: S, M (a living poisonous crustacean, fish, or
Components: V, S, M (a drop of water)
mollusk)
Duration: Instantaneous
Duration: Concentration, up to 1 minute
You conjure up a wave of water that crashes down on an
This spell only works if cast on water. You select up to
area within range. The area can be up to 30 feet long, up to
twenty 5-foot squares (or cubes if using 3D combat) in any
10 feet wide, and up to 10 feet tall. Each creature in that
continuous shape you choose, and the area suddenly
area must make a Dexterity saving throw. On a failed save,
blooms with magically-enhanced toxic algae. Any creature
a creature takes 4d8 bludgeoning damage and is knocked
that moves into the area or starts its turn in the area of
prone. On a successful save, a creature takes half as much
effect must make a Constitution saving throw. They take
damage and isn’t knocked prone. The water then spreads
3d8 poison damage and gain the poisoned condition if they
out across the ground in all directions, extinguishing
fail, or half as much and no poisoned condition on a
unprotected flames in its area and within 30 feet of it, and
successful saving throw. If you cast this spell on the water’s
then vanishes.
surface, then the effects of this spell also damage any
Reprinted from Xanathar’s Guide to Everything.
creature in the 5-foot cube directly over any section that

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

Casting Time: 1 action obscured.

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

you cast the spell again.

Pull. At the beginning of your turn, any unsecured 5th-level transmutation

objects or Tiny aquatic life, less than 20 pounds, are pulled


Casting Time: 1 action
towards you at a rate of 20 feet per round. Objects that
Range: 120 feet
move within 5 feet of you will begin to orbit around you,
Components: V, S, M (acidic and alkaline salts)
and you will have a spherical cloud of objects and small
Duration: Instantaneous or 1 minute
animals orbiting around you at the end of your next turn if

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:

less than 10 feet takes 2 (1d3) bludgeoning damage after


Transmute Water to Acid. Nonmagical water in the
each attack. Any swarms in the affected area must make a
area of effect becomes an equal volume of transparent
successful Constitution saving throw at the beginning of
acid that remains for the spell’s duration. Any creature
their turn or be destroyed.
that starts its turn in this area of effect takes 4d8 acid
Repel. At the beginning of your turn, any unsecured
damage. Creatures that breathe water cannot breathe in
objects or tiny aquatic life, less than 20 pounds, are pushed
this acid unless they are immune to acid damage. The
away from you at a rate of 20 feet per round. Creatures
area of effect counts as water when determining a
within a 60-foot-radius sphere of you take 3 (1d6)
creature’s speed in water.
bludgeoning damage each time they begin their turn in the

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

Reprinted from The Complete Hag. for the spell’s duration.

This spell only lasts for 1 minute if cast in a large body of

water like a lake or an ocean or if there is a supply of water

(or acid) that can refill the affected area.

CHAPTER 6 | MAGIC UNDERWATER


68
This spell cannot be used to transform the water that

makes up a living creature. Most containers designed to

contain water cannot contain magical acid without damage

and will eventually dissolve or otherwise leak, in line with

the needs of the Dungeon Master.

3rd-level transmutation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (ice and water)

Duration: Instantaneous

You choose an area of water that you can see that fits

within a 40-foot cube and is within range. Choose one of

the following effects:

Transmute Ice to Water. Nonmagical ice, or magical

ice caused by a spell of 3rd-level or lower, in the area of

effect becomes an equal volume of water that remains

for the spell’s duration. Any creature standing on the ice

when it transforms must make a Dexterity saving throw.

On a successful save the creature is shunted onto a

solid, unoccupied nearby space. On a failed saving

throw the creature plunges into the water and is now

swimming (or sinking).

If you cast this spell on a ceiling made of ice, the

water falls. Any creature under the water when it falls

must make a successful Strength saving throw or be

knocked prone.

Transmute Water to Ice. Nonmagical water in the area

of effect becomes an equal volume of quickly frozen 1st-level transmutation (ritual)

translucent ice that remains for the spell’s duration. Any


Casting Time: 1 minute
creature in the water when it transforms must make a
Range: 30 feet
Dexterity saving throw. On a successful save the
Components: V, S, M (30 pounds of pumice stone, not
creature is shunted to an unfrozen, unoccupied nearby
consumed)
space. On a failed saving throw the creature is
Duration: 24 hours or more (see description)
restrained by the ice and takes 1d4 cold damage at the
You choose a type of utility and then enchant ten 5-foot
beginning of each turn that it is restrained by the ice. A
cubes of a contiguous area that you can see within range.
restrained creature or a nearby creature within reach
Once this spell is cast the area of effect does not change.
can use an action to break enough ice to free the
You can cast this spell on the same area of effect repeatedly
restrained creature with a successful DC 15 Strength
to increase or “stack” its duration. This spell does not
check or by dealing damage to it. The ice has AC 12 and
function in any areas that are affected by other magical
15 hit points and is immune to poison and psychic
spells unless you are increasing the duration of an existing
damage.
utility area. The known types of utilities are listed below.

Air Utility. This spell maintains breathable air in the

enchanted area for 24 hours. Creatures in the area of

effect can choose to gain advantage on any saving

throws to resist spells or abilities that require air-

breathing to work (a ghast’s stench, magical perfumes,

or stinking cloud, but not cloudkill). This spell will also

allow for (and maintain) a reasonable amount of fire and

alchemy. The air in this spell’s area of effect does not

spread or otherwise leak. This spell can be cast at any

depth of water.

Water Utility. This spell maintains breathable water

(choose brackish, fresh, or salt water) in the enchanted

area for 24 hours. Creatures in the area of effect can

choose to gain advantage on any saving throws to resist

spells or abilities that require water-breathing to work.

This spell will allow for (and maintain) a reasonable

amount of drinking or siphoning of water. The water in

this spell’s area of effect does not spread or otherwise

leak. The water generated in this area is safe to drink if

you choose fresh water.


At Higher Levels. When you cast this spell using a spell Each 5-foot-square frozen section has AC 5 and 15 hit

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.

Combining Duration. This spell’s duration can be

increased by multiple spellcasters who all have access to

utility. However, this spell’s duration can never be longer


4th-level conjuration
than a year, regardless of how many times the spell is cast.
Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a droplet of water)

Duration: Concentration, up to 1 minute

You conjure up a sphere of water with a 5-foot radius at a

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

enough to be properly sacrificed. make the saving throw.

When the spell ends, the sphere falls to the ground and

extinguishes all normal flames within 30 feet of it. Any

creature restrained by the sphere is knocked prone in the

space where it falls. The water then vanishes.

Reprinted from Xanathar’s Guide to Everything.

3rd-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a drop of water)

Duration: Concentration, up to 10 minutes

You create a wall of water on the ground at a point you can

see within range. You can make the wall up to 30 feet long,

10 feet high, and 1 foot thick, or you can make a ringed

wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.

The wall vanishes when the spell ends. The wall’s space is

difficult terrain.

Any ranged weapon attack that enters the wall’s space

has disadvantage on the attack roll, and fire damage is

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

solid (at least a 5-foot-section is frozen).

CHAPTER 6 | MAGIC UNDERWATER


70
or holding onto something. They will have disadvantage

while attempting to hit anything that is swimming, floating,

or otherwise not attached to the ground.


With its untold depths, couldn't the sea keep alive such
Fire. Fire elementals inflict only half damage with their
huge specimens of life from another age, this sea that never
attacks and cannot ignite anything that is submerged. They
changes while the land masses undergo almost continuous
will quickly be destroyed if completely submerged for they
alteration? Couldn't the heart of the ocean hide the last-
take 1 cold damage per 5 ft. of movement they use and if
remaining varieties of these titanic species, for whom years
they end their turn submerged in water, they take 11 (2d10)
are centuries and centuries millennia?
cold damage.

― Jules Verne, Twenty Thousand Leagues Under the Water. Water elementals are completely at home in any

Sea large body of water.

Some of the largest and “alien” creatures in nature exist in

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

encountered in the Feywild.

A celestial in the Upper Planes cannot drown in a water

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

memory annihilation). In the Material Plane, either could water pressure.

still drown, even in unenchanted water.

Most undead creatures with a flying speed will be able to

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

intelligent undead creature could theoretically walk on the

bottom of the ocean between continents if it is not

destroyed by something powerful. Undead that can’t swim


Dragons with an innate swimming speed are immune to
will tend to congregate together over time into large
damage caused by water pressure if using the crushing
mindless hordes that wander the deepest parts of the
depths variant rules. Dragons that cannot breathe water
ocean: some hordes are easily hundreds (if not thousands)
can hold their breath for a number of minutes equal to
of years old.
their Constitution ability score. As an example, white

dragons have a swimming speed but cannot breathe water.

A young white dragon can hold its breath for 18 minutes,

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

chapter). modifier (minimum of 1) without breathing. This is also

true if a water-breathing creature uses its breath weapon in

an air environment, for they have expended their breath

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

15 Dexterity (Acrobatics) check to hit the surface head or

CHAPTER 7 | CREATURES UNDERWATER


72
feet first. On a successful check, any damage resulting from creature with a swimming speed (most coral areas and

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

ignore this rule for exceptionally strong creatures that can

destroy the difficult terrain.

A creature that falls into water or other liquid can use its

reaction to make a Dexterity (Acrobatics) check with a DC,

based on the distance fallen. A failed check results in full


An ancient red dragon is usually just under 60 feet in
damage. A successful check results in half damage (or no
length and is considered a Gargantuan fantasy creature. In
damage if the fallen distance is 100 feet or less). Creatures
comparison, the blue whale is 100 feet in length: a natural
with a flying speed have advantage on this check.
creature. In nature, the largest creatures tend to be found

in the oceans, for the water helps support their massive

size. This massive size that ocean environments allow for

requires a creature size larger than Gargantuan - Colossal.


8 10-20 A Colossal supernatural or fantasy creature should still be

10 21-40 incredibly rare.

13 41-60 Colossal Creature Size. Colossal creatures, each larger

16 61-100 than an ancient dragon, are the truly massive creatures that

populate a campaign world. The bestiary found at the end


18 101-150 of this Chapter will have a few such massive creatures,

20 151 + such as the blue whale, colossal octopus, and lion’s

mane jellyfish.

Flying. Creatures cannot normally use their flying speed as

a swimming speed. Undead without physical bodies

(ghosts, shadows, wraiths, etc.) are an exception to this

rule. Most creatures that can swim and fly cannot

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

feet of flying speed in one action. But a creature could use


Damage Threshold. Colossal creatures are so massive
an action to swim to the surface, and then fly at the
that they have a damage threshold that must be overcome
beginning of its next turn. A creature using Dash as a
before they take damage. “Threshold” is explained in
bonus action would be able to switch between flying and
Chapter 8 of the Dungeon Master’s Guide but it is the
swimming at the discretion of the DM.
amount of damage that an object (or Colossal creature)

ignores before taking damage. To simplify this mechanic in


Resting Under Water. Aquatic creatures can take short
gameplay all Colossal creatures in the bestiary will have a
and long rests underwater with no difficulty. A creature
simplified damage threshold that reduces all damage by a
breathing water with the help of magic can also rest,
set amount regardless of the damage type. Apply damage
assuming the spell or effect does not end in the middle of
threshold reductions to damage last, after saving throws
their rest. Most adventurers either get out of the water, find
and resistance have been applied.
an extradimensional spell or space, or avoid sleeping in

water using other means, for resting under the water is


Siege Damage. Due to their massive size Colossal
very unnerving for most surface creatures.
creatures usually have the following feature: Siege
Spellcasting Under Water. See Chapter 6 for water’s
Monster . This creature deals double damage to objects

and structures.
effect on spell damage. Other than that, spellcasting

functions as normal; otherwise, you run the risk of creating


Changing Gargantuan to Colossal. Colossal creatures
a slow and crunchy game where every spell has its own
should be very rare, but certain existing Dungeons &
underwater ruling. Specifically, spells that travel to their
Dragons creatures and monsters might warrant a Colossal
target (except lightning damage spells) should be allowed
variant that you are free to create. The obvious choices are
to travel to the target, treating water like air. Magic missiles
the very oldest dragons, elder elementals, krakens, and
do not then “strike” the water right in front of the
rocs. Changing a creature’s size category from Gargantuan
spellcaster.
to Colossal will change their Hit Dice to d30, increase their

Strength and Constitution, reduce their Dexterity, and


Walking Under Water. For some creatures or adventurers,
increase their CR. Size changes to existing creatures
the only option for moving through water is to walk along
should not be made on a whim but thought out and created
the bottom. This is still difficult, and all normal terrain is
as a new creature. The bestiary will include an example of
now considered difficult. If a creature is trying to walk
such a transformation -- Colossal Bronze Dragon.
along the bottom through terrain that is difficult even to a

CHAPTER 7 | CREATURES UNDERWATER


73
CoS: Curse of Strahd

GoS: Ghosts of Saltmarsh

IDRF: Icewind Dale: Rime of the Frostmaiden


This Chapter and Chapter 8 contain a list of official
MM: Monster Manual
Dungeons and Dragons 5th Edition monsters, NPCs, and
MOT: Mystic Odysseys of Theros
their sources. Monsters and NPCs in the tables that appear
MToF: Mordenkainen’s Tome of Foes
in this work are marked in bold. New spells in the statblock
OotA: Out of the Abyss
are instead shown in bold and italics and they are
PoA: Princes of the Apocalypse
explained in Chapter 6.
SKT: Storm King's Thunder

Abbreviations. Underwater Campaigns uses the following TFTYP: Tales from the Yawning Portal

abbreviations. ToA: Tomb of Annihilation

UC: Underwater Campaigns

BG:DiA: Baldur's Gate: Descent into Avernus VGtM: Volo’s Guide to Monsters

Aboleth 10 MM 13 Dolphin ⅛ VGtM 208


14 UC 78 Doppelganger 3 MM 82
Aldani (Lobsterfolk) 1 ToA 211 Dragon Turtle 17 MM 119
0 UC 79 Drowned Ascetic 3 GoS 233
Amphisbaena ½ GoS 230 5 UC 93
11 UC 80 4 UC 94
0 UC 81 Empyrean 23 MM 130
10 UC 82 21 UC 94
5 UC 82 7 UC 96
1 UC 83 0 UC 97
Black Dragon Varies MM 87 0 UC 97
3 UC 83 ⅛ UC 98
12 UC 84 ½ UC 98
½ UC 85 2 UC 98
⅛ UC 86 6 UC 99
½ UC 86 Varies UC 162
Bronze Dragon Varies MM 107 Varies UC 163
Bullywug ¼ MM 35 3 UC 99
1 UC 88 0 UC 100
¼ UC 88 ½ UC 100
Chuul 4 MM 40 Frog 0 MM 322
Chwinga 0 ToA 216 Froghemoth 10 VGtM 145
25 UC 89 1 UC 101
10 UC 90 8 UC 102
Constrictor Snake ¼ MM 320 10 UC 103
6 UC 91 14 UC 104
Crab 0 MM 320 2 UC 105
Crocodile ½ MM 320 1 UC 105
8 UC 91 ⅛ UC 106
Deep Scion 3 VGtM 135 Giant Constrictor Snake 2 MM 324
3 UC 93 Giant Coral Snake 4 GoS 236
Dimetrodon ¼ VGtM 139 Giant Crab ⅛ MM 324

CHAPTER 7 | CREATURES UNDERWATER


75
Giant Crayfish 2 TFTY 235 Koalinth Varies GoS 238
Giant Crocodile 5 MM 324 Kraken 23 MM 196
2 UC 106 Kuo-Toa Varies MM 198
Giant Frog ¼ MM 325 Leviathan 20 MToF 198
¼ UC 107 1 or 2 UC 112
Giant Lightning Eel 3 TFTY 236 0 UC 112
Giant Lizard ¼ MM 326 Lizard 0 MM 332
Giant Octopus 1 MM 326 Lizardfolk Varies MM 204
Giant Poisonous Snake ¼ MM 327 4 UC 112
Giant Sea Eel ½ GoS 237 Locathah Varies GoS 243
Giant Sea Horse ½ MM 328 Marid 11 MM 146
4 UC 107 0 UC 114
Giant Shark 5 MM 328 ⅛ UC 115
Giant Snapping Turtle 3 ToA 222 ⅛ UC 115
4 UC 108 Merfolk Varies MM 218
1 UC 108 ½ UC 115
Giant Toad 1 MM 329 Merrow 2 MM 219
Giant Walrus 4 IDRF 312 Mongrelfolk ¼ CoS 234
Gibbering Mouther 2 MM 157 Morkoth 11 VGtM 178
Gold Dragon Varies MM 113 Mud Mephit ¼ MM 216
6 UC 109 22 UC 116
Green Dragon Varies MM 93 Naiad 2 MOT 236
Green Hag 3 MM 177 1 UC 117
Grung Varies VGtM 156 4 UC 117
Half-Dragon 5 MM 180 Octopus 0 MM 333
1 UC 109 1 UC 118
½ UC 110 Oozes Varies MM 240
2 UC 110 0 UC 118
Hulking Crab 5 SKT 240 ⅛ UC 118
Hunter Shark 2 MM 330 Plesiosaurus 2 MM 80
Hydra 8 MM 190 Poisonous Snake ⅛ MM 334
Hydroloth 9 MToF 249 Polar Bear 2 MM 334
9 UC 111 4 UC 119
Ixitxachitl 3 OotA 225 Quipper 0 MM 335
13 UC 111 Reef Shark ½ MM 336
Juvenile Kraken 14 GoS 238 ½ UC 119
Kelpie 4 TFTY 238 Sahuagin Varies MM 263
Killer Whale 3 MM 331 6 UC 120
1 UC 112 5 UC 120
Knucklehead Trout 0 IDRF 295 0 UC 121

CHAPTER 7 | CREATURES UNDERWATER


76
Sea Hag 2 MM 179 Storm Giant 13 MM 156
Sea Horse 0 MM 337 5 UC 126
Sea Lion ½ GoS 252 ½ UC 126
Sea Lion Monstrosity 5 TFTY 242 ¼ UC 128
2 UC 121 Swarm of Poi. Snakes 2 MM 338
Sea Spawn 1 VGtM 189 Swarm of Quippers 1 MM 338
⅛ UC 121 Tortle Varies MToF 242
0 UC 122 1 UC 128
⅛ UC 122 Triton Varies MOT 244
12 UC 123 Walrus ¼ IDRF 312
Shambling Mound 5 MM 270 Water Elemental 5 MM 125
Shell Shark 2 GoS 252 Water Weird 3 MM 299
¼ UC 123 Wastrilith 13 MToF 139
Siren 3 TFTY 243 2 UC 129
Skum 5 GoS 254 4 UC 129
Slithering Tracker 3 VGtM 191 9 UC 130
Sperm Whale 8 IDRF 309 White Dragon Varies MM 100
6 UC 124 Yuan-Ti Anathema 12 VGtM 202
0 UC 125 ½ UC 131
3 UC 125 ½ UC 131
¼ UC 125
Huge aberration, lawful evil

Armor Class 17 (natural armor)

Hit Points 189 (18d12 + 72)

Speed 5 ft., swim 50 ft.

23 (+6) 9 (-1) 19 (+4) 16 (+3) 14 (+2) 16 (+3)

Saving Throws Str +11, Con +9, Int +8, Cha +8

Skills Investigation +8, Perception +12

Condition Immunities charmed

Senses darkvision 120 ft., passive Perception 22

Languages Deep Speech, telepathy 120 ft

Challenge 14 (11,500 XP)

Amphibious. The aboleth watcher can breathe air and

water.

Displacement. The aboleth watcher projects a magical

(psionic) illusion that makes it appear to be standing near

its actual location, causing attack rolls against it to have

disadvantage. If it is hit by an attack, this trait is disrupted

until the end of its next turn. This trait is also disrupted

while the aboleth is incapacitated or has a speed of 0 ft.

Innate Spellcasting (Psionics). The aboleth watcher's

innate spellcasting ability is Intelligence (spell save DC 16,

+8 to hit with spell attacks). It can innately cast the

following spells without components.

At will: cure wounds (4d8 + 3), detect thoughts, inflict

wounds (4d10), hypnotic pattern

2/day each: clairvoyance, dimension door

1/day each: disintegrate, globe of invulnerability, magic

missile (10 darts), true seeing

Legendary Resistance (1/Day). If the aboleth watcher

fails a saving throw, it can choose to succeed instead.

Psionic Immunity. The aboleth watcher is immune to all

psionic spells and magic effects.

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.

Tentacle. Melee Weapon Attack: +11 to hit, reach 10 ft.,


The aboleth watchers are a rare breed of aboleth who
one target. Hit: 15 (2d8 + 6) bludgeoning damage.
watch the oceans for the return of any ancient threats and

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

finding and destroying enemies of the aboleth.

CHAPTER 7 | CREATURES UNDERWATER


78
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Tiny beast, unaligned
target. Hit: 1 piercing damage.

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.

Ammonoids and nautiloids are mollusks that live in either


8 (-1) 11 (0) 12 (+1) 1 (-5) 7 (-2) 3 (-4) spiral shells or conical shells. Their body chemistry and the

gases they use in their shells allow them to alter their

buoyancy in water; this then allows them to float around


Senses darkvision 30 ft., passive Perception 8
and attack Tiny creatures that wander by. They can also
Languages -
walk along the bottom of a body of water dragging their
Challenge 0
shells behind them. Ammonoids found in nature vary in

size and can be found ranging from the size of a coin to the

size of a small shield.


Water Breathing. The ammonoid can breathe only

underwater.
Alien Regeneration. The ancient devourer regains 10 hit

points at the start of its turn. Sunlight stops the ancient

devourer’s ability to regenerate but does not destroy it. An


Medium aberration, chaotic evil
ancient devourer can only be destroyed if its entire body is

destroyed, even the smallest remaining piece will


Armor Class 18 (natural armor) eventually regenerate the entire creature.
Hit Points 99 (18d8 + 18)

Speed 50 ft. Amphibious. The ancient devourer can breathe air and

water.

Psionic Immunity. The ancient devourer is immune to all

psionics and psychic damage.


15 (+2) 20 (+5) 13 (+1) 7 (-2) 13 (+1) 16 (+3)
Reptile Hatred. The ancient devourer is immune to the

frightened condition if it can see a reptilian humanoid and


Saving Throws Dex +10, Wis +6, Cha +8 will attack them before it attacks anything else.
Skills Acrobatics +10, Athletics +7, Perception +6, Stealth

+10 Water Sensitivity. The ancient devourer is paralyzed if

Damage Immunities necrotic, psychic completely submerged in water, ice, or snow.

Condition Immunities charmed

Senses passive Perception 16

Languages Deep Speech


Multiattack. The ancient devourer makes three attacks:
Challenge 11 (7,200 XP)
one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one

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

must also make a successful DC 16 Intelligence saving

throw or be paralyzed until the end of its next turn.


Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one

target. Hit: 15 (3d6 + 5) slashing damage. If a target is hit

by both claw attacks, then it is grappled (escape DC 15) Tiny beast, unaligned

unless it makes a successful DC 18 Dexterity saving throw.

Grappled targets are restrained until the grapple ends. The


Armor Class 11
ancient devourer cannot attack with its claws while it
Hit Points 3 (2d4 -2)
grapples a creature.
Speed 0 ft., swim 20 ft.

These creatures look like the Far Realm’s version of an

alien bat-like vampire that tears living things to shreds

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

deep oceans. In theory, these creatures still exist in the Far

Realm, but no one is bothering to find out. Although these Senses passive Perception 8

creatures resemble nightmarish vampires, they are not Languages -

undead. If one is brought to the surface, it will likely cause Challenge 0 (10 XP)

grave harm and havoc. Ancient devourers are forgotten by

surface and aquatic civilizations with one exception. The

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.

any ancient devourers are found.


Water Breathing. The angler fish can breathe only

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.

your campaign to introduce cosmic horror


themes. These creatures also play to the idea of The angler fish has an upturned jaw filled with sharp teeth
the deep ocean as a prison. and a bioluminescent orb at the end of a fin ray protruding

from its forehead. They come in a wide variety of colors and

are usually between 1 and 7 inches long.


Colossal beast, unaligned Huge monstrosity, lawful neutral

Armor Class 11 (natural armor) Armor Class 13 (natural armor)

Hit Points 246 (12d30 + 60), damage threshold 9 Hit Points 114 (12d12 + 36)

Speed 30 ft. Speed 10 ft., swim 40 ft.

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

Senses passive Perception 10 Skills Insight +10, Nature +7, Religion +7

Languages - Condition Immunities poisoned

Challenge 10 (5,900 XP) Senses truesight 120 ft. (blind beyond this radius), passive

Perception 17

Languages Aquan, Primordial, and any four others

Siege Monster. The apatosaurus does double damage to Challenge 5 (1,800 XP)

objects and structures.

Ageless. The apricot kame is immune to any natural or

magical effect that changes its age or causes disease.


Multiattack. The apatosaurus makes two attacks: one with

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

with spell attacks). It can innately cast the following spells,


Tail. Melee Weapon Attack: +10 to hit, reach 30 ft., one
requiring no material components.
target. Hit: 34 (5d10 + 7) bludgeoning damage. The target

must succeed on a DC 18 Strength saving throw or be At will: command, cure wounds, identify, inflict wounds

knocked prone. (3d10 + 7)

3/day each: augury, guiding bolt (5d6 + 7), hold person,

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

CHAPTER 7 | CREATURES UNDERWATER


82
Poor Vision. The apricot kame has disadvantage on all Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one

Wisdom (Perception) checks that rely on sight. target. Hit: 1 slashing damage.

Potent Spellcasting. The apricot kame adds its Wisdom


Auruminix are pale worms with a single, impossibly-fast
modifier to any damage caused by its innate spells.
tentacle that it uses to sting Small or Tiny creatures. If it

manages to kill a creature it will then quickly retract back

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.

or not the apricot kame are servants or worshipers of the

primordial Istishia. If asked, an apricot kame will usually

deflect the question or endlessly ask the speaker to define

parts of the question or otherwise dissemble until the


Small aberration, neutral evil
speaker gives up. They refuse to directly answer any

question regarding their purpose or what they are doing --

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.

Small monstrosity, unaligned 11 (0) 11 (0) 15 (+2) 7 (-2) 13 (+1) 17 (+3)

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

Senses blindsight 20 ft., passive Perception 11

Languages -

Challenge 3 (700 XP)


13 (+1) 24 (+7) 12 (+1) 2 (-4) 9 (-1) 3 (-4)

Blinding Radiance. The blinder vile produces bright green


Saving Throws Str +3
light in a 40-foot radius and dim light for an additional 40
Skills Stealth +9
feet. Any seeing creature within 20 feet of the blinder vile
Condition Immunities restrained
must make a successful DC 13 Intelligence saving throw or
Senses darkvision 30 ft., passive Perception 9
be permanently blinded. Any creature with truesight has
Languages -
disadvantage on their saving throw. Unless surprised, a
Challenge 1 (200 XP)
creature can close its eyes to avoid the saving throw but

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 blinder vile attacks once with each ray if

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.

10 ft., one target. Hit: 1 piercing damage and 3 (1d6)

poison damage.

CHAPTER 7 | CREATURES UNDERWATER


83
Blue Ray. Ranged Spell Attack: +5 to hit, range 20 ft., one

target. Hit: 1 psychic damage and target is stunned until

the beginning of their next turn unless they make a Colossal beast, unaligned

successful DC 13 Charisma saving throw.

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

successful DC 13 Strength saving throw or be pulled 10 Speed 0 ft., swim 50 ft.

feet towards the blinder vile.

Yellow Ray. Ranged Spell Attack: +5 to hit, range 80 ft.,

one target. Hit: 9 (2d8) radiant damage. 26 (+8) 9 (-1) 21 (+5) 4 (-3) 14 (+2) 8 (-1)

Blinder vile are used in many aquatic humanoid fables and

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

goodness. These alien creatures resemble slowly moving Languages -

clumps of brightly glowing sand that travel in small herds Challenge 12 (8,400 XP)

at the bottom of the ocean. Their movements are as erratic

as they are slow, some only moving a half-mile in a year.


Charge. If the blue whale moves at least 40 feet straight
Although they attack any living creature that gets within 20
towards a target and then hits it with its slam attack on the
feet of them, large communities of creatures and plants will
same turn, then the target takes an additional 24 (3d10 + 8)
spring up around blinder vile herds because their light can
bludgeoning damage.
be used by plants as if it was sunlight. This has caused

more than a few debates in druidic and naturalist circles


Echolocation. The blue whale cannot use its blindsight
about the usefulness of these evil creatures and even how
while deafened.
they may be necessary for underwater life to flourish.

Blinder vile will settle on dead creatures and slowly Hold Breath. The blue whale can hold its breath for 90

absorb them, able to disintegrate all the nonmagical minutes.

material in a Medium creature in roughly a month. If


Keen Hearing. The blue whale has advantage on Wisdom
brought to the surface or killed, a blinder vile quickly
(Perception) checks that rely on hearing.
evaporates, leaving behind a chaotic knot of jewelry-grade

purple-black coral known as shadow coral. Siege Monster. The blue whale does double damage to

objects and structures.


Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one

target. Hit: 35 (5d10 + 8) bludgeoning damage.

Tail. Melee Weapon Attack: +12 to hit, reach 30 ft., one

target. Hit: 46 (7d10 + 8) bludgeoning damage.

Blue whales are the largest mammals found in a natural

environment. These creatures are sometimes 100 feet long

and weigh close to 200 tons.

Small humanoid (goblinoid), neutral evil

Armor Class 14 (mist shroud)

Hit Points 14 (4d6)

Speed 35 ft., swim 20 ft.

8 (-1) 11 (0) 10 (0) 8 (-1) 10 (0) 14 (+2)

Skills Stealth +4

Senses darkvision 60 ft., passive Perception 10

Languages Common, Goblin

Challenge ½ (100 XP)

Hold Breath. The boglin can hold its breath for 10

minutes.

Boglins are cowards, even by goblin standards. A boglin


Pack Magic. A creature making a saving throw against a
looks like a brown- to red-skinned goblin with sunken eyes.
spell cast by a boglin has disadvantage on their saving
They usually only attack near bodies of water that they can
throw if there are at least four boglins within 10 feet of the
flee into if things don’t go according to plan. Boglins will
creature.
not attack unless they have at least an 8 to 1 numerical

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.

spells: When boglins do attack, they will spread their magic

between casters and force a wide variety of saving throws


Cantrips (at will): choke, minor illusion, shocking grasp, against a single target to take advantage of their pack
true strike magic feature. Boglins usually make lairs that are difficult
1st level (4 slots): fog cloud, ray of sickness to get to or in air-filled areas only accessible via water.
2nd level (3 slots): blur, mind spike (see Xanathar’s Guide

to Everything), misty step

Mist Shroud. The boglin is surrounded by an illusionary

foggy shroud, which grants it an Armor Class of 14. If it is

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.

CHAPTER 7 | CREATURES UNDERWATER


85
Small monstrosity, any neutral
Small beast, unaligned

Armor Class 15 (natural armor)


Armor Class 12
Hit Points 13 (3d6 + 3)
Hit Points 7 (2d6)
Speed 5 ft.
Speed 0 ft., swim 20 ft.

7 (-2) 15 (+2) 11 (0) 2 (-4) 9 (-1) 3 (-4) 5 (-3) 12 (+1) 12 (+1) 16 (+3) 13 (+1) 13 (+1)

Saving Throws Int +5, Cha +3


Senses passive Perception 9
Skills Deception +3, Investigation +5, Persuasion +3,
Languages -

Challenge ⅛ (25 XP) Stealth +3

Senses blindsight 30 ft., passive Perception 11

Languages telepathy 30 ft.

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

underwater. spellcasting ability is Intelligence (spell save DC 13, +5 to

hit with spell attacks). It can innately cast the following

spells, requiring no components.

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

poisoned condition. A creature that is reduced to 0 hit with plants

points from this attack is stable but gains the paralyzed 1/week each: dimension door

condition for 1 hour.


Water Breathing. The brain coral can breathe only

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

Intelligence saving throw. A creature can repeat the saving

throw at the end of its turn, ending the effect on itself on a

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

poisoned condition. shipwrecks.

CHAPTER 7 | CREATURES UNDERWATER


86
Large monstrosity, any lawful
Small fey, any chaotic

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)

Saving Throws Dex +5


Skills Deception +7, Nature +3, Perception +3, Stealth +6
Skills Nature +2, Perception +4, Performance +6
Damage Resistances cold, poison, radiant; bludgeoning,
Damage Resistances thunder
piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Senses darkvision 120 ft., passive Perception 13
Languages Aquan
Languages Aquan, Common, Sylvan

Challenge 1 (200 XP)


Challenge ¼ (50 XP)

Amphibious. The cecaelia can breathe air and water.


Innate Spellcasting. The catomer’s innate spellcasting

ability is Charisma (spell DC 13, +5 to hit with spell


Deep Song. The cecaelia, if awake and not silenced, is
attacks). It can cast the following spells requiring no
constantly singing or humming. Any creatures, including
material components:
plants, with a Charisma higher than 5, that are within 30

feet of a singing cecaelia must make a successful DC 13


At will: enlarge/reduce, minor illusion, prestidigitation, ray
Charisma saving throw before they can take any action that
of frost, shape water, shield
will harm the cecaelia. If they fail, they spend their action
3/day each: charm person, magic missile, misty step
listening to the cecaelia singing. Creatures that are
1/day each: beast speech, shatter
deafened or have witnessed the cecaelia do anything to

Keen Smell. The catomer has advantage on Wisdom harm them or their allies are immune to deep song for 24

(Perception) checks that rely on smell. hours.

Magic Resistance. The catomer has advantage on saving Plant Friend. The cecaelia can speak with any aquatic

throws against spells or other magical effects. plant.

Sunlight Breathing. The catomer does not breathe but

gains 1 level of exhaustion if not exposed to sunlight each

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.

Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft.,

one target. Hit: 5 (1d4 + 3) bludgeoning damage and the

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.

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


Catomer are intelligent aquatic fey that behave like
target. Hit: 5 (1d4 + 3) piercing damage.
exceptionally capricious large cats with non-retractable

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

up some sunlight each day. underwater.

Cecaeliae are creatures with the upper body of a human

and the lower body of an octopus and when fully extended

(for swimming) they can be over 8 feet long measured from

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

the oceans. Some cecaeliae are accomplished bards or

sorcerers but most are content to wander the oceans and

beaches living a simple life protecting the natural

environment. Cecaeliae have a legendary hatred of birds,

especially ravens.
sphere, centered on the dragon. This breath weapon

damage is rolled and then halved.


Colossal dragon, lawful good

Repulsion Breath. The dragon exhales repulsion energy in

a 30-foot cone. Each creature in that area must succeed on


Armor Class 20 (natural armor)
a DC 24 Strength saving throw. On a failed save, the
Hit Points 588 (24d30 + 216), damage threshold 15
creature is pushed 60 feet away from the dragon.
Speed 30 ft. fly 40 ft., swim 60 ft.

Change Shape. The dragon magically polymorphs into a

humanoid or beast that has a challenge rating no higher

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

absorbed or borne by the new form (the dragon’s choice).

In a new form, the dragon retains its alignment, hit


Saving Throws Dex +5, Wis +10, Con +16, Chr +13 points, Hit Dice, ability to speak, proficiency, Legendary
Skills Insight +10, Perception +17, Stealth +5 Resistance, lair actions, and Intelligence, Wisdom, and
Damage Immunities lightning Charisma scores, as well as this action. Its statistics and
Senses blindsight 60 ft., darkvision 120 ft., passive capabilities are otherwise replaced by those of the new
Perception 27 form, except any class features or legendary actions of that
Languages Aquan, Common, Draconic form.
Challenge 25 (75,000 XP)

Amphibious. The dragon can breathe air and water. The dragon can take 3 legendary actions, choosing from

the options below. Only one legendary action option can be


Legendary Resistance (3/Day). If the dragon fails a saving used at a time and only at the end of another creature’s
throw, it can choose to succeed instead. turn. The dragon regains spent legendary actions at the

start of its turn.


Siege Monster. The dragon does double damage to objects

and structures. Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its

wings. Each creature within 15 feet of the dragon must


Multiattack. The dragon can use its Frightful Presence. It
succeed on a DC 25 Dexterity saving throw or take 17 (2d6
then makes three attacks: one with its bite and two with its
+ 10) bludgeoning damage and be knocked prone. The
claws.
dragon can then fly up to half its flying speed.

Bite. Melee Weapon Attack: +17 to hit, reach 30 ft., one

target. Hit: 43 (6d10 + 10) piercing damage.


Colossal bronze dragons are beyond ancient and spend

almost all their time patrolling the oceans in a variety of


Claw. Melee Weapon Attack: +17 to hit, reach 20 ft., one
shapes and forms, always on the lookout for any rising evil.
target. Hit: 31 (6d6 + 10) slashing damage.
Their long stays in the ocean have allowed them to grow to

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

weight. This is probably the one creature in the ocean that


Frightful Presence. Each creature of the dragon’s choice
a kraken will go out of its way to avoid and not antagonize.
that is within 120 feet of the dragon and aware of it must

succeed on a DC 21 Wisdom saving throw or become

frightened for 1 minute. A creature can repeat the saving

throw at the end of each of its turns, ending the effect on

itself on a success. If a creature’s saving throw is successful

or the effect ends for it, the creature is immune to the

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.

If the DM is using the variant rules for underwater

magic, then lightning breath changes into a 240-foot radius

CHAPTER 7 | CREATURES UNDERWATER


89
Multiattack. The octopus makes two attacks with its
Colossal beast, unaligned
tentacles as long as it is not grappling more than 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

grapple ends, the target is restrained. If the target is still

grappled at the end of its turn, then it takes 28 (6d6 + 7)

bludgeoning damage. The octopus cannot attack with its


24 (+7) 10 (0) 17 (+3) 6 (-2) 13 (+1) 4 (-3) tentacles if it has two creatures grappled at the start of its

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-

foot-radius cloud of ink extends all around the octopus if it

is underwater. The area is heavily obscured for 1 minute,

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

objects and structures.


The colossal octopus attacks Medium or smaller creatures

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

and pull food (humanoids) from a passing ship to tide


Water Breathing. The octopus can breathe only
themselves over until they can find a whale to eat.
underwater.
Large aberration, chaotic evil
Large elemental, neutral

Armor Class 15 (natural armor)


Armor Class 16 (natural armor)
Hit Points 75 (10d10 + 20)
Hit Points 84 (13d10 + 13)
Speed 10 ft., swim 30 ft.
Speed 20 ft.

17 (+3) 11 (0) 13 (+1) 19 (+4) 13 (+1) 15 (+2) 19 (+4) 12 (+1) 15 (+2) 13 (+1) 16 (+3) 17 (+3)

Saving Throws Str +7, Wis +6


Saving Throws Int +7, Wis +4, Cha +5
Skills Insight +6, Investigation +7, Perception +9, Stealth
Skills Animal Handling +4, Investigation +7, Perception +4
+4
Damage Resistances bludgeoning, piercing, and slashing
Condition Immunities blinded, prone
from nonmagical attacks
Senses darkvision 120 ft., tremorsense 30 ft., passive
Damage Immunities psychic
Perception 19
Condition Immunities exhaustion, paralyzed, petrified,
Languages Aquan, Deep Speech, Common
stunned
Challenge 8 (3,900 XP)
Damage Vulnerabilities poison

Senses truesight 10 ft., passive Perception 14

Languages Aquan, Terran, Primordial, telepathy 120 ft.


Amorphous. The darktentacles can move through any
Challenge 6 (2,300 XP)
space that a Small creature could fit through, as long as it

does not have a creature grappled.

Bleaching. The coral herder loses 1 Hit Dice each turn it


Amphibious. The darktentacles can breathe air and water.
starts even partially exposed to brackish water, fresh water,

or air. It regains 1 Hit Dice every ten years it remains in salt Dominate Creature. A creature that has started its third

water. turn in a row grappled by the darktentacles must make a

successful DC 14 Charisma saving throw or be affected by


Coral Herding. The coral herder suffers no disadvantages
a long-duration version of the spell dominate monster.
associated with being or fighting underwater and moves
Creatures that cannot see or are blinded are immune. The
through natural and magical coral without penalty and
darktentacles can only have three creatures affected by
without damaging the coral in any way.
dominate monster at one time and dominated creatures

can reattempt their saving throw at the beginning of each


Innate Spellcasting (Psionics). The coral herder’s innate
day; those that succeed are no longer dominated.
spellcasting ability is Intelligence (spell save DC 15, +7 to

hit with spell attacks). It can innately cast the following


Grasping Tentacles. The darktentacles has 12 tentacles,
spells, requiring no components.
each with an AC of 15 with 15 hit points, which can be

destroyed individually if targeted. The hit points of a


At will: light, mending, shatter (4d8), shield
tentacle are separate from the darktentacles'. Each tentacle
3/day each: riptide, slow, phantasmal killer
is regrown after a long rest.
1/day each: flesh to stone, wall of stone

Multiattack. The darktentacles attacks twelve times with


Multiattack. The coral herder makes two slam attacks.
its tentacles. It can only attack one Large or smaller

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.

has an Intelligence higher than 6, then they also take 7


Tentacle. Melee Weapon Attack: +7 to hit, reach 20 ft., one
(2d6) psychic damage.
target. Hit: 7 (1d6 + 4) bludgeoning damage. Target is

grappled (escape DC 15) unless it makes a DC 14


Coral herders are sentient sections of coral reef that seem
Dexterity saving throw. The darktentacles can choose to
to form slowly over time in the presence of brain coral.
constrict none, some, or each creature that is grappled at
These elementals slowly and carefully patrol large reefs,
the beginning of its turn for 11 (2d6 + 4) bludgeoning
ignoring anything natural. If they find anything out of place,
damage. The darktentacles can move any grappled target
like an anchor, surface creatures, or garbage, then they will
that was not constricted up to 10 feet towards itself.
remove it with violence. Their attacks are described as

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.

CHAPTER 7 | CREATURES UNDERWATER


91
red eyes. Each mass is inhabited by an evil intelligence that

enjoys dominating or drowning creatures. Their favorite

tactic is to remain still, just under the water, and ambush

creatures within range, dragging them into the water to

crush and drown them. These evil creatures will

sometimes dominate more useful creatures to either lure

more victims towards them or perform some other errand.

Each darktentacles has three octopus-like beaks that it

uses to eat or communicate with victims.


Huge beast, unaligned
Medium monstrosity, unaligned

Armor Class 17 (natural armor)


Armor Class 20 (natural armor)
Hit Points 105 (10d12 + 40)
Hit Points 91 (14d8 + 28)
Speed 0 ft., swim 40 ft.
Speed 10 ft., swim 10 ft.

14 (+2) 10 (0) 15 (+2) 2 (-4) 15 (+2) 9 (-1) 22 (+6) 8 (-1) 19 (+4) 1 (-5) 10 (0) 5 (-3)

Senses blindsight 60 ft., passive Perception 10


Saving Throws Con +6
Languages -
Damage Resistances bludgeoning, piercing, and slashing
Challenge 5 (1,800 XP)
Damage Immunities acid, cold, fire

Damage Vulnerabilities lightning

Senses tremorsense 60 ft. (blind beyond this radius),


Water Breathing. The dunkleosteus can breathe only
passive Perception 12
underwater.
Languages -

Challenge 3 (700 XP)

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one


Acid and Fire Absorption. Whenever the deep-water snail target. Hit: 16 (3d6 + 6) slashing damage.
is subjected to acid or fire damage, it takes no damage and

instead regains a number of Hit Points equal to half of the

acid or fire damage dealt.


Quick Bite. The dunkleosteus makes one bite attack

Deep Dweller. The deep-water snail cannot breathe unless against a creature that moves within 5 feet of it.

it is under 10,000 feet of water and is immune to any

damage caused due to its depth underwater.


A dunkleosteus is a huge shark-like creature with an

Slow. The deep-water snail cannot use bonus actions. armored head and sharp jaws designed to open and snap

shut so quickly that most prey is cut in half by the speed

and force of its jaws. This creature, though not a shark, fills

the same ecological niche. Where the shark is faster and


Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
more maneuverable, the dunkleosteus is more armored but
target. Hit: 7 (2d6) acid damage.
slower.

Deep-water snails are mollusks the size of large dogs that

are only found on or near hydrothermal vents or portals to

the Elemental Plane of Fire. These creatures will die if less

than 10,000 feet of water pressure is pressing on them, but

they are completely at home at any

greater depth. These snails have thick

iron shells, and their flesh can be jet

black, grey, or bright orange in some

instances.

CHAPTER 7 | CREATURES UNDERWATER


93
Colossal dragon, neutral
Huge beast, unaligned

Armor Class 18 (enlightened)


Armor Class 9
Hit Points 390 (20d30 + 80), damage threshold 6
Hit Points 78 (12d12)
Speed 10 ft. fly 30 ft. (hover), swim 50 ft.
Speed 0 ft., swim 40 ft.

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

Condition Immunities restrained

Senses darkvision 120 ft., truesight 30 ft., passive


Water Breathing. The eel gulper can breathe only
Perception 18
underwater
Languages Aquan, Common, Draconic, Primordial

Challenge 21 (33,000 XP)

Multiattack. The eel gulper makes two attacks: one with

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).

and dim light for an additional 60 feet. A creature that is


Legendary Resistance (3/Day). If the enigmatic serpent
not blind within 30 feet of the eel gulper must make a
fails a saving throw, it can choose to succeed instead.
successful DC 12 Wisdom saving throw or be stunned until

the end of their next turn.


Siege Monster. The enigmatic serpent does double

damage to objects and structures.


Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one

target. Hit: 15 (2d8 + 6) bludgeoning damage. If the target


Spellcasting. The enigmatic serpent is a 13th-level
is a Huge or smaller creature, it must succeed on a DC 17
spellcaster. Its spellcasting ability is Wisdom (spell save DC
Dexterity saving throw or be swallowed by the eel gulper. A
+22, +14 to hit with spell attacks). The enigmatic serpent
swallowed creature is blinded and restrained, it has total
can cast create or destroy water and detect thoughts at will
cover against attacks and other effects outside the eel
and has the following cleric spells prepared:
gulper and takes 2d4 acid damage at the start of each of

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

is no maximum to the number of creatures the eel gulper from energy

can swallow, due to its massive jaws and expanding 4th level (3 slots): banishment, control water, ice storm,

stomach. locate creature

5th level (2 slots): airy water, commune with nature,

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.

CHAPTER 7 | CREATURES UNDERWATER


94
Counterspell. The enigmatic serpent attempts to counter

an enemy’s spell, as per counterspell.

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

of its time protecting an ocean. They have a wide array of


Breath Weapon (Recharge 6). The enigmatic serpent
ivory horns on their head and a long serpentine body, both
exhales ice-cold air in a 60-foot line that is 10 feet wide.
rumored to be stronger than steel. There is only ever one
Each creature in that line must make a DC 20 Dexterity
enigmatic serpent at a time in any body of water and they
saving throw, taking 86 (12d12 + 8) cold damage on a
rarely bother creatures that are not actively attempting to
failed save, or half as much damage on a successful one.
harm the water they protect. If slain, a new serpent will

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

aquatic humanoid’s raids against the surface folk but

threaten any groups that attempt to retaliate. Their motives

are their own, but they all share a hatred of being


The enigmatic serpent can take 3 legendary actions, worshiped. Any creature even appearing to worship them is
choosing from the options below. Only one legendary attacked on sight without mercy. When asked why they
action option can be used at a time and only at the end of behave like this, they respond with, “I do not deserve your
another creature’s turn. The enigmatic serpent regains prayers.”
spent legendary actions at the start of its turn.
Eye Ray (Cold). The targeted creature must make a DC 13

Dexterity saving throw. It takes 36 (8d8) cold damage on a

failed save, or half as much damage on a successful one. A


Large aberration, lawful evil
creature killed by this ray becomes a frozen statue until it

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

for 1 minute. This ray has no effect on undead. At the end

of each of its turns, the target can attempt another Wisdom

saving throw. On a success, this effect ends for that target.

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.

Each creature in a 60-foot cone must make a DC 15


Saving Throws Str +8, Dex +3, Wis +5
Constitution saving throw. Targets are stunned until the
Skills Deception +5, Insight +5, Perception +8
end of their turn and blinded for 1 minute on a failed save
Condition Immunities prone
or blinded until the end of their turn on a successful save.
Senses darkvision 60 ft., passive Perception 18

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

an hour and does not require concentration. The eye of the

deep can only have one persistent image at a time, and if it


Amphibious. The eye of the deep can breathe air and
uses this action again the previous illusion is immediately
water.
dispelled.

The eye of the deep is an underwater and weaker version of

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.

This beholder-like creature has a central clear eye, two eye-


Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
stalks, and a massive crab-like pincher that it uses to crush
target. Hit: 14 (2d8 + 5) bludgeoning damage. The target is
anything that gets too close. The eye of the deep will
grappled (escape DC 16) unless it makes a successful DC
usually start an encounter with an illusion that lures
16 Dexterity saving throw. The eye of the deep cannot use
creatures to stop or otherwise put themselves in danger.
this attack if it has a creature grappled.
This illusion can be shiny treasure on the beach, under the

water, or on a tiny island. An eye of the deep knows that it is


Constrict. If a creature is grappled at the start of its turn,
no match for an aboleth or beholder and will abandon its
the eye of the deep constricts it for 14 (2d8 + 5)
favored hunting spots or flee its lair if it detects one nearby.
bludgeoning damage.
Water Breathing. Fish can breathe only underwater.

Fish come in all imaginable shapes and sizes. Tiny fish

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

thirty feet long . Most fish are omnivores and insectivores,

with predators being primarily carnivores. These statistics

are very generic and should suffice for most uses, but

certain fish will have different statistics, abilities, types of Small beast, unaligned

damage, etc. Note that Gargantuan fish do not exist in

nature but can easily be found in a fantasy setting.


Armor Class 12 (natural armor)

Hit Points 9 (2d6 +2)

Speed 0 ft., swim 30 ft.

Tiny beast, unaligned

Armor Class 11 8 (-1) 13 (+1) 12 (+1) 1 (-5) 8 (-1) 2 (-4)


Hit Points 2 (1d4)

Speed 0 ft., swim 30 ft.


Senses passive Perception 9

Languages -

Challenge 0 (10 XP)

3 (-4) 13 (+1) 10 (0) 1 (-5) 7 (-2) 2 (-4)


Water Breathing. Fish can breathe only underwater.

Senses passive Perception 8

Languages -

Challenge 0 (0 XP)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 2 (1d4 - 1) bludgeoning damage.


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Medium beast, unaligned
target. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is

a Medium or smaller creature, it must succeed on a DC 12

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

takes 1d3 acid damage at the start of each of the fish’s

turns. If the fish takes 10 damage or more on a single turn

from a creature inside it, the fish will regurgitate the

13 (+1) 13 (+1) 13 (+1) 1 (-5) 9 (-1) 3 (-4) swallowed creature, which falls prone in a space within 10

feet of the fish. If the fish dies, a swallowed creature is no

longer restrained by it and can escape by using 10 feet of

Senses passive Perception 9 movement, exiting prone. The fish can have only one

Languages - swallowed creature at a time.

Challenge 1/8 (25 XP)

Water Breathing. Fish can breathe only underwater.


Huge beast, unaligned

Armor Class 13 (natural armor)


Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Hit Points 68 (8d12 + 16)
target. Hit: 3 (1d4 + 1) bludgeoning damage. If the target is
Speed 0 ft., swim 40 ft.
a Small or smaller creature, it must succeed on a DC 11

Dexterity saving throw or be swallowed by the fish. A

swallowed creature is blinded and restrained, it has total

cover against attacks and other effects outside the fish and

takes 1 acid damage at the start of each of the fish’s turns.


18 (+4) 8 (-1) 15 (+2) 2 (-4) 9 (-1) 5 (-3)
If the fish takes 5 damage or more on a single turn from a

creature inside it, the fish will regurgitate the swallowed


Saving Throws Str +7 Skills Athletics +7, Perception +2
creature, which falls prone in a space within 5 feet of the
Senses passive Perception 12
fish. If the fish dies, a swallowed creature is no longer
Languages -
restrained by it and can escape by using 5 feet of
Challenge 2 (450 XP)
movement, exiting prone. The fish can only have one

swallowed creature at a time.

Water Breathing. Fish can breathe only underwater.

Large beast, unaligned Multiattack. The fish makes two attacks: one with its slam

and one with its bite.

Armor Class 13 (natural armor)


Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Hit Points 37 (5d10 + 10)
target. Hit: 6 (1d4 + 4) bludgeoning damage. Medium or
Speed 0 ft., swim 30 ft.
smaller creatures are knocked prone unless they make a

successful DC 15 Strength saving throw.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one

15 (+2) 11 (0) 15 (+2) 2 (-4) 9 (-1) 5 (-3) target. Hit: 9 (1d10 + 4) bludgeoning damage. If the target

is a Large or smaller creature, it must succeed on a DC 15

Dexterity saving throw or be swallowed by the fish. A


Saving Throws Str +4 swallowed creature is blinded and restrained, it has total
Skills Perception +1 cover against attacks and other effects outside the fish and
Senses passive Perception 11 takes 1d4 acid damage at the start of each of the fish’s
Languages - turns. If the fish takes 15 damage or more on a single turn
Challenge ½ (100 XP) from a creature inside it, the fish will regurgitate the

swallowed creature, which falls prone in a space within 10

feet of the fish. If the fish dies, a swallowed creature is no


Water Breathing. Fish can breathe only underwater.
longer restrained by it and can escape by using 15 feet of

movement, exiting prone.

CHAPTER 7 | CREATURES UNDERWATER


98
Gargantuan beast, unaligned

Tiny celestial, neutral good

Armor Class 14 (natural armor)

Hit Points 135 (10d20 + 30)


Armor Class 19 (natural armor)
Speed 0 ft., swim 40 ft.
Hit Points 33 (6d4 + 18)

Speed 0 ft., swim 40 ft.

22 (+6) 7 (-2) 16 (+3) 2 (-4) 10 (0) 5 (-3)


22 (+6) 7 (-2) 16 (+3) 2 (-4) 10 (0) 5 (-3)
Saving Throws Str +9

Skills Athletics + 9, Perception +3


Saving Throws Wis +3, Cha +4
Senses passive Perception 13
Skills Stealth +3
Languages -
Damage Resistances bludgeoning, piercing, and slashing
Challenge 6 (2,300 XP)
Damage Immunities cold, necrotic, radiant

Senses truesight 60 ft., passive Perception 13

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

target. Hit: 9 (1d8 + 6) bludgeoning damage. Large or underwater.

smaller creatures are knocked prone unless they make a

successful DC 17 Strength saving throw.

Cold Burst (Recharge 5-6). The oyster emits a 15-foot-


Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
radius globe of intense cold. Everything in the area of effect
target. Hit: 11 (2d6 + 6) bludgeoning damage. If the target
must make a DC 12 Dexterity saving throw, taking 27 (6d8)
is a Huge or smaller creature, it must succeed on a DC 17
cold damage on a failed save, or half as much on a success.
Dexterity saving throw or be swallowed by the fish. A
Normal water in a 5-foot-radius sphere will also be frozen
swallowed creature is blinded and restrained, it has total
into transparent ice around the oyster. Each section of ice
cover against attacks and other effects outside the fish and
is nonmagical and has an AC of 12 and 10 hit points.
takes 1d6 acid damage at the start of each of the fish’s

turns If the fish takes 20 damage or more on a single turn


Dimensional Escape (Recharge 5-6). The oyster casts
from a creature inside it, the fish will regurgitate the
dimension door on itself without using components with a
swallowed creature, which falls prone in a space within 10
range of 60 feet. The oyster then makes a Dexterity
feet of the fish. If the fish dies, a swallowed creature is no
(Stealth) check at its new location.
longer restrained by it and can escape by using 15 feet of

movement, exiting prone.

Spell Reflection (Recharge 6). The oyster takes no

damage from a spell or magical effect and the original

caster or attacker becomes the target of the magical effect

Gargantuan fish not found in the ocean will be or spell, with spell attack and saves made normally.

the source of local legends going back many


generations. A large lake could support one and it Flat black (light-keeper) oysters are rare celestials that can
would be the source of numerous rumors, sometimes be found at the bottom of rivers, lakes, or
legends, and outright lies. shallow oceans, slowly absorbing light and turning it into a

radiant pearl. After absorbing light for thirty years, a flat

black oyster plane shifts to Elysium, where it spends

another thirty years letting the radiant pearl dissolve back

into light. It is assumed that the same oyster will then plane

shift back to a Material Plane to begin the process again.

CHAPTER 7 | CREATURES UNDERWATER


99
Amphibious. The flying fish can breathe air and water.

Keen Hearing. The flying fish has advantage on Wisdom


Tiny beast, unaligned (Perception) checks that rely on hearing.

Spellcasting. The flying fish is a 3rd-level spellcaster. Its


Armor Class 10
spellcasting ability is Charisma (spell DC 12, +4 to hit with
Hit Points 3 (1d4 + 1)
spell attacks). The flying fish has the following spells
Speed 5 ft.
prepared:

Cantrips (at will): guidance, resistance, spare the dying

1st level (4 slots): cure wounds, detect poison and disease,

2 (-4) 10 (0) 13 (+1) 2 (-4) 11 (0) 3 (-4) mending, protection from evil and good

2nd level (2 slots): calm emotions, lesser restoration

Skills Stealth +2 Understand Rider. The flying fish can communicate

Senses blindsight 10 ft., passive Perception 10 verbally with whoever is riding it, regardless of the

Languages - language being spoken.

Challenge 0 (10 XP)

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one


Water Breathing. The flower urchin can breathe only
target. Hit: 5 (1d4 + 3) bludgeoning damage. The flying fish
underwater.
cannot attack if it started its turn under the effects of its

sanctuary.

Sanctuary (Recharge 6). The flying fish and one creature


Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one
riding it are affected by a sanctuary spell that lasts for 1
target. Hit: 1 piercing damage and target must make a
minute. If the rider dismounts or makes any attack, then
successful DC 8 Constitution saving throw or take 2 poison
the spell effect ends for the rider.
damage.

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

those they can. Sailors consider the sighting of a vligender

to be great luck and the killing or capture of one is

universally considered taboo by almost all creatures that

Medium fey, neutral sail the seas. The drowner’s prayer is, “help me,” in the

Sylvan language, and most sailors know of it. A few claim

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

reimbursement for their life.

9 (-1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 13 (+1)

Saving Throws Wis +4, Cha +4


Save me, make it right!
Skills Acrobatics +6, Athletics +2, Medicine +7
Save me, I’ll pay the price.
Senses passive Perception 11
Save me, name your price.
Languages Sylvan

Challenge ½ (100 XP)

CHAPTER 7 | CREATURES UNDERWATER


100
losing it. This triangle also allows all gehreleths access to

racial memory so that they know who they are and all the

major experiences of all the gehreleths throughout time.


Medium ooze, unaligned

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

out of the Blood War … most of the time. Gehreleths will

violently oppose both sides of the Blood War whenever the

battle spills over into Carceri. A gehreleth with any desires


17 (+3) 7 (-2) 15 (+2) 1 (-5) 5 (-3) 1 (-5) other than to lord power over the weak and cause

destruction is very rare; those who have other desires and

managed to leave Carceri, seek whatever mad dreams they


Skills Stealth +2
have in the Lower Planes. Apomps will get around to
Damage Immunities acid
destroying defective gehreleths eventually, but this could
Condition Immunities blinded, charmed, deafened,
take years or centuries.
exhaustion, frightened, prone
Some consider the gehreleths to be the prison guards of
Senses truesight 10 ft. (blind beyond this radius), passive
Carceri, but this is by accident more than design. The
Perception 7
original prison keepers are nowhere to be found and no
Languages -
mortal seems to even remember who the original guards
Challenge 1 (200 XP)
were; quiet speculation by most planar scholars whisper

that some of the gods were the original guards, but they

desired more from their existence and found a way to shirk


Acid Cloud. If the gelatinous blob is not at maximum hit
their duties. The gehreleths couldn’t care less about
points at the beginning of its turn, then every creature
prisoners, but they inadvertently help to secure the prisons
within 5 feet of it takes 1d6 acid damage.
by killing or returning would-be escapees and attacking

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

getting free and laying waste to three levels of Carceri for a

Ooze Nature. The gelatinous blob does not sleep or period of years before its father bothered to imprison it

breathe. again.

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft.,

one target. Hit: 7 (1d8 + 3) bludgeoning damage and 3


You will find little-to-no information about
(1d6) acid damage. Carceri in Dungeons & Dragons 5th Edition
publications. If you want to research this
Gelatinous blobs are irregular lumps of mustard-yellow
interesting Plane of Existence, I suggest you dig
gelatinous ooze. This ooze slowly drifts with the currents
into previous versions of Dungeons & Dragons
but stays within 30 feet of the surface and attacks and
(Planescape Campaign Setting and various 3rd
Edition Guides to the Planes), or ask the rock
slowly absorbs whatever comes near it. This ooze, thought
gnome twins, Siri and Google.
to have originated in a distant ocean city’s sewers, is not as
What is most important about Carceri is that
dangerous as the gelatinous cube, but it can still threaten
the plane is meant to keep things in … the sorts
weak swimmers.
of things demigods and deities want to lock
away. Getting into Carceri is difficult, getting out
of Carceri without making a deal with a shator is
near impossible - previous versions of Dungeons
& Dragons would not even allow a creature with
Gehreleths are types of fiends called demodands who access to plane shift escape without assistance. I
worship a deity called Apomps, the Three-Sided Father, have made most of the known exit portals out of
who is responsible for how gehreleths are spawned. As Carceri lead into the deep oceans, each under at
gehreleths die, Apomps will select a corpse of a fallen least 20,000 feet of water. This is not much of
sentient being that died in the Lower Planes and breathe an escape for most creatures. You, of course, can
life into it. This new being is now a Farastu, and it is given alter what you want in order to fit the gehreleth
an obsidian triangle that is its link to Apomps. Most and Carceri into your campaign.
gehreleths will find a way to somehow stash the triangle

inside of themselves since there are dire consequences for

CHAPTER 7 | CREATURES UNDERWATER


101
Gehreleths are the only demodands that can compress
Medium fiend (demodand), chaotic evil
their bodies into a formless liquid that will fit inside a small

bucket or bottle. This compression process takes ten


Armor Class 16 (natural armor)
minutes and is easily interrupted so this ability should not
Hit Points 99 (18d8 + 18)
occur in combat. A compressed gehreleth is difficult to
Speed 30 ft., swim 20 ft., fly 20 ft.
detect, but luckily they cannot change the color of their skin

or otherwise make themselves look like a specific liquid.

Any creature inspecting a bottle or other containing a

compressed gehreleth can detect the gehreleth with a

successful DC 20 Intelligence (Investigation) check. A


20 (+5) 16 (+3) 13 (+1) 9 (-1) 8 (-1) 13 (+1)
compressed gehreleth can still observe its surroundings if

it is in a transparent or translucent container, even though


Saving Throws Str +10, Con +6
its eyes or other organs are not visible. Each Wisdom
Skills Athletics +10, Intimidation +6, Perception +4
(Perception) check made while compressed is at
Damage Resistances cold, fire; bludgeoning, piercing, and
disadvantage though. Compression has been the end of
slashing from nonmagical attacks
many adventurers and would-be Carceri escapees. This
Damage Immunities acid, poison
ability, and their general comfort with compression, allows
Condition Immunities exhaustion, frightened, poisoned
them to move freely in high-pressure regions like the hadal
Senses darkvision 120 ft., truesight 30 ft., passive
regions of the oceans, which also happen to be the only
Perception 14
area that stable portals to Carceri can be found in the
Languages Demodand
Material Plane. While they can freely roam outside of
Challenge 8 (3,900 XP)
Carceri, they become more and more nervous and anxious

the further they get from a portal and their link to the

gehreleth racial memory and the presence of Apomps.


Amphibious. The farastu can breathe air and water.

CHAPTER 7 | CREATURES UNDERWATER


102
Gehreleth Immunities. The farastu is immune to all

illusions and any magical effect that alters its emotions.

Medium fiend (demodand), chaotic evil


Innate Spellcasting. The farastu’s innate spellcasting

ability is Charisma (spell save DC 14, +6 to hit with spell

attacks). It can innately cast the following spells, requiring Armor Class 15 (natural armor)

no material components. Hit Points 157 (21d8 + 63)

Speed 30 ft., swim 30 ft., fly 30 ft.


At will: detect evil and good, detect magic, fear, tongues

2/day each: dispel magic

3/day each: clairvoyance, invisibility, fog cloud

22 (+6) 11 (0) 17 (+3) 11 (0) 13 (+1) 15 (+2)


Magic Resistance. The farastu has advantage on saving

throws against spells and other magical effects.

Magic Weapons. The farastu’s attacks are magical. Saving Throws Str +11, Cha +7

Skills Deception +7, Perception +6, Persuasion +7


Rage (1/Day). If the farastu starts its turn with less than Damage Resistances cold, fire; bludgeoning, piercing, and
half of its hit points, then it is raging. While raging, the slashing from nonmagical attacks
farastu has advantage on Strength checks and saving Damage Immunities acid, poison
throws and deals an extra 4 damage with each melee Condition Immunities exhaustion, frightened, poisoned
attack. This rage ends after 10 rounds. Senses darkvision 120 ft., truesight 60 ft., passive

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

saving throw. Those that fail find their weapons stuck in

the farastu’s tarry hide.


Acidic Slime. The kelubar continually exudes acidic slime
If the weapon can be removed from the attacker (swords,
from its skin. Anything touching or using natural weapons
daggers, clubs, etc.), then the attacker can use its action
(unarmed, bite, claw, etc.) against a kelubar takes 2d6 acid
during their next round to pull the weapon free. An attacker
damage from contact or per successful hit against a
can also choose to release the weapon without using an
kelubar. This acid damage is also reflected in the kelubar’s
action and leave it stuck in the tarry hide.
attacks.
If the melee weapon cannot be removed (bites, claws,

fists, etc.), then the attacker cannot use that weapon to Amphibious. The kelubar can breathe air and water.

attack again until it uses an action to free itself from the


Gehreleth Immunities. The kelubar is immune to all
farastu’s tarry hide.
illusions and any magical effect that alters its emotions.

Innate Spellcasting. The kelubar’s innate spellcasting

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

2/day each: dispel magic, spider climb

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one 3/day each: clairvoyance, invisibility, fog cloud, ray of

target. Hit: 12 (3d4 + 5) slashing damage. enfeeblement

Magic Items. The kelubar gauge social status amongst


Farastu are the lowest and most slender of the demodands,
their peers based on the possession of magical wands and
may or may not have wings, and constantly drip with a
rings. A kelubar with no magic items is at the bottom of
thick, black tar. Apomps has a set number of demodands
their social order and one in possession of many may be
per rank, so as soon as a farastu is destroyed Apomps
promoted to shator soon. On average, a kelubar should
creates another one from the corpse of a sentient creature.
have one magic wand and/or magic ring. Choose whatever
If a kelubar dies, then Apomps will promote a farastu,
magic item you want to have the kelubar use, or use the
seemingly at random, into the kelubar ranks. Farastu are
following as a default: ring of lightning resistance, wand of
filled with hatred and resentment for their low station and
fireballs.
are more than happy to take out their rage on an escaping

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.

prison of the Multiverse not out of a sense of duty, but a


Magic Weapons. The shator’s attacks are magical.
desire to vent rage and hatred on something lower than

itself.
Slime Stench. The slime that covers a kelubar emits a

debilitating stench. Any creature that starts its turn within

CHAPTER 7 | CREATURES UNDERWATER


103
10 feet of a kelubar must make a DC 15 Constitution save. At will: detect evil and good, detect magic, enthrall, fear, ray

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

hours. enfeeblement, transmute acid

Magic Items. All shators will have a few magical scrolls

and a few magical items. On average, a shator should have

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

of dimension door, scroll of etherealness, scroll of plane


Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
shift, ring of spell turning, wand of binding.
target. Hit: 16 (3d6 + 6) piercing damage and 7 (2d6) acid

damage. Magic Resistance. The shator has advantage on saving

throws against spells and other magical effects.


Nails. Melee Weapon Attack: +11 to hit, reach 5 ft., one

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

debilitating stench. Any creature that starts its turn within


Kelubar make up the middle ranks of demodand society
10 feet of a kelubar must make a DC 15 Constitution save.
and are as wide as they are tall. Power is determined by the
Those that fail their saving throw spend their action
possession and display of magical items. Kelubar are much
violently retching and vomiting unless they do not breathe
more likely to talk than wade into battle immediately, even
or are immune to the poisoned condition. Slime stench
if they are just stalling for time. Unlike a farastu, a kelubar
also functions underwater.
can often be bribed or reasoned with.

Multiattack. The shator can cast a cantrip and make one

Medium fiend (demodand), chaotic evil melee attack. Alternatively, the shator makes three attacks:

one with its bite and two with its nails.

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.

Speed 30 ft., swim 30 ft., fly 30 ft.


Nails. Melee Weapon Attack: +12 to hit, reach 5 ft., one

target. Hit: 9 (1d6 + 6) slashing damage.

22 (+6) 9 (-1) 19 (+4) 17 (+3) 13 (+1) 17 (+3)


Counterspell (3/Day). The shator attempts to interrupt a

creature in the process of casting a spell as long as the


Saving Throws Str +12, Int +9, Cha +9
creature is within 90 feet of the shator. If the creature is
Skills Arcana +15, Deception +9, Investigation +9,
casting a spell of 7th level or lower, its spell fails and has no
Perception +7, Religion +15, Persuasion +9
effect. If the creature is casting a spell of 8th level or higher,
Damage Resistances cold, fire; bludgeoning, piercing, and
the shator makes a Charisma saving throw. The DC equals
slashing from nonmagical attacks
10 + the spell’s level. On a success, the creature’s spell fails
Damage Immunities acid, poison
and has no effect.
Condition Immunities exhaustion, frightened, poisoned

Senses darkvision 120 ft., truesight 90 ft., passive


Shator are the pinnacle of demodand society and are even
Perception 17
wider and heavier than kelubar, with thick overlapping
Languages Abyssal, Demodand, Infernal and two others
folds of skin. Shator are often obsessed with arcane
Challenge 14 (11,500 XP)
subjects and most have amassed all sorts of forbidden

knowledge that they hoard and use to increase their own

Amphibious. The shator can breathe air and water. standing, along with their collection of magical items.

Shators have the racial memory of all the known portals in


Gehreleth Immunities. The shator is immune to all and out of Carceri and it is they who must be bargained
illusions and any magical effect that alters its emotions. with if a traveler wishes to find a means of escaping the

prison plane. Shators will sometimes send a demodand


Innate Spellcasting. The shator’s innate spellcasting
into the very deepest parts of an ocean looking for
ability is Charisma (spell save DC 17, +9 to hit with spell
escapees or hidden entrances to Carceri, for that plane
attacks). It can innately cast the following spells, requiring
never reveals all its secrets, even to the demodands.
no material components.

CHAPTER 7 | CREATURES UNDERWATER


104
Retract. The ammonoid adds 4 to its AC against one attack
A creature larger than its natural version is simply that would hit it. To do so the ammonoid must see the
named giant in this work to keep things as
attacker and not have a creature grappled.
simple as possible. To make things a bit more
confusing, some natural creatures have “giant”
versions that also exist in nature and are named Giant ammonoids and nautiloids are massive versions of

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.

version of a creature, especially in a fantasy


setting. Feel free to make larger or smaller
versions as you need, for nothing is stopping you
from making a “giant” leech the size of a small
hill other than your imagination and creativity. Large beast, unaligned
You can also take an existing giant creature and
change its name as you see fit.
Armor Class 14 (natural armor)

Hit Points 59 (7d10 + 21)

Speed 0 ft., swim 20 ft.

16 (+3) 11 (0) 16 (+3) 2 (-4) 11 (0) 5 (-3)

Large beast, unaligned

Skills Perception +3

Senses blindsight 60 ft., passive Perception 13


Armor Class 16 (natural armor)
Languages -
Hit Points 45 (6d10 + 12)
Challenge 1 (200 XP)
Speed 5 ft., swim 10 ft.

Water Breathing. The giant catfish can breathe only

underwater.
16 (+3) 9 (-1) 15 (+2) 2 (-4) 9 (-1) 7 (-2)
Slimy Skin. The giant catfish has advantage on any saving

throw or skill check to avoid being grappled or restrained.


Skills Perception +1, Stealth +1

Senses darkvision 120 ft., passive Perception 11

Languages -

Challenge 2 (450 XP) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 3 bludgeoning damage. If the target is a Large

or smaller creature, it must succeed on a DC 14 Dexterity

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

creature inside it, the fish will regurgitate the swallowed

creature, which falls prone in a space within 10 feet of the

fish. If the catfish dies, a swallowed creature is no longer


Multiattack. The giant ammonoid makes two attacks with
restrained by it and can escape by using 10 feet of
its tentacles or makes two bite attacks against a grappled
movement, exiting prone. The fish can have only one Large,
creature.
two Medium, or four Small swallowed creatures at a time.

Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft.,


Silt Cloud. The giant catfish, if it starts its turn at the
one target. Hit: 6 (1d6 + 3) bludgeoning damage and the
bottom of a body of water, thrashes around in the dirt and
target is grappled (escape DC 13). The ammonoid cannot
silt causing the visibility in a 20-foot-radius sphere around
attack with tentacles if it has a creature grappled.
it to be heavily obscured. If the giant catfish has swallowed

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one a creature, it will then use the Dash action as a bonus

target. Hit: 10 (3d4 + 3) slashing damage. action.

Jet (Recharge 6). The ammonoid releases a jet of gas and

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

CHAPTER 7 | CREATURES UNDERWATER


105
and weapons. Instead of scales, a catfish has bony plates target must make a successful DC 12 Strength saving

and a very thick skull. If they manage to swallow a large throw or be moved 10 feet away from the clam.

meal, they are apt to flee and slowly digest it in peace.

Giant clams are exactly like the Tiny variety except for their

size. These mollusks eat using water filtration and can be

buried up to 5 feet in loose sand or rocks if not feeding. The

biggest difference between clams and oysters is that a clam

can move using a foot, and an oyster is rooted to a solid


The giant clam statistics can be used for any
object. For a more dangerous mollusk, see mertrap later in
Large mollusk or altered to suit the needs of your
this Bestiary.
campaign. Almost all bivalve mollusks (except
clams) will be anchored and lose all movement
speeds but have advantage on any saving throw
to prevent grapple, prone, restrained, or any
effect that forces them to move.
Giant oysters can have giant pearls, but a
naturally formed pearl that is gem-quality (very
Large beast, unaligned
spherical and pearlescent) is rather rare (1 in
10,000). Feel free to adjust this rarity as you see
fit; gem-quality giant pearls are worth at least Armor Class 15 (natural armor)

1,000 gp, if not more. Hit Points 67 (9d10 + 18)


Mother of pearl is less Speed 30 ft. climb 30 ft.
rare than irregular and gem-quality pearls. Luck
and how damaged a giant oyster is determines
the worth of a giant oyster shell. Undamaged
shells of good quality should produce a pound of
13 (+1) 16 (+3) 15 (+2) 3 (-4) 13 (+1) 5 (-3)
usable mother of pearl, worth roughly 5 gp.

Skills Stealth +2

Senses blindsight 30 ft., passive Perception 9

Languages -

Challenge 2 (450 XP)

Large beast, unaligned

Regenerate. The giant starfish regains 3 hit points of


Armor Class 18 (natural armor)
damage at the start of its turn unless it is at 0 hit points.
Hit Points 19 (3d10 + 3)

Speed 5 ft., burrow 5 ft., swim 10 ft. Spider Climb. The giant starfish can climb difficult

surfaces, including upside down on ceilings, without

needing to make an ability check.

15 (+2) 7 (-2) 13 (+1) 2 (-4) 9 (-1) 7 (-2) Thorny Hide. If the giant starfish is attacked with natural

weapons or weapons with a reach less than 10 feet, then

the attacker is damaged as per the arm thrash attack below,

Skills Perception +3 unless it makes a successful DC 10 Dexterity saving throw.

Senses passive Perception 13 Any creature grappling a giant starfish has disadvantage on

Languages - this Dexterity saving throw.

Challenge ⅛ (25 XP)


Water Breathing. The giant starfish can breathe only

underwater.

Hold Breath. The giant clam can hold its breath for up to a

year as long as it does not move.

Multiattack. The giant starfish attacks twice: once with its


Water Breathing. The giant clam can breathe only
bite and once with its arm thrash.
underwater.

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


Camouflage. Giant clams have advantage on Dexterity
target. Hit: 5 (1d4 + 3) bludgeoning damage and 3 (1d6)
(Stealth) checks if they are not moving and partially buried
poison damage.
in sand or loose rocks.

Arm Thrash. Melee Weapon Attack: +5 to hit, reach 10 ft.,

one target. Hit: 5 (1d4 + 3) piercing damage. The target

gains the poisoned condition and takes 2d6 poison damage


Water Jet. Ranged Weapon Attack: +4 to hit, range 10/30
unless it makes a successful DC 10 Constitution saving
ft., one target. Hit: 4 (1d3 + 2 ) bludgeoning damage and the
throw.

CHAPTER 7 | CREATURES UNDERWATER


106
The giant crown of thorns starfish can have up to 15 legs,

all covered with thin poisonous spines the length of

daggers. This type of giant starfish comes in a variety of Large beast, unaligned

colors, some even changing colors based on their mood or

as a warning to predators. This marine invertebrate preys


Armor Class 10
on whatever it can find at the bottom of shallow water or
Hit Points 119 (14d10 + 42)
near beaches. It never fights to the death and will attempt
Speed 10 ft. swim 30 ft.
to flee if it attacks anything that defends itself effectively for

more than two turns.

19 (+4) 11 (0) 17 (+3) 4 (-3) 15 (+2) 11 (0)


Small beast, unaligned

Skills Perception +5

Armor Class 12 (natural armor) Damage Immunities poison

Hit Points 18 (4d6 + 4) Condition Immunities poisoned

Speed 10 ft., swim 20 ft. Senses blindsight 120 ft., passive Perception 15

Languages -

Challenge 4 (1,100 XP)

14 (+2) 11 (0) 12 (+1) 2 (-4) 9 (-1) 3 (-4)


Toxic Blood. A giant sea slug that is not at maximum hit

points is bleeding. Its blood is incredibly toxic and

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.

See Toxic Blood Table below for more specifics.

Water Breathing. The giant sea slug can breathe only


Amphibious. A giant leech can breathe air and water.
underwater.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 3 (1d3 + 2) piercing damage. The giant leech is
target. Hit: 8 (1d8 + 4) bludgeoning damage and 4 (1d8)
now attached to the target but can be removed by a
poison damage.
successful DC 12 Strength (Athletics) check or it falls off

when it or the target is dead. If a creature ends its turn with

a giant leech attached to it, it takes 1d6 damage from blood Giant sea slugs come in a wide variety of colors and shapes

loss. and are technically giant, shell-less sea snails. Their

primary defense against predators is their toxic flesh and

blood.
Giant leeches are found in areas of still or stagnant water

environments, preying on anything they can find (but not

normally on each other). This variety of leech is roughly

three feet long and will only let go of prey that doesn’t bleed

or has stopped bleeding.

85 - 118 Creatures starting their turn within 10 ft. of


it must make a successful DC 14
Constitution saving throw or become
poisoned
57 - 84 Creatures starting their turn within 15 ft. of
it must make a successful DC 14
Constitution saving throw or take 7 (2d6)
poison damage and become poisoned. This
area is lightly obscured with black ink
28 - 56 Creatures starting their turn within 20 ft. of
it must make a successful DC 14
Constitution saving throw or take 10 (3d6)
poison damage and become poisoned. This
area is heavily obscured with black ink
0 - 27 Creatures starting their turn within 25 ft. of
it must make a successful DC 14
Constitution saving throw or take 14 (4d6)
poison damage and become poisoned. This
area is so obscured it is considered darkness
Huge beast, unaligned

Armor Class 10

Hit Points 102 (12d12 + 24)

Speed 0 ft., swim 50 ft.

19 (+4) 11 (0) 15 (+2) 3 (-4) 13 (+1) 7 (-2)

Saving Throws Con +5

Senses passive Perception 11

Languages -

Challenge 4 (1,100 XP)

Water Breathing. The giant squid can breathe only

underwater.

Multiattack. The giant squid makes two attacks: one with

its tentacles and one with its beak.

Tentacles. Melee Weapon Attack: +8 to hit, reach 20 ft.,

one target. Hit: 18 (4d6 + 4) bludgeoning damage. Target is

grappled (escape DC 18). Until this grapple ends, the target

is restrained, and the squid can’t use its tentacles to grapple

another target.

Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one

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

13 (2d12) piercing damage.


Armor Class 15 (natural armor)

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.

minute, although a significant current can disperse the ink.

After releasing the ink, the squid can use the Dash action

as a bonus action.

15 (+2) 18 (+4) 13 (+1) 2 (-4) 15 (+2) 10 (0)


Giant squid are so large they have been known to kill

whales. Rarely, they will attempt to take down a boat.


Senses passive Perception 12

Languages -

Challenge 1 (200 XP)

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

target. Hit: 11 (2d6 + 4) piercing damage. The target must

make a DC 11 Constitution saving throw, taking 5 (2d4)

poison damage on a failed save, or half as much damage on

a successful one. This poison is very painful, and those

targets that fail this saving throw are poisoned and have

disadvantage on all Dexterity saving throws until they

complete a long rest.

CHAPTER 7 | CREATURES UNDERWATER


108
Giant stingrays, some with wingspans in excess of 15 feet,

are hardier and more poisonous versions of the smaller

stingray.

Huge beast, unaligned

Armor Class 18 (natural armor)

Hit Points 90 (12d12 + 12)

Speed 30 ft., swim 10 ft.

25 (+7) 9 (-1) 13 (+1) 5 (-3) 9 (-1) 7 (-2)

Senses blindsight 30 ft., passive Perception 9

Languages -

Challenge 6 (2,300 XP)

Water Breathing. The crab can breathe only underwater.

Spiked Exoskeleton. The great dungeon crab causes 1d8

piercing damage to any creature that grapples it or hits it Tiny fiend, unaligned

with a weapon with a reach less than 10 feet unless they

make a successful DC 12 Dexterity saving throw. If Armor Class 14

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.

round that the crab is swallowed.

Multiattack. The great dungeon crab makes two claw


3 (-4) 18 (+4) 12 (+1) 3 (-4) 5 (-3) 19 (+4)
attacks.

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

each of which can grapple only one target. Languages -

Challenge 1 (200 XP)


Crush. If the great dungeon crab starts its turn with a

grappled creature in a claw, then it will not attack with that

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

constantly shifting and bobbing. A creature that eats a

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

modified by a long-dead merrow warlock king but have attacked.

since spread throughout the oceans. The great dungeon


Hellish Glow. A hell sigh, and all its decoys, glow,
crab assumes everything smaller than it is food and will
providing a variety of red, pink, and reddish dim light in a 5-
attempt to eat anything it can crush.
foot-radius sphere.

Sighing Death. If the actual hell sigh is reduced to 0 hit

points, then it violently bursts. Everything within a 15-foot-

radius sphere must make a DC 14 Dexterity saving throw.

Creatures in the area of effect take 7 (2d6) psychic and 7

(2d6) acid damage on a failed save, or half as much on a

successful one. This destroys all decoys.

CHAPTER 7 | CREATURES UNDERWATER


109
Water Breathing. The hell sigh can breathe only

underwater.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 9 (2d6 + 2) bludgeoning damage.

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one


Dazzling Lights. Ranged Spell Attack: +6 to hit, reach 20
target. Hit: 5 (1d6 + 2) bludgeoning damage.
ft., one target. Hit: 6 (1d3 + 4) psychic damage and the

target must make a successful DC 14 Charisma saving

throw or be stunned until the end of its next turn. These noble steeds of the sea are reprinted from Mythic

Odysseys of Theros in their entirety for your convenience

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,

slowly working their way to the surface while making

creepy murmuring noises. They appear as small gelatinous

spheres the size of a lime, surrounded by dozens of fake

copies of themselves, called decoys. Some underwater

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

the entire group usually takes up the area of a Medium to

Large creature. The hell sigh will defend itself with a

dazzling display of stunning bright lights, which appear to

be emitted from itself and all its decoys.

If a hell sigh makes it to the surface of the ocean it pops,


Large beast, unaligned
emitting a loud sighing noise and a small burst of flame,

evaporating immediately. What happens to the fiend at this

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.

19 (+4) 9 (-1) 21 (+5) 3 (-4) 11 (0) 7 (-2)


Large monstrosity, chaotic good

Senses passive Perception 10


Armor Class 13 (natural armor)
Languages -
Hit Points 22 (4d10)
Challenge 2 (450 XP)
Speed 20 ft., swim 50 ft.

Hold Breath. The hippopotamus can hold its breath for 30

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 -

Challenge ½ (100 XP)


These large mammals have barrel-like torsos and massive

teeth and are considered to be the most aggressive

herbivores in nature. They spend most of the day in the


Amphibious. The hippocampus can breathe air and water.
mud and water but emerge at night to graze on grass and

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.

damage. If the target is a creature, it must succeed on a DC

12 Strength saving throw or be knocked prone.

CHAPTER 7 | CREATURES UNDERWATER


110
Colossal aberration, unaligned

Armor Class 12 (natural armor)

Hit Points 277 (15d30 + 45), damage threshold 12

Speed 20 ft. swim 30 ft.

22 (+6) 9 (-1) 17 (+3) 2 (-4) 7 (-2) 5 (-3)

Saving Throws Str +12

Skills Athletics +12, Perception +4

Damage Immunities bludgeoning, thunder

Damage Vulnerabilities piercing

Condition Immunities blinded

Senses blindsight 120 ft., passive Perception 14

Languages -

Challenge 13 (10,000 XP)

Life Sense. The worm can’t use its blindsight against

anything that is not alive.

Magic Weapons. The worm’s attacks are magical.

Siege Monster. The worm does double damage to objects

and structures.

Water Breathing. The worm can breathe only underwater.

Multiattack. The jaw worm makes two attacks with its


Colossal beast, unaligned
jaws.

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.

Speed 0 ft., swim 50 ft.

Jaw worms are eyeless 90-feet-long worms with beetle-like

oversized jaws that are easily 40 feet across if completely

opened. They live in the deepest parts of the ocean and


23 (+6) 10 (0) 16 (+3) 2 (-4) 9 (-1) 6 (-2) their diet mostly consists of carrion and the occasional

living creature that gets too close. Jaw worms can even eat

and digest undead flesh if they are starving. These massive


Saving Throws Dex +4
scavengers are almost impossible to compress, magically
Skills Perception +3
spreading any thunder or bludgeoning damage throughout
Senses passive Perception 13
their entire body.
Languages -

Challenge 9 (5,000 XP)

Hold Breath. The ichthyosaur can hold its breath for 60

minutes.

Siege Monster. The ichthyosaur does double damage to

objects and structures.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one

target. Hit: 26 (3d12 + 7) piercing damage.

Dash (Recharge 5-6). The ichthyosaur uses Dash as a

bonus action.

Ichthyosaurs are carnivorous, fish-like marine reptiles,

almost as big as a blue whale.


Tiny beast, unaligned
Large beast, unaligned

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)

Senses blindsight 15 ft., passive Perception 8


Skills Stealth +5
Languages -
Condition Immunities frightened
Challenge 0 (0 XP)
Senses darkvision 30 ft., passive Perception 11

Languages -

Challenge 1 (200 XP)


Amphibious. A leech can breathe air and water.

Breathing Tube. The kingfisher beetle can breathe

normally unless more than 10 feet below the surface. Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one

target. Hit: 0 piercing damage. The leech is now attached to


Brutal Violence. During its first turn of combat only, the
the target but can be removed by a successful DC 6
kingfisher beetle moves or swims 20 feet and then makes
Strength (Athletics) check (or it falls off when it is dead or
two attacks.
has drained 2 hit points). If a creature ends its turn with a

Hold Breath. The kingfisher beetle can hold its breath for leech attached to it, it takes 1 damage from blood loss. That

10 minutes. creature is immune to blood loss from this particular leech

for the next 10 minutes.

Leeches are found in areas of still or stagnant water


Pincers. Melee Weapon Attack: +6 to hit, reach 5 ft., one
preying on anything they can find (but not normally on each
target. Hit: 15 (2d10 + 4) slashing damage.
other). Leeches come in a variety of shapes and colors and

are a constant nuisance to any creature living in or very


The kingfisher beetle is large, roughly as long as a horse. It
near freshwater.
motionlessly waits to ambush underwater prey. These

beetles have long breathing tubes attached to their

abdomens that allow them to wait in still water almost

indefinitely for prey. Kingfisher beetles are usually found in

deep wild rivers and lakes with plenty of vegetation to hide Colossal beast, unaligned

in and their instincts make them hide in vegetation that

matches their coloration (different beetles are black,


Armor Class 13
brown, grey, or green, depending on where they are
Hit Points 140 (8d30 + 16), damage threshold 3
encountered). These ambush predators are renowned for
Speed 0 ft., swim 5 ft.
their lethality, attacking until their prey is subdued or they

die.

14 (+2) 16 (+3) 15 (+2) 2 (-4) 5 (-3) 3 (-4)

Saving Throws Con +6

Speed 30 ft., swim 30 ft. Senses blindsight 60 ft., passive Perception +7

Languages -

Challenge 4 (1,100 XP)


Lacedons are ghouls and ghasts that have a swimming

speed of 30 ft. All other statistics are the same as ghoul or

ghast.
Water Breathing. The jellyfish can breathe only

underwater.

CHAPTER 7 | CREATURES UNDERWATER


112
Lion’s mane jellyfish are completely passive jellyfish that

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

tentacles have been known to get as long as 120 feet. They


Tentacles. Melee Weapon Attack: +7 to hit, reach 60 ft.,
go from a very pale translucent yellow to a deep orange, the
one target. Hit: 0 bludgeoning damage and the target must
longer they survive.
make a successful special Constitution saving throw

depending on how many cumulative tentacle hits it has

suffered in an hour, as explained below. Each relevant

saving throw must be repeated per hit: a creature hit for


Medium humanoid (malenti), any
the 10th time in an hour is facing slight irritation, poisoned

condition, disadvantage on Strength saving throws and

checks, and is beginning to take poison damage. Armor Class 13 (natural armor)

Hit Points 4 (1d8)

Speed 30 ft., swim 30 ft.

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)

10-14 1 point of poison damage


15+ Successful DC 14 Constitution saving throw
or become paralyzed until the end of your Amphibious. Malenti can breathe air and water.

next turn
Speak with Sharks. Malenti can telepathically talk to any

shark within 10 feet of them. They cannot issue commands


Note: Each time a Tiny creature is hit by a lion’s mane
or otherwise control them, but most sharks will
jellyfish, they must make a successful DC 8 Constitution
immediately leave a malenti alone after being spoken to
saving throw or be paralyzed for 2d4 rounds.
this way unless the malenti is being violent.

Variant Rule: Easier Tentacle Damage. This creature’s

attacks can result in lost time as you roll a d20 over and

over again. To speed things up feel free to change the


Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
damage to 1 point of poison damage each hit. This will
target. Hit: 3 (1d3 + 1) slashing damage.
make the creature slightly less dangerous but much easier

to use in your campaign. Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one

target. Hit: 4 (1d8) piercing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range

80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Malenti are sahuagin mutants that are born looking exactly

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

them as spies and assassins. A malenti has retractable

claws (they can cause their unnaturally hard nails to

elongate) and their skin is thicker than a sea elf ’s. They are

otherwise impossible to tell apart from sea elves.


Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Small beast, unaligned
target. Hit: 5 (1d6 + 2) bludgeoning damage.

Armor Class 11 Manatees are very curious amphibious herbivores with

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

aquatic humanoids use them as beasts of burden, or breed

and care for them as a food source.

11 (0) 12 (+1) 11 (0) 1 (-5) 7 (-2) 3 (-4)

Senses blindsight 60 ft., passive Perception 8

Languages -

Challenge ⅛ (25 XP) Large monstrosity, neutral

Armor Class 11 (natural armor) (19 closed)

Water Breathing. The man o' war can breathe only Hit Points 32 (5d10 + 5)

underwater. Speed 0 ft., swim 5 ft.

Multiattack. The man o' war makes two attacks.


15 (+2) 11 (0) 13 (+1) 6 (-2) 13 (+1) 8 (-2)
Tentacles. Melee Weapon Attack: +3 to hit, reach 20 ft.,

one target. Hit: 1 poison damage and the target must make

a successful DC 8 Constitution saving throw or be Skills Perception +4

paralyzed until the end of its next turn. A creature that Senses blindsight 60 ft., passive Perception 14

succeeds on this saving throw is immune to being Languages -

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.

Closed. If the mertrap is not hungry, sleeping, or otherwise


The man o’ war, or bluebottle, resembles a jellyfish but is
not attempting to lure prey, it will be completely closed, and
technically a siphonophore, a type of communal creature.
its AC is then 19. If the mertrap starts its turn closed, then
These creatures float using translucent pink or blue
it can take no action other than to open, in which case it
bladders that vaguely resembles a sail jutting out of the
will not be closed during its next round.
water. This carnivore hunts with its many tentacles, only

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.,

one target. Hit: 6 (1d8 + 2) bludgeoning damage. Medium

or smaller targets must make a successful DC 13 Dexterity


Armor Class 10
saving throw or be swallowed. A swallowed creature is
Hit Points 30 (4d10 + 8)
blinded and restrained, it has total cover against attacks
Speed 0 ft., swim 30 ft.
and effects outside of the mertrap, and it takes 1d4 acid

damage at the start of its turn. A swallowed creature can be

freed if the mertrap is reduced to 0 hit points, or if the

swallowed creature uses an action to make a successful


14 (+2) 11 (0) 15 (+2) 4 (-3) 13 (+1) 9 (-1)
DC 13 Strength saving throw.

Jet Away (1/Day). The mertrap expels any water it has in a


Skills Perception +3
violent jet and swims 20 feet. If used at the bottom of a
Senses passive Perception 13
body of water with loose sand or dirt, this effect creates a
Languages -
20-foot-radius area of heavy obscurement.
Challenge ⅛ (25 XP)

Mertraps are carnivorous oysters that are indistinguishable

from giant oysters (see giant clam variants). These


Hold Breath. The manatee can hold its breath for 20
creatures were once thought to be distant cousins to
minutes.

CHAPTER 7 | CREATURES UNDERWATER


115
mimics, but most scholars believe that they are the

descendants of guardians used by an ancient underwater

civilization. Mertraps will slowly digest a meal over the Huge fiend (demon), chaotic evil

course of a year or two and then open, usually leaving a

bauble or pearl clearly visible to lure another humanoid


Armor Class 20 (natural armor)
close enough to be swallowed. Mertraps attach themselves
Hit Points 310 (23d12 + 161)
to solid objects much like an oyster but they can quickly
Speed 20 ft., fly 20 ft., swim 60 ft.
break the hold and move if necessary.

28 (+9) 15 (+2) 24 (+7) 20 (+5) 16 (+3) 22 (+6)

Saving Throws Str +15, Dex +8, Int +11, Cha +12

Skills Deception +12, Intimidation +12

Damage Resistances lightning; bludgeoning, piercing,

and slashing from nonmagical attacks

Damage Immunities cold, fire, poison

Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 13

Languages Abyssal, Aquan, telepathy 120 ft.

Challenge 22 (41,000 XP)

Depressive Aura. The myrmyxicus forces all creatures

within 20 feet of it to make a successful DC 20 Charisma

saving throw or have difficulty gaining motivation to

accomplish any task. Those affected reduce all attack,

ability check, and saving throw rolls by 1d4 for the next

minute. Those who succeed on their saving throw are

immune to the depressive aura used by this particular

myrmyxicus. Creatures immune to fear are also immune to

depressive aura.

Innate Spellcasting. The myrmyxicus’ spellcasting ability

is Charisma (spell save DC 20, +12 to hit with spell

attacks). The myrmyxicus can innately cast the following

spells, requiring no material components.

At will: cavitate (11d6), control water, transmute acid,

transmute ice

1/day each: crush of the deep, maelstrom, wall of force

Magic Resistance. The myrmyxicus has advantage on

saving throws against spells and other magical effects.

Magic Weapons. The myrmyxicus’ attacks are magical.

Omniphibious. The myrmyxicus can breathe in any gas or

liquid, except for a vacuum.

Multiattack. The myrmyxicus makes six attacks: four with

its scythes, one with its tentacles, and one with its lamprey

tail.

Scythe. Melee Weapon Attack: +15 to hit, reach 10 ft., one

target. Hit: 23 (4d6 + 9) slashing or necrotic (myrmyxicus’

choice) damage.

CHAPTER 7 | CREATURES UNDERWATER


116
Tentacles. Melee Weapon Attack: +15 to hit, reach 5 ft., Hold Breath. The narwhal can hold its breath for 60

one target. Hit: 22 (2d6 + 9) bludgeoning damage, and minutes.

Huge or smaller creatures are grappled (escape DC 20).


Keen Hearing. The narwhal has advantage on Wisdom
Until this grapple ends, the target is retrained. The
(Perception) checks that rely on hearing.
myrmyxicus cannot attack with its tentacles if it has a

target grappled.

Lamprey Tail. Melee Weapon Attack: +15 to hit, reach 5 ft.,


Horn. Melee Weapon Attack: +7 to hit, reach 15 ft., one
one target. Hit: 18 (2d8 + 9) piercing damage. Creatures
target. Hit: 7 (1d10 + 2) piercing damage. The narwhal
must make a successful DC 20 Constitution saving throw,
attacks with disadvantage if the target is within 5 feet.
taking 22 (4d10) necrotic damage on a failed save, or half

as much damage on a successful one. The myrmyxicus

regains lost hit points equal to the necrotic damage Narwhals are large marine mammals with a very

inflicted. prominent horn-like canine. They have often been called

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,

ending the effect on itself on a success.

Medium fey, any chaotic


Myrmyxicuses are powerful demons with green eel-like

bodies close to 30 feet long. They have humanoid upper

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.

demons rule regions of the Abyssal oceans from floating

citadels made up of corpses, bones, and living coral. Each

myrmyxicus is a warlord that answers to no one, not even

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

number and power of their slaves. These demons rarely

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)

Amphibious. The nix can breathe air and water.

Large beast, unaligned


Spellcasting. The nix is a 9th-level spellcaster. Its

spellcasting ability is Wisdom (spell save DC 14, +6 to hit

Armor Class 12 (natural armor) with spell attacks). It has the following druid spells

Hit Points 51 (6d10 + 18) prepared:

Speed 0 ft., swim 50 ft.


Cantrips (at will): druidcraft, poison spray (2d12), shape

water, shillelagh

1st level (4 slots): charm person, entangle, speak with

15 (+2) 11 (0) 16 (+3) 4 (-3) 12 (+1) 8 (-2) animals, thunderwave

2nd level (3 slots): barkskin, enhance ability, heat metal,

mirror image, misty step

Skills Perception +4 3rd level (3 slots): call lightning, plant growth, speak with

Senses blindsight 120 ft., passive Perception 14 plants, water walk

Languages - 4th level (3 slots): confusion, conjure woodland beings,

Challenge 1 (200 XP) control water, drown, freedom of movement

5th level (1 slot): insect plague, scrying

Echolocation. The narwhal can’t use its blindsight while

deafened.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 4 (1d4 + 2) piercing damage.

CHAPTER 7 | CREATURES UNDERWATER


117
Wild Shape (3/Day). The nix magically polymorphs into a This attack functions normally above or under water.

beast they have seen before, with a maximum CR of 1, but

they are fond of turning into a hippocampus or warhorse.


Oil slime is a patch of thick, black poisonous goo that is
They can maintain the form of a hippocampus or warhorse
lighter than water and moves with the current, slowly
indefinitely, but if they choose a different shape then they
digesting any flesh that it scavenges. It will also attack low-
can only remain in that form for 6 hours. All other aspects
flying birds, fish, and the occasional fisherman. This
of wild shape are as the druid ability found in the Player’s
floating annoyance tends to show up around heavily
Handbook. The nix cannot cast spells while using wild
populated and/or polluted areas.
shape.

Nixes or nixies are fey merfolk who favor fresh water, but

can sometimes be found in brackish or saltwater rivers and


Small beast, unaligned
lakes. Their natural form is that of blue-green merfolk but

they spend most of their time as a hippocampus or

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.

rise to many, often contradictory, stories on how they

interact with aquatic and surface humanoids. The worst nix

or nixie amounts to a murderer who enjoys drowning

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.

Senses passive Perception 10

Languages -

Large ooze, unaligned Challenge 0 (10 XP)

Armor Class 8
Hold Breath. The otter can hold its breath for 8 minutes.
Hit Points 51 (6d10 + 18)

Speed 0 ft.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 3 (1d3 + 1) slashing damage.

17 (+3) 7 (-2) 17 (+3) 1 (-5) 6 (-2) 2 (-4)


Otters are furry aquatic mammals with clawed back

flippers and are known to occasionally utilize simple tools.


Damage Resistances acid; bludgeoning, slashing, and

piercing from nonmagical attacks

Damage Immunities poison, psychic, lightning

Damage Vulnerabilities fire

Condition Immunities blinded, charmed, deafened, Small beast, unaligned

exhaustion, frightened, poisoned, prone

Senses blindsight 60 ft. (blind beyond this radius), passive


Armor Class 12
Perception 8
Hit Points 18 (4d8)
Languages -
Speed 0 ft.
Challenge 1 (200 XP)

Buoyant. If underwater, the oil slime moves 10 feet in the

direction of the surface unless blocked. This is automatic


15 (+2) 15 (+2) 11 (0) 2 (-4) 11 (0) 3 (-4)
and occurs at the beginning of its turn.

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),

points damage at the start of each of its turns. passive Perception 10

Languages -
Ooze Nature. The oil slime does not sleep or breathe.
Challenge ⅛ (25 XP)

Air Vulnerability. Pink drowners gain one level of


Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft.,
exhaustion at the start of each of their turns if not at least
one target. Hit: 3 (1d12 + 3) bludgeoning damage and 6
partially submerged in water.
(1d12) poison damage.

CHAPTER 7 | CREATURES UNDERWATER


118
Water Breathing. Pink drowners only breathe underwater.

Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft., one


Large ooze, unaligned
target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target

is grappled (escape DC 12). A pink drowner can’t use this


Armor Class 8
attack if it has a creature grappled. A creature that begins
Hit Points 90 (12d10 + 24)
its turn grappled takes 4 (1d4 + 2) bludgeoning damage.
Speed 10 ft., climb 10 ft.

Pull. The pink drowner pulls a creature quickly through the

water towards itself if it begins its turn with a grappled

creature. A creature that does not move or struggle for two

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.

Damage Resistances cold, force, necrotic, psychic,


Pink drowners are a type of anchored (usually 20 feet
thunder
below the surface) kelp that produces bright pink flowers
Damage Vulnerabilities radiant
on the surface. Each plant will also have one tentacle
Condition Immunities blinded, charmed, deafened,
roughly 30 feet in length, allowing it to reach up past the
exhaustion, frightened, prone
surface of the water and drag creatures into the depths.
Senses blindsight 60 ft. (blind beyond this radius), passive
They sense light changes and vibrations through the water
Perception 8
and will use tentacles to grab curious creatures near the
Languages -
surface and drag them to the depths where they drown.
Challenge 4 (1,100 XP)
The plants do not eat the drowned, but they can only

reproduce and grow in very fertilized soil. This aspect of a

pink drowner usually attracts protectors and other flesh-


Amorphous. The primordial ooze can move through a
eaters that will protect the drowners if attacked. The
space as narrow as 1 inch wide without squeezing.
protectors in this symbiotic relationship can be will o’

wisps, ghouls, sharks, or scavengers. Life Absorption. Any living creature that touches or

damages a primordial ooze with a natural attack takes 1d8

necrotic damage and the primordial ooze regains hit points

equal to that amount. This effect cannot raise the ooze’s hit

points above maximum.

Ooze Nature. An ooze does not sleep or breathe.

Necrotic Tentacle. Melee Weapon Attack: +5 to hit, reach

10 ft., one target. Hit: 4 (1d8 + 2) bludgeoning damage and

1d8 necrotic damage. The primordial ooze regains hit

points equal to the amount of necrotic damage dealt.

Primordial oozes are found at the bottom of the ocean,

slowly absorbing marine snow, corpses, ocean muck, or the

occasional creature that wanders too close. These oozes

look like shiny lumps of ocean muck and are usually easy to

spot unless encountered in darkness.

Large monstrosity, unaligned

Armor Class 15 (natural armor)

Hit Points 26 (4d10 + 4)

Speed 0 ft., fly 40 ft., swim 40 ft.

15 (+2) 15 (+2) 12 (+1) 1 (-5) 11 (0) 8 (-1)

Skills Athletics +4

Senses passive Perception 10


Languages -

Challenge ½ (100 XP)


Multiattack. The sargassum collective makes one attack

against up to ten separate creatures within range with a

Hold Breath. The royal marlin can hold its breath for 15 tendril.

minutes.
Tendrils. Melee Weapon Attack: +12 to hit, reach 30 ft.,

one target. Hit: 8 (1d6 + 5) bludgeoning damage.


Fluid Transition. The royal marlin’s move action can use

40 feet of movement of any combination of flying or

swimming speed without penalty. Sargassum is a type of brown free-floating seaweed filled

with small melon-like air pods that have collected in areas


Water Breathing. The royal marlin can breathe only
of still water. A sargassum collective is a massive group of
underwater.
sargassum that has merged together and gained sentience

and curiosity, slowly gathering and examining lost and

discarded items that float by. What exactly caused this

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

seaweed, except for the occasional eye stalks, extending


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one both below and above the surface. Their long green tendrils
target. Hit: 6 (1d8 + 2) bludgeoning damage. are often tucked under them or lying still on top of them

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.

creature’s favorite tactic is to swim roughly 5 feet below the

surface, leaping out at low-flying targets in order to spear

them with its sharp bill.

Speed 30 ft., swim 30 ft.

Scrags are freshwater or saltwater trolls that can breathe

water and have a swimming speed


Colossal plant, neutral good
of 30 ft. All other statistics are

the same as a troll.


Armor Class 6 (natural armor)

Hit Points 370 (20d30 + 60), damage threshold 6

Speed 0 ft., swim 10 ft.

21 (+5) 3 (-4) 17 (+3) 7 (-2) 11 (0) 7 (-2)

Saving Throws Con +10

Skills Investigation +5, Perception +7, Stealth +3

Condition Immunities blinded

Senses passive Perception 17

Languages understands Aquan and Common but can’t

speak

Challenge 6 (2,300 XP)

Magic Absorption. If the sargassum collective takes

damage from a spell or magical effect, it instead takes no

damage but regains lost hit points equal to half of the

damage dealt. This effect cannot raise the creature’s hit

points above maximum.

Siege Monster. The sargassum collective does double

damage to objects and structures.


Large beast, unaligned
Medium humanoid (elf ), chaotic good

Armor Class 15 (natural armor)


Armor Class 11
Hit Points 32 (5d10 + 5)
Hit Points 4 (1d8)
Speed 10 ft., swim 40 ft.
Speed 30 ft., swim 30 ft.

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)

Air Sensitivity. Sea scorpions gain 1 level of exhaustion


Amphibious. Sea elves can breathe air and water.
every hour not submerged in water.

Fey Ancestry. Sea elves have advantage on saving throws


Amphibious. Sea scorpions can breathe air and water.
against being charmed, and magic cannot put them to

sleep.

Friend of the Sea. Sea elves can communicate simple


Multiattack. The sea scorpion makes three attacks: two
ideas with any beast that has an innate swimming speed.
with its claws and one with its sting.

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

target. Hit: 6 (1d6 + 3) slashing damage, and the target is


Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one
grappled (escape DC 13). The sea scorpion has two claws,
target. Hit: 4 (1d8) piercing damage.
each of which can grapple only one target.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range


Sting. Melee Weapon Attack: +5 to hit, reach 10 ft., one
80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
target. Hit: 6 (1d6 + 3) piercing damage, and the target

must make a DC 13 Constitution throw, taking 29 (5d12)

poison damage on a failed save, or half as much damage on

a successful one.

Sea scorpions are aquatic arthropods that can sometimes

grow as long as ten feet. They resemble giant scorpions,

but their tails are more agile, and their stinger is

completely retractable. These creatures come in a variety

of dark black, brown, red, or blue colors. They have a very

potent and deadly poison but thankfully have an instinctive

fear of humanoids and will avoid combat with them when

possible.

Medium beast, unaligned

Armor Class 13 (natural armor)

Hit Points 22 (4d8 + 4)

Speed 5 ft., swim 40 ft.

14 (+2) 10 (0) 12 (+1) 2 (-4) 10 (0) 5 (-3)

Senses darkvision 60 ft., passive Perception 10

Languages -

Challenge ⅛ (25 XP)


Amphibious. Sea turtles can breathe air and water. Therianthropy (1/Day). The selkie, if at least partially

submerged in salt water, spends a minute either putting its

seal skin on or removing it. This process can easily be

interrupted, and any interruption causes therianthropy to


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
fail. Once complete, the selkie is either in its humanoid
target. Hit: 5 (1d6 + 2) slashing damage.
form or back in its true seal form. Its statistics, other than

movement, are the same in each form. Any equipment it is

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

after it completes therianthropy.

Medium beast, unaligned


Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 3 (1d4 + 1) piercing damage.


Armor Class 11

Hit Points 9 (2d8)


Selkies are fey seals that can magically transform into a
Speed 20 ft., swim 40 ft.
humanoid by shedding their sealskin. They only have one

humanoid form other than a seal, and age roughly at the

rate of an elf man or woman. Their humanoid form is often

that of a human, but dwarves, gnomes, and even a selkie


10 (0) 13 (+1) 11 (0) 3 (-4) 12 (+1) 5 (-3)
hobgoblin have been seen before. They guard their skins

when in humanoid form because whoever possesses the

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

in humanoid shape after having their skin stolen or

destroyed. Their listed statistics are for their humanoid


Hold Breath. The seal can hold its breath for 15 minutes.
forms. Seal is reprinted previously in this book for the

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

nature and quite a few of them have skills and abilities

more powerful than those listed here, some of which are

listed in Chapter 8.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one

target. Hit: 1 piercing damage.

Seals often beach themselves on ice floes and rocky shores.

They are acclimated to cold weather and feed primarily on

small fish, squid, and clams. Seal pups have yellowish-

white fur, which turns silvery-gray as they enter adulthood.

Medium fey (shapechanger), any

Armor Class 11

Hit Points 13 (3d8)

Speed 30 ft., 20 ft. (in seal form), swim 40 ft.

10 (+2) 12 (+1) 11 (0) 10 (0) 11 (0) 10 (0)

Senses darkvision 60 ft., passive Perception 10

Languages Sylvan

Challenge ⅛ (25 XP)

Hold Breathe. The selkie can hold its breath for 15

minutes.

Keen Smell. The selkie has advantage on Wisdom

(Perception) checks that rely on smell.


of each of the shaboath’s turns. When the shaboath moves,

the engulfed creature moves with it. An engulfed creature

can try to escape by taking an action to make a DC 17


Large construct, unaligned
Strength (Athletics) check. On a success, the creature

escapes and enters a space of its choice within 5 feet of the


Armor Class 17 (natural armor) shaboath. The shaboath can only contain one engulfed
Hit Points 119 (14d10 + 42) creature at a time.
Speed 20 ft., swim 30 ft.
Wall of Ice (Recharge 6). As a bonus action, the shaboath

magically generates a wall of ice within range, as if cast at

20th-level.

25 (+7) 9 (-1) 17 (+3) 3 (-4) 11 (0) 1 (-5)


Shaboath golems are made of enchanted solid water by the

aboleth and used to guard ancient locations. These golems


Saving Throws Str +10, Con +6 come in a variety of water clarity and can be made from
Damage Immunities acid, cold, poison, psychic; fresh or salt water. When attacking, the golem looks like a
bludgeoning, piercing, and slashing from nonmagical water elemental that forms multiple tentacles to slam into
attacks that aren’t adamantine its enemies.
Damage Vulnerabilities fire (if not underwater)

Condition Immunities charmed, exhaustion, frightened,

paralyzed, petrified, poisoned

Skills Stealth +2

Senses darkvision 60 ft., passive Perception 10 Medium monstrosity, unaligned

Languages understands Deep Speech but can’t speak

Challenge 12 (8,400 XP)


Armor Class 10

Hit Points 19 (3d8 + 6)

Speed 0 ft., swim 30 ft.


Immutable Form. The golem is immune to any spell or

effect that would alter its form.

Magic Resistance. The golem has advantage on saving

throws against spells and other magical effects. 14 (+2) 10 (0) 14 (+2) 3 (-4) 13 (+1) 5 (-3)

Magic Weapons. The golem’s attacks are magical.

Senses darkvision 30 ft., passive Perception 11


Watery Concealment. The golem has advantage on any
Languages -

¼ (50 XP)
Dexterity (Stealth) checks if it is submerged in water.
Challenge

Keen Hearing. The shrieking eel has advantage on


Multiattack. The shaboath attacks four times with its slam
Wisdom (Perception) checks that rely on hearing.
attack.

Pack Hunting. The shrieking eel gains advantage on attack


Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
rolls if two or more shrieking eels are within 5 feet of a
target. Hit: 16 (2d8 + 7) bludgeoning damage.
target.

Engulf. Melee Weapon Attack: +10 to hit, reach 10 ft., one


Water Breathing. The shrieking eel can only breathe
target. Hit: 34 (6d8 +7) bludgeoning damage and Large or
underwater.
smaller creatures must make a successful DC 18 Dexterity

saving throw or be moved to the shaboath’s space and

become engulfed by it. The engulfed creature can’t breathe,

is restrained, and takes 10 (3d6) acid damage at the start


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 5 (1d6 + 2) slashing damage.

Haunting Shriek. The shrieking eel emits a haunting

shriek that can be heard up to 500 feet away if underwater.

Creatures other than shrieking eels in a 20-foot-radius

sphere must make a successful DC 11 Wisdom saving

throw or be frightened until the end of their next turn. A

creature that succeeds on its save is immune to the eel’s

haunting shriek for 1 minute.

Shrieking eels are roughly five feet long and dark grey with

weird circular teeth and bony knobs at the back of their

skulls which allow them to make their haunting noises.

Shrieking eels tend to congregate near populated areas

waiting for humanoids to stumble into the water or fall off

ships. Although they are omnivorous, they have a particular

taste for humanoid meat.


Multiattack. The spinosaurus attacks twice: once with its
Gargantuan beast, unaligned
bite and once with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one


Armor Class 16 (natural armor)
target. Hit: 17 (2d12 + 4) piercing damage. The target must
Hit Points 125 (10d20 + 20)
make a successful DC 13 Constitution saving throw or
Speed 20 ft., swim 40 ft.
suffer from a disease an hour after being bitten. This

disease causes the poisoned condition and requires a

successful DC 13 Constitution saving throw every eight

hours or the diseased creature gains a level of exhaustion.


19 (+4) 14 (+2) 15 (+2) 2 (-4) 12 (+1) 7 (-2) A creature that makes two successful saving throws in a

row is no longer diseased.

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

Senses passive Perception 11 Water Ambush (Recharge 6). If underwater, the

Languages - spinosaurus can move up to 80 feet through water and on

Challenge 6 (2,300 XP) the land to attack a creature with its bite attack if that

creature is not underwater. If the bite is successful, the

target takes an additional 13 (2d12) piercing damage. The

Amphibious. The spinosaurus can breathe air and water. spinosaurus will be unable to move on its next turn.

Tracking. The spinosaurus has advantage when using


The spinosaurus is a gigantic amphibious reptile with a
Wisdom (Survival) to track a diseased creature, even if the
distinctive back spine of interconnected bones and tissue,
creature is underwater.
sometimes referred to as a sail. These creatures are patient

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

(Investigation) or Intelligence (Nature) check can discern

its presence.
Small beast, unaligned

Water Breathing. The star trapper can breathe only

Armor Class 13 underwater.

Hit Points 7 (2d6)

Speed 0 ft., swim 30 ft.

Multiattack. The star trapper attacks three times with its

arms unless it has a creature engulfed.

4 (-3) 16 (+3) 10 (0) 2 (-4) 13 (+1) 3 (-4) Arms. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 5 (1d6 + 4) bludgeoning damage. A Large or

smaller target must make a successful DC 14 Dexterity

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

releases the others. An engulfed creature is blinded and

Water Breathing. The squid can only breathe underwater. restrained, it has total cover against attacks and other

effects outside the star trapper, and it takes 21 (6d6)

slashing damage at the start of each of the star trapper’s

turns. If the star trapper dies, an engulfed creature is no


Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one
longer blinded and restrained and falls prone in a space
target. Hit: 1 bludgeoning damage and the target is
within 5 feet of the star trapper.
grappled (escape DC 10). Until this grapple ends, the squid

can’t use its tentacles on another target.


The star trapper is a large six-limbed flat starfish-like

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

attack and engulf. The creature hides its stomach and


Jet (Recharge 6). The squid uses the Dash action as a
many layered teeth at the center of itself until it has a
bonus action. The squid cannot use this ability if it is
creature engulfed. A star trapper is not intelligent enough
grappling a Small or larger creature.
to differentiate beasts from adventurers and will single-

mindedly attempt to kill one creature at a time.

Squids are cephalopods that come in a wide variety of

shapes, sizes, and colors. Squids will sometimes hunt in

packs to take down larger prey.

Large beast, unaligned

Armor Class 14 (natural armor)


Large monstrosity, unaligned
Hit Points 16 (3d10)

Speed 0 ft., swim 40 ft.

Armor Class 11 (natural armor)

Hit Points 75 (10d10 + 20)

Speed 10 ft., swim 10 ft.

12 (+1) 17 (+3) 11 (0) 2 (-4) 15 (+2) 10 (0)

19 (+4) 10 (0) 15 (+2) 2 (-4) 13 (+1) 4 (-3) Senses passive Perception 12

Languages -

Challenge ¼ (50 XP)


Skills Stealth +2

Senses blindsight 30 ft., darkvision 60 ft., passive

Perception 11 Water Breathing. The stingray can breathe only

Languages - underwater.

Challenge 3 (700 XP)

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


Fake Appearance. While the star trapper is on the ocean
target. Hit: 5 (1d4 + 3) piercing damage.
floor and remains motionless, it is almost indistinguishable

from an ordinary section of the ocean floor. A creature that

CHAPTER 7 | CREATURES UNDERWATER


125
The target must make a successful DC 10 Constitution

saving throw or gain the poisoned condition until they

complete a long rest.

Jellyfish swarms are a great way to introduce


Stingrays are ray fish with long tails ending in bone
wonder and amazement into an underwater
campaign. Jellyfish found in nature come in a
stingers. These creatures are usually not aggressive, but
wide variety of shapes and colors. Some are
they are very agile. They are commonly found as
colorless, blood-red or glowing, and one variety
underwater mounts for aquatic species as they are easier
even resembles a fried egg. Jellyfish in a fantasy
and safer to use than sharks.
setting are only limited by the breadth of your
imagination.

Large swarm of tiny beasts, unaligned

Armor Class 14

Hit Points 78 (12d10 + 12) Medium swarm of tiny beasts, unaligned


Speed 0 ft., swim 20 ft.

Armor Class 13

Hit Points 66 (12d8 + 12)

Speed 0 ft., swim 30 ft.


11 (0) 19 (+4) 13 (+1) 2 (-4) 12 (+1) 3 (-4)

Damage Resistances bludgeoning, piercing, and slashing

Condition Immunities charmed, frightened, grappled,


9 (-1) 17 (+3) 13 (+1) 1 (-5) 7 (-2) 2 (-4)
paralyzed, petrified, prone, restrained, stunned

Senses passive Perception 11


Damage Resistances bludgeoning, piercing, slashing
Languages -
Condition Immunities charmed, frightened, grappled,
Challenge 5 (1,800 XP)
paralyzed, petrified, prone, restrained, stunned

Senses passive Perception 8

Languages -
Swarm. The swarm can occupy another creature’s space
Challenge ½ (100 XP)
and vice versa, and the swarm can move through any

opening large enough for a Tiny jellyfish. The swarm can’t

regain hit points or gain temporary hit points.


Swarm. The swarm can occupy another creature’s space

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

regain hit points or gain temporary hit points.

Water Breathing. The swarm can breathe only

Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., underwater.

one target. Hit: 7 (2d6) acid damage, or 3 (1d6) acid

damage if the swarm has half of its hit points or less. The

target must make a successful DC 12 Constitution saving


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
throw or be paralyzed until the end of their next turn and
target. Hit: 8 (2d4 + 3) piercing damage, or 5 (1d4 + 3)
poisoned until they complete a long rest.
piercing damage if the swarm has half its hit points or

Jet (Recharge 6). The entire swarm can use the Dash fewer.

action as a bonus action.

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.

hunting for smaller prey.

Some varieties of fish form large swarms that move and

evade predators together. The swarm is not aggressive at

all unless it is attacking a Tiny creature.

CHAPTER 7 | CREATURES UNDERWATER


126
beginning of its turn until it dies or makes its way back into

water. This damage cannot be healed by any means if the

kelpling is not at least partially submerged.


Medium swarm of tiny beasts, unaligned

Diurnal. The tuniit kelpling remains in its true plant form

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.

Illusionary Appearance (1/Day). The tuniit kelpling can

magically appear to be any type of medium humanoid that

it has observed before. This illusion does not hold up to


8 (-1) 12 (+1) 11 (0) 1 (-5) 11 (0) 1 (-5) close inspection and a creature that interacts with a tuniit

kelpling for longer than a round may notice something is

strange about its behavior and insistent demands to come


Damage Resistances bludgeoning, piercing, slashing
closer into the water, in which case the target makes an
Condition Immunities charmed, frightened, grappled,
opposed Wisdom (Insight) check against the tuniit
paralyzed, petrified, prone, restrained, stunned
kelpling’s Charisma (Deception) check and upon success
Senses blindsight 15 ft., passive Perception 10
will believe that the tuniit kelpling is not what it appears to
Languages -
be. The tuniit kelpling can maintain this illusion for up to
Challenge ¼ (50 XP)
an hour.

Amphibious. A leech can breathe air and water.

Multiattack. The tuniit kelpling makes two stone attacks.

Stone. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,


Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
one target. Hit: 5 (1d4 + 3) bludgeoning damage.
target. Hit: 3 (1d6 + 1) piercing damage, or 2 (1d3 + 1)

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

Wisdom saving throw or be dominated as per the dominate

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

damage from any source other than the tuniit kelpling. An

enveloped humanoid has half cover, is grappled (escape DC

13), and takes 1d6 acid damage at the beginning of its turn.

Medium plant, neutral evil

Tuniit kelplings are cold water plants that dwell between 5

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

range of their enthrall ability by appearing as an attractive

member of the target’s race. If they manage to envelop a

target, they will digest it over several days, leaving nothing


12 (+1) 17 (+3) 12 (+1) 9 (-1) 7 (-2) 15 (+2) behind but metallic or magical objects which then tend to

litter the area around the tuniit kelpling. Tuniit kelplings are

notoriously impatient conversationalists, which can often


Skills Deception +4, Perception +0, Stealth +5
give them away if an intended target is wary and suspicious
Senses passive Perception 10
of a naked humanoid standing in the water gesturing to
Languages Aquan, Common
them suggestively. Once detected, they are easily slain from
Challenge 1 (200 XP)
a safe distance but will do their best to ward off an attacker

by throwing small stones to defend themselves. If pressed

they can slowly move but will not leave the water.
Air Vulnerability. A tuniit kelpling fully removed from the

water takes 5 unavoidable hit points of damage at the

CHAPTER 7 | CREATURES UNDERWATER


128
Wavecutter dolphins are sapphire blue, free-spirited

intelligent dolphins that will go out of their way to talk to

humanoids that they encounter. They are known as


Large monstrosity, any
practical jokers, erratic friends, and mercenaries. Some

have been known to allow powerful humanoids to ride


Armor Class 16 (natural armor) them as mounts so long as they are entertained (or
Hit Points 45 (6d10 + 12) otherwise compensated for the bother). These dolphins
Speed 0 ft., swim 60 ft. show a wide variety of personalities, with some being

saints and some being absolute terrors. The most

notorious wavecutter is Azurefin (see Chapter 8), who by all

accounts murders anyone or anything if he thinks he can

15 (+2) 21 (+5) 15 (+2) 9 (-1) 11 (0) 15 (+2) get away with it.

Saving Throws Dex +8, Cha +5

Skills Deception +5, Insight +3, Perception +3,

Performance +5 Medium humanoid (human, shapechanger), chaotic evil

Senses passive Perception 13

Languages Aquan, Common


Armor Class 10 in humanoid form, 12 in shark or hybrid
Challenge 2 (450 XP)
form

Hit Points 75 (10d8 + 30)

Speed 30 ft., swim 40 ft. in shark form


Charge. If the wavecutter dolphin moves at least 30 feet

straight toward a target and then hits it with a slam attack

on the same turn, the target takes an extra 7 (2d6)

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

no components: Senses passive Perception 14

Languages Aquan, Common (can’t speak in shark form)


At will: vicious mockery
Challenge 4 (1,100 XP)
2/day each: charm person, silence, Tasha’s hideous

laughter

1/day each: speak with animals, tongues


Blood Frenzy. The wereshark has advantage on melee

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

(Perception) checks that rely on smell.

Shapechanger. The wereshark can use its action to


Multiattack. The wavecutter dolphin makes two attacks:
polymorph into a shark-humanoid hybrid or a shark, or
one with its bite, and one with its slam.
back into its true form, which is humanoid. Its statistics,

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

reverts to its true form if it dies.

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

target. Hit: 9 (2d6 + 2) bludgeoning damage.

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.

Trident. Melee Weapon Attack: +6 to hit, reach 5 ft., one

Lucky (1/Day). The wavecutter dolphin adds 2 to a saving target. Hit: 7 (1d8 + 3) piercing damage.

throw result as long as it is not grappled, restrained, or

surprised.

CHAPTER 7 | CREATURES UNDERWATER


129
Weresharks tend to be unpleasant and aggressive in any Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one

form; therefore, most are loners. The average wereshark target. Hit: 16 (3d6 + 6) slashing damage.

takes the form of a shark, but some resemble

hammerheads or goblin sharks. No normal wereshark can

transform into a giant shark; those that can are ancient


Ignore Magic (Recharge 6). The ancient wereshark can
weresharks, which have separate creature statistics.
choose to ignore the effects of any spell or magic that

affects it. The ancient wereshark must use this reaction

before making a saving throw against the spell or magic.

Large humanoid (shapechanger), lawful evil


Ancient weresharks vaguely resemble exceptionally tall

humans, with webbed clawed hands and a shark’s head.


Armor Class 17 (natural armor and ancient tattoos)
They can only assume two forms, that of the hybrid or that
Hit Points 142 (15d10 + 60)
of a giant shark. Their skin is usually blue or grey with
Speed 30 ft., swim 30 ft., swim 50 ft. in giant shark form
brown or black spots covering their bodies in random

patterns. The few who bother to talk brag about being the

first weresharks and that they are all that remains of a

golden age of bronze weapons and mud-brick towns. They


22 (+6) 12 (+1) 19 (+4) 10 (0) 13 (+1) 15 (+2) tend to think of weresharks as weaker distant cousins that

can be of limited use: ancients either lead them in battle or

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

set up shop for a few days offering their services for

ridiculous prices. These tattoos can come in any


Ancient Tattoos. Ancient weresharks, in either form, are
imaginable color, shape, or complexity and are considered
covered in tattoos that collectively give them the power to
magical and will disappear if a creature with such a tattoo
add their Charisma bonus to their AC and saving throws
enters an anti-magic zone or has it nullified by other
(included in statistics). Any attempt to dispel the tattoos
means.
must treat them as a 9th-level spell. Ancient weresharks
Each ancient wereshark does not reproduce or age but
apply these bonuses while in giant shark form.
can be killed through violence.

Blood Frenzy. The ancient wereshark has advantage on

melee attack rolls against any creature that doesn't have all

its hit points.

Command Shark. The ancient wereshark can

communicate telepathically and dominate (as dominate

monster) any shark that it can see. The shark gets a

Charisma saving throw to resist if it is asked to do anything

contrary to its nature. An ancient wereshark can only have

up to three sharks dominated at a time.

Keen Smell. The ancient wereshark has advantage on

Wisdom (Perception) checks that rely on smell.

Magical Weapons. The ancient wereshark’s attacks are

magical.

Shapechanger. The ancient wereshark can use its action

to polymorph into a shark-humanoid hybrid or into a giant

shark, or back into its true form, which is hybrid. Its

statistics, other than its AC, are the same in each form. Any

equipment it is wearing or carrying isn't transformed. It

reverts to its true form if it dies.

Multiattack. The ancient wereshark makes three attacks:

two with its bite, and one with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one

target. Hit: 22 (3d10 + 6) piercing damage.


Medium undead, neutral evil
Small monstrosity, neutral

Armor Class 8 (natural armor)


Armor Class 17 (natural armor)
Hit Points 39 (6d8 + 12)
Hit Points 21 (6d6)
Speed 5 ft., swim 20 ft.
Speed 0 ft., swim 70 ft.

8 (-1) 20 (+5) 10 (0) 8 (-1) 8 (-1) 8 (-1) 8 (-1) 20 (+5) 10 (0) 8 (-1) 8 (-1) 8 (-1)

Condition Immunities poisoned


Saving Throws Dex +7
Damage Immunities poisoned
Condition Immunities paralyzed, restrained
Senses darkvision 60 ft., passive Perception 10
Damage Vulnerabilities cold
Languages understands the languages it knew in life but
Senses passive Perception 9
can’t speak
Languages Aquan

Challenge ½ (100 XP) Challenge ½ (100 XP)

Buoyant. The bloated zombie moves 30 feet towards the


Free Movement. The zephyrish’s movement is unaffected
surface at the beginning of its turn if it is underwater.
by difficult terrain, or spells and other magical effects that

reduce its speed. The zephyrish can spend 5 feet of


Detonation. If the bloated zombie starts its turn with less
movement to automatically escape a creature that has it
than half of its hit points then it must make a successful
grappled. The zephyrish loses this ability if it is not
DC 20 Constitution saving throw or be destroyed (reduced
underwater.
to 0 hit points) and detonate, causing 2d4 thunder damage

to everything within a 10-foot-radius sphere.


Water Breathing. The zephyrish can breathe only

underwater.
Floating Ambush. If the bloated zombie is not moving and

within 20 feet of floating corpses or debris, it has

advantage on Dexterity (Stealth) checks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one

target. Hit: 7 (1d4 + 5) slashing damage.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one


Thunderous Dash. The zephyrish swims 150 ft. in a
target, Hit: 4 (1d6 + 1) bludgeoning damage.
straight line, even if this movement makes it exit the water

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

and experienced sailors know how to defeat these easily:

they attack them with ranged weapons until they detonate.


Zephyrish, or zephyr fish, are bright silver magical fish that

are only a danger to Tiny creatures that they prey on or

those that try and catch them. These magical creatures

know they are the fastest things in the water and will flee if

possible. They can sometimes be communicated with if a

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.

CHAPTER 7 | CREATURES UNDERWATER


131
Archdruid 12 VGtM 210 Maw of Sekolah 7 GoS 244
6 UC 134 3 UC 144
12 UC 135 6 UC 145
Bullywug Croaker 2 GoS 232 ¼ UC 146
Bullywug Royal 3 GoS 232 Merfolk Salvager 1 GoS 244
4 UC 136 Mr. Dory 10 GoS 246
9 UC 137 12 UC 146
Crokek’toeck 10 BG:DiA 230 Oceanus ½ GoS 246
Crushing Wave Priest 2 PoA 205 Olhydra 18 PoA 218
Crushing Wave Reaver ½ PoA 205 5 UC 147
Dark Tide Knight 3 PoA 205 ½ UC 148
5 UC 139 Sahuagin Baron 5 MM 264
Druid 2 MM 346 Sahuagin Blademaster 6 GoS 249
Fathomer 2 PoA 207 Sahuagin Champion 3 GoS 249
Firenewt Warlock 1 VGtM 143 Sahuagin Coral Smasher 1 GoS 249
Firenewt Warrior ½ VGtM 142 Sahuagin Deep Diver 4 GoS 250
Gar Shatterkeel 9 PoA 209 Sahuagin Hatchling Swarm 3 GoS 250
Ghald 7 PoA 209 Sahuagin High Priestess 5 GoS 251
Grung Elite Warrior 2 VGtM 157 Sahuagin Priestess 2 MM 264
Grung Wildling 1 VGtM 157 Sahuagin Wave Shaper 5 GoS 251
¼ UC 139 ½ UC 150
17 UC 141 ½ UC 150
1 UC 142 4 UC 151
Kalka-Kylla 4 TFTY 238 5 UC 152
Koalinth Sergeant 2 GoS 239 5 UC 153
Kraken Priest 5 VGtM 215 1 UC 154
Kuo-Toa Archpriest 6 MM 200 Shoalar Quanderil 4 PoA 208
Kuo-Toa Monitor 3 MM 198 6 UC 155
Kuo-Toa Whip 1 MM 200 Tecuziztecatl 4 TFTY 245
Kysh 1 GoS 240 Tortle Druid ¼ MToF 242
Lizardfolk Commoner ¼ GoS 241 Transmuter 5 VGtM 218
Lizardfolk Render 3 GoS 241 Triton Shorestalker 2 MOT 244
Lizardfolk Scaleshield 1 GoS 242 Triton Master of Waves 8 MOT 245
Lizardfolk Shaman 2 MM 205 2 UC 155
Lizard King or Queen 4 MM 205 White Maw 10 TFTY 248
Lizardfolk Subchief 3 GoS 242 2 UC 156
Locathah Hunter 2 GoS 243 ⅛ UC 157
½ UC 143 17 UC 158

CHAPTER 8 | NPCS & PERSONALITIES


133
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 9 (2d6 + 2) bludgeoning damage.

Water Spit. Ranged Weapon Attack: +10 to hit, range

40/80 ft., one target. Hit: 1 bludgeoning damage and the

Large monstrosity (wavecutter dolphin), chaotic evil target must make a successful DC 15 Wisdom saving

throw or be blinded until the end of their next turn. This

action cannot be used underwater.


Armor Class 17 (natural armor)

Hit Points 75 (10d10 + 20)

Speed 30 ft. (ring of landwalking), swim 60 ft.

Very Lucky (1/Day). Azurefin adds 4 to a saving throw

result as long as he is not grappled, restrained, or surprised.

15 (+2) 22 (+6) 15 (+2) 12 (+1) 13 (+1) 16 (+3) Azurefin is a notorious murderer that happens to be a

wavecutter dolphin. He will sometimes hire out as a

mercenary or thug, but his prices are never simple. He


Saving Throws Dex +10, Wis +5, Cha +7
yearns for new experiences and inspired acts of violence,
Skills Acrobatics +14, Deception +11, Insight +5,
not treasure or a safe life. When he is bored and looking to
Perception +9, Performance +11, Survival +9
kill he will often use the spell disguise self to appear as a
Senses passive Perception 19
natural dolphin or change enough of his appearance to
Languages Aquan, Common, Elvish, Sahuagin
disguise himself amongst other wavecutters. None of the
Challenge 6 (2,300 XP)
dozens of stories attempting to explain his obsession with

violence are actually true. Azurefin is just a murderer who

enjoys it. He seeks no reason or justification, and none


Charge. If Azurefin moves at least 30 feet straight toward a
seems to exist.
target and then hits it with a slam attack on the same turn,
Azurefin was born with an extra row of teeth that gives
the target takes an extra 7 (2d6) bludgeoning damage.
him a very unique bite signature. If he has time, he will

Hold Breath. Azurefin can hold its breath for 40 minutes. clearly bite and mark a victim, which has become his

signature of sorts. He also uses the spell mage hand to find

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

Azurefin that he has his tongue pierced with it so that he


At will: mage hand, prestidigitation, true strike, vicious
doesn’t lose the ability to walk and flee to dry land when he
mockery (2d4)
is being pursued.
2/day each: charm person, disguise self, silence, Tasha’s

hideous laughter

1/day each: hold person, poison sphere, speak with

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.”

Multiattack. Azurefin makes two attacks: one with its bite,

and one with its slam.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one

target. Hit: 8 (1d4 + 6) piercing damage.

CHAPTER 8 | NPCS & PERSONALITIES


134
Scoundrel’s Salt (Recharge 6). Bib Bum Bip throws a

pinch of paraelemental salt at a creature no more than 10

feet away. The target must make a successful DC 16


Large elemental (marid), chaotic neutral
Dexterity saving throw or take 10 (3d4) necrotic damage. A

damaged target must then make a successful DC 16


Armor Class 17 (natural armor) Constitution saving throw or gain 1 level of exhaustion.
Hit Points 229 (17d10 + 136) Creatures currently breathing water have disadvantage on
Speed 30 ft., fly 60 ft., swim 90 ft. their Constitution saving throw.

Bib Bum Bip has done it all, or so his mud mephit publicist

(minion) claims repeatedly -- to anyone who will listen. He


22 (+6) 12 (+1) 26 (+8) 18 (+4) 17 (+3) 18 (+4) claims to have been a pirate, slave, a slaver, hero, villain,

gigolo, tower guard, rogue, and now a merchant, which he

says he will probably stick with. The only consistent thing


Saving Throws Dex +5, Wis +7, Cha +8
about Bib Bum Bip is that he lies constantly and without
Skills Insight +7, Investigation +8, Perception +7,
reservation. Currently, he runs a large trading
Persuasion +8, Stealth +5
conglomerate that links a variety of underwater merchants
Damage Resistances acid, cold, lightning
and a few surface cities through various contacts (usually
Senses blindsight 30 ft., darkvision 120 ft., passive
thieves’ guilds). Almost everyone or everything that works
Perception 17
for him is an amphibious or aquatic creature, but he does
Languages Aquan, Common, Elvish, Draconic, Sylvan,
have a few surface merchants come to visit his coastal villa
Undercommon
and trading mecca, “Pearl and Sundry,” which has about a
Challenge 12 (8,400 XP)
quarter of its buildings above sea level. As an elemental, he

is equally comfortable above or below the surface of the

water and has made himself valuable to those who would


Amphibious. Bib Bum Bip can breathe air and water.
trade goods, services, and the occasional crime, between

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

often make up a quick, unbelievable, and often different, lie


Innate Spellcasting. Bib Bum Bip’s innate spellcasting
if asked about the silver pearl-encrusted trident. He has
ability is Charisma (spell save DC 16, +8 to hit with spell
wielded this weapon for centuries and it is his most prized
attacks). He can innately cast the following spells, requiring
possession.
no material components.

At will: create or destroy water, detect evil and good, detect

magic, fog cloud, purify food and drink

3/day each: tongues, water breathing, water walk

1/day each: conjure elemental (water elemental only),

control water, gaseous form, invisibility, plane shift

Multiattack. Bib Bum Bip makes two trident attacks, then

uses his scoundrel’s salt action if able.

“Under Moon,” Trident +2. Melee Weapon Attack: +12 to

hit, reach 5 ft., one target. Hit: 14 (2d8 + 8) piercing

damage and 7 (2d6) poison damage.

Water Jet. Bib Bum Bip magically shoots water in a 60-foot

line that is 5 feet wide. Each creature in that line must

make a DC 16 Dexterity saving throw. On a failure, a target

takes 21 (6d6) bludgeoning damage and, if Huge or smaller,

is pushed up to 20 feet away from Bib Bum Bip and

knocked prone. On a success, a target takes half the

damage and is not pushed or knocked prone.

CHAPTER 8 | NPCS & PERSONALITIES


135
Multiattack. The bullywug witch doctor attacks with its
Medium humanoid (bullywug), neutral evil
necrotic bite (if able) or makes two attacks with its

quarterstaff.

Armor Class 14 (hide armor, shield)


Necrotic Bite (Recharge 5-6). Melee Spell Attack: +6 to
Hit Points 58 (9d8 + 18)
hit, reach 5 ft., one target. Hit: 10 (4d4) necrotic damage.
Speed 20 ft., swim 40 ft.
The target’s hit point maximum is reduced by an amount

equal to the necrotic damage taken, and the witch doctor

regains hit points equal to the amount.

12 (+1) 12 (+1) 14 (+2) 8 (-1) 17 (+3) 12 (+1) Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft.,

one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Saving Throws Wis +6

Skills Arcana +2, Medicine +6, Nature +2, Perception +6,


Zombie Minion. If a bullywug dies within 60 feet of a
Stealth +4
bullywug witch doctor then the witch doctor can use its
Damage Immunities poison
reaction to magically turn the corpse into a zombie. The
Condition Immunities poisoned
zombie is under the command of the witch doctor, who can
Senses passive Perception 16
control no more than four at a time.
Languages Bullywug, Common

Challenge 4 (1,100 XP)

The bullywug witch doctor is a rare bullywug that arguably

strikes more fear into its fellows than other creatures.

Amphibious. The bullywug witch doctor can breathe air These witch doctors are often emaciated and skeletal in

and water. appearance, covered in a variety of bone pendants and the

tanned skins of humanoids. They are often encountered


Bolster Undead. Any bullywug zombies within 60 feet of
with bullywug zombies who failed the witch doctor in life.
the witch doctor gain advantage on their attack rolls and 5
This creature was inspired by Dragonix’s Monster Manual
(1d10) temporary hit points so long as the witch doctor is
Extended.
not incapacitated.

Speak with Frogs and Toads. The bullywug witch doctor

can communicate simple concepts to frogs and toads when

it speaks in Bullywug.

Spellcasting. The bullywug witch doctor is a 9th-level

spellcaster. Its spellcasting ability is Wisdom (spell save DC

14, +6 to hit with spell attacks). It has the following spells

prepared:

Cantrips (at will): choke, guidance, sacred flame (2d8),

thaumaturgy

1st level (4 slots): command, false life, inflict wounds,

sanctuary

2nd level (3 slots): hold person, ray of enfeeblement,

spiritual weapon

3rd level (3 slots): dispel magic, spirit guardians, vampiric

touch

4th level (3 slots): control water, freedom of movement,

phantom hook

5th level (1 slot): insect plague

Standing Leap. The bullywug witch doctor’s long jump is

up to 20 feet and its high jump is up to 10 feet, with or

without a running start.

Swamp Camouflage. The bullywug witch doctor has

advantage on Dexterity (Stealth) checks made to

hide in swampy terrain.

CHAPTER 8 | NPCS & PERSONALITIES


136
Multiattack. The cecaelia makes three attacks: one with its
Large monstrosity (cecaelia), any lawful
tentacles and two with its shortsword.

Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft.,


Armor Class 17 (leather armor and shield)
one target. Hit: 7 (1d4 + 5) bludgeoning damage and the
Hit Points 105 (14d10 + 28)
target is grappled (escape DC 15). The cecaelia cannot
Speed 30 ft., climb 20 ft., swim 30 ft.
attack with tentacles if it has a creature grappled.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,

one target. Hit: 7 (1d6 + 5) piercing damage.

13 (+1) 19 (+4) 14 (+2) 12 (+1) 14 (+2) 20 (+5)


Ink Bolt. Ranged Weapon Attack: +7 to hit, range 20/80 ft.,

Hit: 1 bludgeoning damage and the target must make a

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

Nature +4, Perception +5, Performance +11, Stealth +5 underwater.

Damage Resistances thunder


Inspiration (5/Day). The cecaelia songweaver, if awake
Senses darkvision 60 ft., passive Perception 15
and not silenced, can choose an ally within 60 feet of it to
Languages Aquan and any two others
become inspired as a bonus action. They can do this while
Challenge 9 (5,000 XP)
songweaving but cannot target themselves. Inspired allies

gain a +1d10 result on a die roll that they choose, as long

as they use it in the next minute. A creature can only


Amphibious. The cecaelia can breathe air and water.
benefit from inspiration once every 10 minutes.

Jack of All Trades. The cecaelia songweaver adds a +2 to

any ability check result that they do not already have


Cecaelia songweavers are usually famous amongst aquatic
proficiency in.
humanoids and sometimes even on the surface. Their

singing ability is often unparalleled, and they are often


Plant Friend. The cecaelia can speak with any aquatic
encountered with a variety of would-be suitors and fans
plant.
following after them. Songweavers are powerful friends to

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

within 60 feet of it, must make a successful DC 16 Drider.”

Charisma saving throw before they can take any action that

will harm the cecaelia. If they fail, they spend their action

listening to the songweaver singing. Creatures that are

deafened or have witnessed the cecaelia do anything to

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.

CHAPTER 8 | NPCS & PERSONALITIES


137
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one

target. Hit: 7 (1d6 + 4) slashing damage.

Medium humanoid (deep scion, shapechanger), neutral evil Psychic Screech (Recharge 6). The deep scion emits a

terrible scream, audible within 300 feet. Creatures within

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

telepathically transmits the deep scion’s memories of the

last 24 hours to its master, regardless of distance, as long

as it and its master are in the same body of water.

18 (+4) 13 (+1) 15 (+2) 14 (+2) 13 (+1) 17 (+3)


Deep scion sorcerers are created by evil undersea powers

starting with the same methods that make deep scions.


Saving Throws Int +5, Wis +4, Cha +6 Rarely, an evil power will grant a victim more autonomy
Skills Arcana +5, Deception +9, Investigation +5, Insight and willpower, especially if they are already an arcane
+4, Persuasion +6, Stealth +7 spellcaster. The resultant hybrid is then a deep scion
Damage Resistances psychic sorcerer tasked with more complex tasks and trusted to
Senses darkvision 120 ft., passive Perception 11 stay on the surface for much longer. A deep scion sorcerer
Languages Aquan, Common, thieves’ cant often directs or manages the actions of the undersea
Challenge 5 (1,800 XP) power’s surface minions.

Amphibious (Hybrid Form Only). The deep scion sorcerer

can breathe air and water.

Protean Arcana (Recharge 6). The deep scion sorcerer

taps into the power of its ancient creator and either adds Medium humanoid (malenti), neutral good

3d8 psychic damage to an attack or forces disadvantage on

all saving throws to a spell that it casts.


Armor Class 14 (mage armor)

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

same in each form. Any equipment it is wearing or carrying

isn’t transformed. The deep scion reverts to its true form if

it dies. 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2)


Spellcasting. The deep scion sorcerer is a 6th-level

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

spells prepared: Senses darkvision 60 ft., passive Perception 14

Languages Aquan, Common, Elvish, Sahuagin


Cantrips (at will): blade ward, fire bolt (2d10), friends,
Challenge ¼ (50 XP)
mending, message, prestidigitation, ray of frost (2d8)

1st level (4 slots): charm person, mage armor, magic

missile, ray of sickness


Amphibious. Isabell can breathe air and water.
2nd level (3 slots): invisibility, poison sphere, shatter

3rd level (3 slots): dispel magic, fear Child of Prophecy. All aquatic humanoids know about

Isabell, her prophecy, and refer to her as the Empress of the

Sea. The prophecy states that whichever civilization

attacks her first will be annihilated and lead to her ruling


Multiattack. In humanoid form, the deep scion sorcerer
everything under the waves. Aquatic humanoids will
makes two melee attacks. In hybrid form, the deep scion
usually flee when they see her or otherwise go out of their
makes three attacks: one with its bite and two with its
way to behave and offer her things to leave them alone.
claws.

Divination Blindness. Any creature that casts a divination


Battleaxe (Humanoid Form Only). Melee Weapon Attack:
spell that targets Isabell or includes her in its area of effect
+7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing
must make a successful DC 12 Wisdom saving throw or be
damage.
blinded permanently. Those that succeed on their saving

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

casting of a divination spell by the same creature increases

their saving throw DC by 2.

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139
Lesser Immortality. Isabel is immune to disease and the

ravages of age, but she will die if reduced to 0 hit points.

This triggers her prophecy and is referred to as “the

mistake.”
Medium humanoid (malenti), lawful evil
Speak with Plants and Animals (3/Day). Isabell can

magically speak to any plant or animal that is within 60


Armor Class 19 (half plate +2)
feet. The target is under no compulsion to tell the truth or
Hit Points 170 (20d8 + 80)
even respond.
Speed 30 ft., swim 60 ft.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one

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

target. Hit: 6 (1d8 + 2) piercing damage.


Saving Throws Str +10, Dex +8, Con +10, Cha +9

Skills Animal Handling +8, Athletics +10, Insight +8,


Light Crossbow. Ranged Weapon Attack: +4 to hit, range
Intimidate +9, Perception +8, Religion +14
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Damage Resistances cold, fire, necrotic, psychic

Innocent Stare. Isabell stares at a creature within 60 feet Condition Immunities charmed, frightened, paralyzed,

of her which must make a DC 12 Charisma saving throw or restrained, stunned

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

life. Challenge 17 (18,000 XP)

No one knows when or where Isabell was born, and she


Amphibious. Isabell can breathe air and water.
seems confused if ever asked these questions. If the

characters encounter her in this form before one of the


Bend Water. Isabell is under the effects of an advanced
civilizations makes the mistake of killing her, then she will
type of freedom of movement so long as she is underwater.
likely be very chatty and bluntly ask to be adopted as she is
She can choose to ignore buoyancy, water pressure, and
bored, and all the people of the sea are cold and strange
any other penalty or disadvantage from being in, fighting, or
with her. As a young adult she looks like a young sea elf
moving through water.
with deep blue hair, and glowing blue eyes.

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.

that casts commune might possibly find this out.


Divination Blindness. Any creature that casts a divination

spell that targets Isabell or includes her in its area of effect

must make a successful DC 17 Wisdom saving throw or be

blinded permanently and take 13 (2d12) psychic damage.

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.

she dies, becomes the Empress of the Sea, and


destroys both the human kingdom and the Lesser Immortality. Isabell is immune to disease and the

merfolk assassin’s enclave. This ordeal turns her ravages of age, but she will die if reduced to 0 hit points.

alignment to lawful evil and she becomes a very


Magic Resistance. Isabell has advantage on saving throws
bitter and lonely immortal, conquering the
oceans out of spite more than prophecy. against spells and other magical effects.

https://en.wikipedia.org/wiki/Damocles

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141
Retaliate. Isabell makes one attack with Inevitable, if hit
Multiattack. Isabell uses her enthrall (if possible) and then
with a melee attack.
makes four melee attacks.

“Inevitable,” Fiendish Mace +3. Melee Weapon Attack:


No one knows when or where Isabell was born, and she
+13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 7)
usually responds with naked violence if ever asked these
bludgeoning damage and 9 (2d8) necrotic damage.
questions. As an adult malenti she has ruby red talons that

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.

throw. This effect is removed if Isabell directly damages the

target. A target that makes their saving throw is immune to

Isabell’s enthrall ability for the next year. Isabell can only

have three creatures enthralled at a time. Those who are

permanently enthralled do not count against this number

and can only make another save if they have not seen her in Medium humanoid (unique), lawful neutral

a year. Those who are permanently enthralled by her will

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)

Speed 40 ft., swim 40 ft.

12 (+1) 17 (+3) 14 (+2) 10 (0) 18 (+4) 11 (0)

Saving Throws Str +4, Dex +6

Skills Athletics +4, History +7

Damage Resistances necrotic, radiant

Condition Immunities charmed, frightened

Senses darkvision 60 ft., passive Perception 14

Languages Aquan, Celestial, Common, Elvish, Sylvan

Challenge 1 (200 XP)

Amphibious. Jobe can breathe air and water.

Evasion. If Jobe is subjected to an effect that allows him to

make a Dexterity saving throw to take only half damage,

Jobe instead takes no damage if he succeeds on his saving

throw or half damage if he fails.

Unarmored Defense. Jobe adds his Wisdom modifier to

his Armor Class so long as he is not wearing armor or a

shield (included in Armor Class).

Magical Weapons. Jobe’s martial arts attacks are magical.

Water Soul. Jobe must make a successful DC 15

Constitution saving throw each hour he spends not fully

submerged in water or gain a level of exhaustion. Jobe is

immune to the effects of pressure or frigid water and he

can choose to ignore nonmagical currents or difficult

terrain while underwater.


Multiattack. Jobe makes two attacks with martial arts.

Martial Arts. Melee Weapon Attack: +6 to hit, reach 5 ft.,

one target. Hit: 5 (1d6 + 4) bludgeoning damage.

Flurry of Blows (Recharge 6). Jobe attacks two additional

times with martial arts.

Fey Step (3/Day). Jobe, as a bonus action, magically

teleports up to 60 feet to an unoccupied space he can see.

Any creature within 5 feet of his new location must make a

DC 11 Wisdom saving throw or gain the frightened

condition until the end of their next turn.

Deflect Missiles. Jobe uses his reaction to catch or deflect

a missile when he is hit by a ranged weapon attack. The

ranged weapon attack’s damage is reduced by 14 (1d10 +

9). If this reduces the damage to 0, then he can choose to

catch the missile and redirect it at an enemy within 20 feet.

This attack is a martial arts attack with a range of 20 feet.

Jobe is a unique creature with a celestial parent and a fey

parent that he has never met. He both resembles an

aasimar and also a satyr, with knees hinged like a human,

and is relatively certain that he is unique. He is unwelcome

in both the Feywild and all of the Upper Planes. Jobe knows

that his parents' coupling was not voluntary and was the

result of some millennia-old contest between demigods.

After discovering the bitter truth, he spends his days

exploring the deep ocean and gathering artifacts, having

given up on civilization completely and absorbing himself

with the study of history. If spoken to, he will say as few


Sneak Attack. Once per turn, the malenti infiltrator deals
words as possible and be just unpleasant enough to
an extra 7 (2d6) damage when it hits a target with a
convince people to leave him alone.
weapon attack and has advantage on the attack roll, or

when the target is within 5 feet of an ally of the malenti that

isn’t incapacitated and the malenti doesn’t have

disadvantage on the attack roll.


Medium humanoid (malenti), neutral evil

Speak with Sharks. Malenti can telepathically talk to any

shark within 10 feet of them. They cannot issue commands


Armor Class 13 (natural armor)
or otherwise control them, but most sharks will
Hit Points 33 (6d8 + 6)
immediately leave a malenti alone after being spoken to
Speed 30 ft., swim 30 ft.
this way unless the malenti is being violent.

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

+4 target. Hit: 4 (1d3 + 2) slashing damage.

Senses darkvision 60 ft., passive Perception 13


Light Crossbow. Ranged Weapon Attack: +4 to hit, range
Languages Elvish, Sahuagin

½ (100 XP)
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Challenge

Malenti infiltrators are malenti that are hand-picked by

Amphibious. The malenti infiltrator breathes air and sahuagin and trained to infiltrate sea elf communities as

water. spies and occasional assassins.

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143
Medium humanoid (merfolk), any lawful

Armor Class 16 (eel skin)

Hit Points 49 (9d8 + 9)

Speed 10 ft., swim 40 ft.

11 (0) 12 (+1) 13 (+1) 16 (+3) 15 (+2) 16 (+3)

Saving Throws Int +6, Cha +6

Skills Arcana +6, History +9, Insight +8, Medicine +6,

Performance +9

Senses passive Perception 12

Languages Aquan, Common, Quipu and any two

otherlanguages

Challenge 3 (700 XP)

Amphibious. Merfolk can breathe air and water.

Innate Spellcasting. The historian’s innate spellcasting

ability is Charisma (Spell DC 14, +6 to hit with spell

attacks). It can innately cast the following spells, requiring

no material components:

At will: detect magic, light, vicious mockery (2d4)

3 day each: animal friendship, charm person, cure

wounds, heroism, phantasmal force

2/day each: compulsion, fear, see invisibility, tongues

1/day each: dominate person, eel skin, mislead, silence

Memory. The historian has advantage on all Intelligence

(History) checks.

Orator (Recharge 5-6). One target, of the merfolk


Merfolk do not create and use books normally,
historian’s choice, of an innate spell has disadvantage on
though some of them can read the few books
their saving throw if they can hear and understand the
that have been captured or found (and stored out
of water). They still value their history and
historian.
understand the necessity of storing knowledge
Resilient Presence. The historian and all merfolk within for future generations, using quipu to do so.
30 feet of it have advantage on any saving throw to resist
Quipu is a way to store knowledge or do math by
any enchantment spells or magical effects that cause the
a complicated system of knotting lengths of
charmed, frightened, or exhaustion conditions. This feature
string. Most merfolk can understand basic
concepts around strings (sometimes the “knots”
does not work if the historian is silenced or incapacitated.
are carved into bone and other materials), but the
historians are the true keepers of knowledge who
have a deep understanding of math, codes, and
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
the more complicated uses for Quipu. Because
target. Hit: 3 (1d4 + 1) piercing damage.
of this, historians are rare, hard to train, but easily
the most educated and “learned” of the merfolk.
The Quipu strings used by the historians are
Merfolk historians are storytellers, verbal history keepers, widely thought to be the product of a specialized
scribes, and voices of reason in many merfolk seaweed, but its source, manufacture, and
communities. Most of them have mastered a type of treatment are closely held state secrets. Each
resonant sea-shell that can produce slow melodic music in string lasts roughly four hundred years in
their hands. seawater but breaks down quickly when exposed
to air.

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144
Radiant Smite. The prince or princess adds 1d8 radiant

damage to all melee weapon attacks (included in the

attack).

Spellcasting. The prince or princess is a 10th-level


Medium humanoid (merfolk), any neutral
spellcaster. Their spellcasting is Charisma (spell save DC

16, +8 to hit with spell attacks). They can cast the following

Armor Class 18 (noble aura) spells:

Hit Points 84 (13d8 + 26)


1st level (4 slots): compelled duel, divine favor, heroism,
Speed 10 ft., swim 40 ft.
protection from evil and good

2nd level (3 slots): branding smite, lesser restoration,

magic weapon

13 (+1) 18 (+4) 14 (+2) 13 (+1) 13 (+1) 19 (+4) 3rd level (2 slots): dispel magic, protection from energy

Saving Throws Dex +8, Wis +5, Cha +8


Multiattack. The merfolk prince or princess makes three
Skills Deception +8, Insight +5, Intimidate +8, Perception
melee attacks.
+5

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)

Senses passive Perception 15 radiant damage.

Languages Any three languages


Lay on Hands (1/Day). The prince or princess touches an
Challenge 6 (2,300 XP)
ally or themselves and restores up to 50 hit points.

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

completely comfortable with command and how to use


Legendary Resistance (1/Day). If the prince or princess
merfolk in underwater battles. A prince or princess tends
fails a saving throw, they can choose to succeed instead.
to be very vain and are the least likely merfolk to bother

Noble Aura. The prince or princess adds their Charisma with any form of clothing.

bonus to their Armor Class so long as they are not wearing

armor or clothing (already included in Armor Class).


Medium human, lawful neutral
Medium humanoid (merfolk), any neutral

Armor Class 18 (cloak of protection and sovereignty)


Armor Class 12 (shield)
Hit Points 135 (18d8 + 54)
Hit Points 26 (4d8 + 8)
Speed 30 ft.
Speed 10 ft., swim 40 ft.

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

Challenge ¼ (50 XP) Intimidation +8, Persuasion +8

Condition Immunities paralyzed, restrained

Senses passive Perception 13

Languages any four languages


Amphibious. Merfolk can breathe air and water.
Challenge 12 (8,400 XP)

Stingray Saddle. Merfolk raykeepers and their stingray

mounts are fitted with specialty netting that counts as an

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.

Freedom of Movement. Being underwater imposes no

penalties on Musa’s movements or attacks.

Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one


Magic Items. Musa has prepared for his extended trip
target. Hit: 5 (1d6 + 2) piercing damage.
underwater and carries with him the following magic

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

reflected in the statistics.

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

this assistance once per day.

Merfolk raykeepers train and ride stingrays. A few of them,


Privilege (3/Day). As a bonus action, Musa gains
especially if they are part of a royal guard, will ride giant
resistance to one type of damage or advantage on any
stingrays.
saving throw to avoid being subjected to one condition

(other than unconscious or incapacitated) for the next 10

minutes.

Sovereignty. Musa adds his Charisma bonus to his Armor

Merfolk raykeepers will sometimes wear armor Class and attack rolls (this is reflected in the statistics).

but only if they are riding giant stingrays and


expecting violent conflict with other humanoids. Water Breathing. Musa can breathe underwater while

Their armor is a combination of thick skins, wearing his ring of water breathing.

shells, and bones that gives the same protection


as half plate armor. Raykeepers refer to this type
of armor as a “deathtrap” and hate to wear it
Multiattack. Musa attacks three times with his +1
outside of royal parades or warfare. On the other
longsword.
hand they understand its protection as they are
often the first to encounter and engage an +1 Longsword. Melee Weapon Attack: +13 to hit, reach 5
enemy force. ft., one target. Hit: 14 (1d10 + 9) slashing damage.

Parry. Musa adds 4 to his AC against one melee attack that

would hit him. To do so, he must see the attacker and be

wielding a melee weapon.

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146
Protect Me (3/Day). If Musa fails a saving throw or takes

damage that would reduce his hit points to 0, then an ally

within 10 feet is affected instead. Medium humanoid, any evil

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

seeking immortality because he is dying of a wasting

disease (cancer). This wasting disease cannot be cured and

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

disease is beginning to sorely tax the empire’s coffers, so he

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

the adventure at the end of Chapter 2. Challenge 5 (1,800 XP)

Musa’s wasting disease cannot be permanently cured,

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

the following warlock spells:

Cantrips (at will): blade ward, chill touch (120 ft., 2d8 cold),

eldritch blast (2 beams, 120 ft., 1d10 + 5 force damage),

prestidigitation

1st-5th level (2 5th-level slots): clairvoyance, dominate

person, Evard’s black tentacles, hellish rebuke, hold

monster, magic circle, mirror image, phantasmal force,

spider climb, Tasha’s hideous laughter

Thought Shield. The warlock is resistant to psychic

damage and no creature can read their thoughts except for

the Pale Lady and her spies.

Multiattack. A Pale Lady warlock makes three attacks with

their jealous whip.

Jealous Whip +2. Melee Weapon Attack: +7 to hit, reach

15 ft., one target. Hit: 3 (1d8 + 3) cold damage. If the target

is a gender that the wielder is attracted to, then the target

must make a successful DC 14 Wisdom saving throw or be

frightened and view the warlock as utterly disgusting until

the end of their next turn. A target that makes this saving

throw can no longer be frightened by the jealous whip.

Entropic Ward (Recharge 6). The warlock forces an

attacker that they can see to have disadvantage on one

attack roll. If the attacker misses the warlock then the

warlock gains advantage on their first attack against the

attacker during their next turn.

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147
Pale Lady warlocks who are given the freedom that this

one earned are rare. Usually, her warlocks upset her within

the first year and they drown or are abandoned in a time of

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

do not have the power or will to anger them or their Pale

Lady.

Medium humanoid (any race), any

Armor Class 14 (unarmored defense)

Hit Points 34 (4d12 + 8)

Speed 30 ft.

12 (+1) 15 (+2) 15 (+2) 10 (0) 11 (0) 10 (0)

Saving Throws Con +4

Skills Athletics +5, Perception +2

Senses darkvision 60 ft., passive Perception 12

Languages Aquan, Elvish

Challenge ½ (100 XP)

Diver. The pearl diver adds double its Constitution

modifier when determining how long it can hold its breath.

A pearl diver can hold its breath for 5 minutes and can

survive while suffocating for an additional 4 rounds.

Tough. The pearl diver’s Hit Dice are d12s.

Unarmored Defense. The pearl diver adds its Constitution

modifier to Armor Class, as long as it is not wearing armor

(included in Armor Class).

Underwater Brutality. If underwater and unarmored, the

pearl diver adds +2 piercing damage against a creature that

is also underwater (included in Actions).

Multiattack. The pearl diver makes two melee attacks.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 6 (1d4 + 4) piercing damage.

Pearl divers are the best swimmers in their community and

are often given a place of high prestige. Among the lizard-

folk, pearl divers are sometimes given social prestige equal

to a shaman, for they are the underwater fighting experts.

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148
Medium humanoid (elf ), chaotic good
Medium humanoid (elf ), chaotic good

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)

Saving Throws Dex +5, Wis +4


Saving Throws Dex +5
Skills Perception +4, Stealth +8, Survival +4
Skills Animal Handling +4, Athletics +4
Senses darkvision 60 ft., passive Perception 14
Senses darkvision 60 ft., passive Perception 11
Languages Aquan, Elvish
Languages Aquan, Elvish

Challenge ½ (100 XP) Challenge ½ (100 XP)

Amphibious. Sea elves can breathe air and water.


Amphibious. Sea elves can breathe air and water.

Camouflage Netting. This elf uses camouflage netting and


Mounted Charge. If mounted, the elf has advantage on
has advantage on Dexterity (Stealth) checks if they did not
melee weapon damage rolls if their mount traveled at least
move during their last turn.
20 feet in a straight line towards the target on the same

turn. If the target is Medium or smaller and not mounted,


Fey Ancestry. Sea elves have advantage on saving throws
then the sea elf does an additional 1d6 piercing damage
against being charmed, and magic cannot put them to
per hit.
sleep.

Fey Ancestry. Sea elves have advantage on saving throws


Friend of the Sea. Sea elves can communicate simple
against being charmed, and magic cannot put them to
ideas with any beast that has an innate swimming speed.
sleep.

Innate Spellcasting. The elf ’s spellcasting ability is


Friend of the Sea. Sea elves can communicate simple
Wisdom (spell save DC 12, +4 to hit with spell attacks).
ideas with any beast that has an innate swimming speed.
They can innately cast the following spells without

components:
Mounted. This elf is mounted on a giant sea horse.

1/day each: alarm, animal messenger, ensnaring strike

Multiattack. The elf makes two melee weapon attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,


Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one
one target. Hit: 5 (1d6 + 2) piercing damage.
target. Hit: 5 (1d8 + 1) piercing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range


Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft, one
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
target. Hit: 4 (1d4 + 2) piercing damage.

Conch Horn. The elf uses a conch horn that releases a


Light Crossbow. Ranged Weapon Attack: +5 to hit, range
sound that can be heard up to a mile away, or three miles
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
away if it is used underwater.

Some sea elves show an aptitude for handling and riding


Sea elf scouts spend most of their time watching known
aquatic mounts or fighting in general. Any serious fighter in
sahuagin encampments from a safe distance. They report
the sea elf military knows how to handle aquatic mounts
any large movements of sahuagin forces or anything
and most of them are encountered riding a hippocampus,
strange they see using animal messengers. Groups of sea
large fish, or giant sea horse, but never any variety of
elf cavalry will sometimes have a few scouts attached to
sharks. Rarely a sea elf safely trains and uses something
them if the sea elves are sending a force into unknown or
more exotic as a mount (giant squid or huge fish as an
enemy territories. If a sea elf scout notices surfacers they
example), which grants them more prestige and social
will also report on their movements and take great pains to
standing. Your average sea elf cavalry also functions as
remain unnoticed. Adventurers under the ocean are rare
guards within their civilization and are the most likely
and often very dangerous.
variety of sea elf to be encountered by adventurers.

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150
against being charmed, and magic cannot put them to

sleep.

Medium humanoid (elf ), chaotic good Spellcasting. The sea elf whisperer is a 9th-level

spellcaster. Its spellcasting ability is Wisdom (spell save DC

Armor Class 16 (barkskin) 14, +6 to hit with spell attacks). The elf has the following

Hit Points 53 (9d8 + 9) spells prepared:

Speed 30 ft., swim 30 ft.


Cantrips (at will): acid splash (2d6), druidcraft, poison spray

(2d12), shape water, thorn whip (2d6)

1st level (4 slots): cure wounds, entangle, mirror image,

thunderwave
11 (0) 13 (+1) 13 (+1) 13 (+1) 16 (+3) 12 (+1) 2nd level (3 slots): barkskin, hold person, lesser restoration

3rd level (3 slots): dispel magic, protection from energy

4th level (3 slots): confusion, dominate beast


Saving Throws Int + 4, Wis +6
5th level (1 slot): toxic bloom
Skills Animal Handling +9, Insight +6, Perception +6,

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

into a beast with a challenge rating of 1 or less and can

remain in this form for up to 4 hours. The sea elf can

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

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft, one

target. Hit: 3 (1d4 + 1) piercing damage. Armor Class 15 (unarmored defense)

Hit Points 102 (12d8 + 48)


Light Crossbow. Ranged Weapon Attack: +4 to hit, range
Speed 35 ft., (25 ft., swim 45 ft. in seal form), (45 ft., swim
80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
35 ft. in polar bear form)

Sea elf whisperers are those sea elves that dedicate their

lives to protecting and nurturing the underwater

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

wondrous underwater locations.

Saving Throws Str +9, Con +7

Skills Athletics +9, Intimidation +5, Nature +4, Perception

+3, Survival +7

Damage Resistances cold, psychic

Senses darkvision 60 ft., passive Perception 13

Languages Common, Sylvan

Challenge 5 (1,800 XP)

Berserkr Therianthropy (2/Day). The berserkr has two

skins: one for its seal form and one for its polar bear form.

It can spend an action to either put its seal or bear skin on

or remove it. Once complete the berserkr is either in its

polar bear, humanoid form, or back in its true seal form. Its

statistics, other than movement, are the same in each form.

Any equipment it is wearing or carrying isn’t transformed. It

reverts to its true form if it dies. The berserkr also regains

20 lost hit points after it completes therianthropy.

Combat Trance. If the berserkr is not surprised then it is

immune to the charmed and frightened conditions.

Feral Instinct. The berserkr has advantage on initiative

rolls.

Hallucinogens (1/Long Rest). The berserkr, while in

humanoid form only, spends 10 minutes in a wilderness

setting gathering natural hallucinogens. The gathered

materials can be used immediately or stored for up to 4

hours. Depending on what the berserkr intends to do, the

hallucinogens are consumed and the berserker gains one

of the following:

Condition Immunity. The selkie berserkr chooses to be

immune to either the paralyzed, petrified, poisoned,

restrained, or stunned condition for 10 minutes.

Poisoned Axe. The selkie berserkr coats its greataxe in

a poisonous grease that adds +1d6 poison damage to

each successful attack for 10 minutes.

Temporary Hit Points. The selkie berserkr gains 20

temporary hit points for 10 minutes.

Truesight. The selkie berserkr gains truesight 10 ft. for

10 minutes.

Weapon Resistance. The selkie berserkr gains

resistance to either bludgeoning, piercing, or slashing

damage for 10 minutes.

Hold Breath. The selkie berserkr can hold its breath for

15 minutes.

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152
Keen Smell. The selkie berserkr has advantage on Fast Therianthropy (2/Day). The selkie seidhr, if at least

Wisdom (Perception) checks that rely on smell. partially submerged in salt water, spends its action either

putting its seal skin on or removing it. Once complete, the


Unarmored Defense. The selkie berserkr adds its
seidhr is either in its humanoid form or back in its true seal
Constitution modifier to its Armor Class, as long as it is not
form. Its statistics, other than movement, are the same in
wearing armor (included in Armor Class).
each form. Any equipment it is wearing or carrying isn’t

transformed. It reverts to its true form if it dies. The seidhr

also regains 10 lost hit points after it completes

Multiattack. The selkie berserkr uses growl and then therianthropy.

makes three melee attacks.


Metamagic (Recharge 6). The selkie seidhr can cast a

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

exactly as explained in the sorcerer section of the Player’s

Spear. Ranged Weapon Attack: +9 to hit, range 20 ft./60 ft., Handbook.

one target. Hit: 8 (1d6 +5) piercing damage.


Spellcasting. The selkie seidhr is a 10th-level sorcerer. Its

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

Charisma saving throw or have disadvantage on all attack prepared:

rolls against the selkie berserkr until the end of their next

turn. Cantrips (at will): friends, mending, message, ray of frost

(2d8), shocking grasp (2d8), true strike

1st-level (4 slots): mage armor, ray of sickness,

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

5th-level (2 slots): hold monster

Berserkrs are rare selkies blessed with the ability to also

assume a polar bear form. These selkies are the most likely

to seek adventure and violence amongst humanoid


Multiattack. The seidhr either casts a cantrip and makes a
militaries, guards, or adventurers on the surface.
melee attack or makes two melee attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,

one target. Hit: 5 (1d6 + 2) piercing damage and 3 (1d6)

Medium fey (selkie, shapechanger), any chaotic lightning damage.

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

form. Some wander the earth, some protect nature, and

some do whatever pleases them. Seidhr in seal form can

make their eyes glow a deep purple if they choose, and

10 (0) 14 (+2) 15 (+2) 11 (0) 12 (+1) 17 (+3) sometimes do this around selkie to announce themselves.

Saving Throws Con +5, Chr +6

Skills Athletics +3, Arcana +3, Deception +6, Persuasion +6

Damage Resistances lightning, thunder


Selkie seidhr often face persecution amongst
Senses darkvision 60 ft., passive Perception 11
other selkie because they spend so much time
Languages Common, Primordial, Sylvan
away from other selkie. Their powers are strange
Challenge 5 (1,800 XP) and associated with a perceived corruption due
to their time away from their own race. This has
the obvious effect of causing most seidhr to
Hold Breath. The selkie seidhr can hold its breath for 15 spend even more time away from other selkies.
minutes.

Keen Smell. The selkie seidhr has advantage on Wisdom

(Perception) checks that rely on smell.

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153
Keen Smell. The selkie vikingr has advantage on Wisdom

(Perception) checks that rely on smell.

Medium fey (selkie, shapechanger), any Fast Therianthropy (2/Day). The selkie vikingr, if at least

partially submerged in salt water, spends its action either

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

in each form. Any equipment it is wearing or carrying isn’t

transformed. It reverts to its true form if it dies. The vikingr

also regains 10 lost hit points after it completes

16 (+3) 12 (+1) 14 (+2) 10 (0) 13 (+1) 11 (0) therianthropy.

Skills Intimidation +2, Perception +3


Multiattack. The selkie vikingr makes two melee or two
Senses darkvision 60 ft., passive Perception 13
ranged attacks.
Languages Common, Sylvan

Challenge 1 (200 XP) Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 9 (1d12 + 3) slashing damage.

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.

Feral Instinct. The selkie vikingr has advantage on


Vikingr are the more social and martially adventurous
initiative rolls.
selkies, forming large groups of vikingr that follow the

Hold Breath. The selkie vikingr can hold its breath for 15 strongest. These groups either hire out as mercenaries,

minutes. pirates, or otherwise look for violent opportunities. Vikingr

in seal form tend to be slightly larger and more feral than a

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)

Saving Throws Dex +7, Wis +4


Saving Throws Str +8, Con +6, Wis +6
Skills Acrobatics +7, Athletics +3, Intimidate +3, Survival
Skills Athletics +8, Insight +6, Intimidation +5, Perception
+4
+6
Damage Resistances acid
Senses blindsight 120 ft., passive Perception 16
Senses passive Perception 11
Languages Aquan, Common, Sylvan, Primordial, Draconic
Languages Aquan, Common, Primordial
Challenge 6 (2,300 XP)
Challenge 2 (450 XP)

Echolocation. Sojourner can’t use her blindsight while


Amphibious. The water genasi mercenary can breathe air
deafened.
or water.

Hold Breath. Sojourner can hold her breath for 3 hours.


Dueling. A water genasi mercenary has a +2 bonus to

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

creature. its shortsword damage).

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

the target takes an additional 18 (4d8) piercing damage

once during her turn.

Multiattack. The water genasi mercenary makes two

melee attacks.

Multiattack. Sojourner attacks three times with her horns.


Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,

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

100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.


Sojourner is an ancient, exceptionally large narwhal with

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

humanoids, but an ill omen to evil ones.

CHAPTER 8 | NPCS & PERSONALITIES


155
labor” dispute. After an hour of treading water, Wokou

called upon the vligender to save them but got no response.

At the point of complete exhaustion, Wokou sank under the


Medium humanoid (human), chaotic evil
waves and heard the Pale Lady’s voice for the first time.

“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

perform a task. Wokou has a strange familiar, Adamant, but

knows the truth of the situation and refers to Adamant as

“the spy” or “Her spy.”

12 (+1) 14 (+2) 15 (+2) 11 (0) 10 (0) 16 (+3)

Saving Throws Wis +3, Cha +6

Skills Acrobatics +5, Arcana +3, Deception +6, History +3,

Persuasion +6, Stealth +6

Damage Resistances cold (underwater only)

Senses darkvision 60 ft. (underwater only), passive

Perception 10

Languages Aquan, Common, Draconic

Challenge 2 (450 XP)

Familiar Cantrips. Wokou’s familiar, Adamant, can cast

cantrips on itself, during its turn, using any “at will” spell

that Wokou knows.

Pact of the Chain. Wokou was a pirate that made a pact

with the Pale Lady to avoid drowning. Wokou can now hold

their breath for 20 minutes and has darkvision 60 ft. while

underwater. The Pale Lady has also gifted Wokou with a

supernatural, dark purple octopus named Adamant.

Ring of Deep Swimming. Wokou wears a platinum band

ring that is a ring of swimming, which also grants cold

resistance so long as the wearer is completely submerged

in water.

Spellcasting. Wokou is a 6th-level warlock. Their

spellcasting ability is Charisma (spell save DC 14, +6 to hit

with spell attacks). They regain expended spell slots when

they finish a short or long rest. They know the following

warlock spells:

Cantrips (at will): blade ward, blur, chill touch (2d8), mage

armor, toll the dead (2d8/2d12)

1st-3rd level (2 3rd-level slots): charm person, expeditious

retreat, find familiar, mirror image, phantasmal force,

water breathing, vampiric touch

Silvered Dagger. Melee Weapon Attack: +5 to hit, reach 5

ft., one target. Hit: 4 (1d4 + 2) piercing damage. This

dagger is silvered.

Wokou used to be a “middling pirate,” in their own words,

before they were tossed from a ship during a “division of

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156
Pale Minion. Adamant is a denizen of the Pale Lady’s

demi-plane and functions as a gift and a spy. If Wokou does

anything counter to the Pale Lady’s wishes, Adamant can


Small aberration, chaotic evil
either choose to punish Wokou (see Spy) or evaporate and

reform near The Pale Lady three days later.


Armor Class 16 (mage armor)

Hit Points 13 (3d6)

Speed 10 ft., swim 40 ft.


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

target. Hit: 1 necrotic damage and the target is grappled

(escape DC 12). Until this grapple ends, the target takes 1

8 (-1) 17 (+3) 11 (0) 8 (-1) 10 (0) 16 (+3) necrotic damage at the beginning of its turn and Adamant

can’t use its tentacles on another target.

Ink Cloud (Recharge 6). A magical 10-foot-radius cloud of


Saving Throws Wis +2, Cha +5
ink extends all around Adamant if it is underwater. The
Skills Insight +2, Perception +2, Stealth +9
area is heavily obscured and causes 1 necrotic damage to
Damage Immunities necrotic
any creature that starts its turn in the cloud. This ink cloud
Damage Vulnerabilities fire
lasts for 1 minute, although a significant current can
Senses darkvision 60 ft., passive Perception 12
disperse the ink. After releasing its ink, Adamant can use
Languages telepathy 60 ft.
the Dash action as a bonus action.
Challenge ⅛ (25 XP)
Spy. Adamant reads the thoughts and emotions of Wokou

as long as they are within 10 feet of each other. Adamant

Amphibious. Wokou's adamant can breathe air or water. can choose to then cause 1 point of psychic damage to

Wokou depending on what it reads.


Familiar Cantrips. Wokou's Adamant can cast cantrips on

itself only, during its turn, using any “at will” spell that

Wokou knows. Wokou's Adamant is a unique octopus-like aberration

originally from the Far Realm, used by The Pale Lady to


Frightening Mind. Any creature that attempts to read the spy on whoever her current “favored toy” happens to be. At
mind of Adamant must make a DC 13 Charisma saving the moment, Adamant is spying on Wokou and serving as
throw or take 7 (2d6) psychic damage. their familiar.
Multiattack. Yesteryear uses drain death and then makes
Colossal undead, neutral
two melee attacks.

Drain Death. Ranged Spell Attack: +14 to hit, range 90 ft.,


Armor Class 15
one undead target. Hit: 22 (5d8) radiant damage.
Hit Points 465 (30d30), damage threshold 6
Yesteryear regains hit points equal to half the damage
Speed 0 ft., fly 50 ft. (hover), swim 50 ft.
dealt. This attack causes no damage to creatures that are

not undead. A target resistant or immune to force and/or

radiant damage must make a successful DC 22 Charisma

saving throw or lose its resistance (or immunity) to both


10 (0) 20 (+5) 10 (0) 8 (-1) 10 (0) 24 (+7) force and radiant damage for one hour. This effect cannot

be dispelled but a greater restoration or equivalent magic

will remove it.


Saving Throws Dex +12, Wis +7, Cha +14

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

Condition Immunities charmed, exhaustion, frightened, completely and permanently destroyed.

grappled, paralyzed, petrified, poisoned, prone, restrained


Etherealness (1/Day). Yesteryear enters the Ethereal
Senses truesight 120 ft., passive Perception 17
Plane from the Material Plane or vice versa. Any willing
Languages telepathy 120 ft.
creatures within 10 feet of Yesteryear can also move
Challenge 17 (18,000 XP)
between planes. Yesteryear is visible on the Material Plane

while it is in the Border Ethereal, and vice versa, yet it can’t

affect or be affected by anything on the other plane.


Ethereal Navigation. Yesteryear can find a portal to any

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

Intelligence score higher than 5 instinctively know that


Ethereal Sight. Yesteryear can see 120 feet into the
Yesteryear can annihilate them and will usually flee.
Ethereal Plane when it is on the Material Plane, and vice

versa.

There is only one Yesteryear in all the multiverse, and it


Incorporeal Movement. Yesteryear can move through travels between all the waters of the Material Planes.
other creatures and objects as if they were difficult terrain. Yesteryear usually sticks to large bodies of water but will
It takes 11 (2d10) psychic damage if it ends its turn inside sometimes fly out of the water in pursuit of fleeing undead.
an object. Yesteryear appears as a massive pale-yellow whale when it

is in the Border Ethereal, but when it is in the Prime


Keen Hearing. Yesteryear has advantage on Wisdom
Material it appears as a ghostly complete blue whale
(Perception) checks that rely on hearing.
skeleton. Yesteryear’s wanderings seem to keep the undead

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

powerful undead that sought to challenge it (or that just got


Necrotic Absorption. Whenever Yesteryear is subjected to
in the way). That being said, Yesteryear will usually leave a
necrotic damage, it takes no damage and instead regains
lich alone and seek to flee if one attacks it.
hit points equal to the necrotic damage dealt.

Siege Monster. Yesteryear does double damage to objects

and structures.

Undead Scent. Yesteryear can smell undead up to a mile

away, whether they have a physical body or not.

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158
The warlock that ignores this rule must make a successful

DC 20 Charisma (Deception) check to explain the

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.

The Pale Lady is much more hands-on and involved with


Cold Lover’s Boon. Warlocks of the Pale Lady gain a gift
her warlocks compared to other patrons, often assigning
for each three warlock class levels they achieve (3rd, 6th,
spies as servants or giving gifts that allow her to watch her
9th, etc.). Each gift also includes a way for the Pale Lady to
chosen. Her warlocks live a lonely existence and learn to
spy on or punish the warlock, but the specifics are up to the
avoid or quickly refuse even the hint of romance or physical
Dungeon Master.
attraction from others. In exchange, they tend to enjoy

more power but rarely, if ever, work with others.


Cold Resistance. The warlock is resistant to cold damage.

Cold Weapons. The warlock can choose to make their

weapons deal cold damage instead of bludgeoning,

piercing, or slashing.

Warlocks of the Pale Lady are designed to be Darkvision. The warlock has darkvision 60 feet as long as

used as NPCs and are overpowered compared to they are underwater.

the normal warlock class in the Player’s


Handbook. Only let a player choose this patron if Hold Breath. The warlock can hold its breath for 20

they understand how to play with (and not avoid minutes.

or metagame away) the negative issues that


come with being one of the Pale Lady’s chosen. Unfathomable Mood. The warlock rolls a d20 after a long

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.

The Pale Lady will often remove a warlock’s


ability to use magic on a whim. If you do not
implement the negative counterbalances to
these types of warlocks, then this is just another
among many overpowered character options.

Most humanoids, especially those who don’t know what

they are talking about, say that the Pale Lady is a succubus

or other devil or demon of temptation. In truth, each of her

warlocks experiences the Pale Lady in different ways.

Some hear a voice, others see a vision, some feel heat and

cold based on her moods. Regardless, the Pale Lady

assumes a form that is pleasing to her warlocks and visits

them often in their dreams which range from pleasurable

romps to painful interrogation sessions.

Warlocks of the Pale Lady follow the rules and guidelines

for “The Great Old One,” as their Otherworldly patron. In

addition to this, they have the following benefits and

penalties.

Celibacy. The warlock can take no mortal lover or even

show remote interest in a romantic partner.


the time, Huge 15% of the time, and Gargantuan 5% of the

time. If you succeed on a size change, stop rolling. So, if

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.

every time an adventurer breaks out a fishing rod. There is

also a note near the end of this appendix that gives

guidelines for making undead fish.

Using the Generator. Start with the fish statistics found in

Chapter 7. Choose if this exceptional fish is just exceptional

or supernatural, and then alter it as the tables dictate (or

you choose). Exceptional fish can be Tiny to Huge in size

but Gargantuan-sized exceptional fish are always

supernatural. Depending on the needs of your campaign,

you may want to change the exceptional fish’s creature type

from beast to fey, monstrosity, or aberration.

Value of Fish. Exceptional fish will always be incredibly

valuable compared to natural fish used for resources and

food. An exceptional fish is at least ten times more valuable

than a normal fish but could easily be far more valuable,

based on what makes it exceptional.

Usually, the fish loses value if it dies, and it certainly

loses value if it rots before a buyer can be found. A fish’s

value is determined by its taste, ease in preparation, rarity,

and in some instances whether or not the purchaser

considers it a delicacy. The following shows a good range of

prices for natural fish caught for food. This table assumes

the fish is fresh and the locals recognize it as edible or

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

Note: Gargantuan fish are massive beasts that cannot be

found in nature. They are dangerous and therefore not

normally hunted for food but if you need a value as

comparison assume a gargantuan fish has a value of at

least 100 gp.

Note: Exceptional price = (natural x 10) minimum

Note: Supernatural price = (natural x 100) minimum

Either choose features from the next few tables or roll

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.

again to determine what a character pulled out of the

water, do the following:

Each fish pulled out of the water has a 1 in 100 chance of

being exceptional. Each exceptional fish has a 1 in 20


1-17 The fish is exceptional. Continue to the
chance of being supernatural. When a fish is caught, it’s
Exceptional Fish Table
size is Small. Then roll a percentage chance to change that

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

natural or supernatural fish and then apply the following.


4 Slow A result of 8 or higher will likely increase the CR of a fish.

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

natural weapons (bite, claw, tentacles, etc.) and weapons

with a reach of less than 10 ft. are made with disadvantage.

The attacker can choose to attack without disadvantage but

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.

of your campaign. Some of the following have different


Displacement. The fish projects a magical illusion that
effects based on whether the feature or action was for
makes it appear to be swimming near its actual location,
exceptional or supernatural fish and will be annotated with
causing attack rolls against it to have disadvantage. If it is
an (e) or an (s) respectively.
hit by an attack, this trait is disrupted until the end of the

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

of this fish. Echolocation. This fish has a special type of blindsight. If

the fish already has blindsight from another source, reroll


Alien. The fish is completely strange, unnatural, or from this result. If not the fish gains blindsight 120 ft. so long as
another plane of existence. Creature type changes to it is not deafened.
aberration. Increase two abilities by +4 and one ability by

+2. Fish may or may not understand Deep Speech. Energy Damage. The fish’s bite does an additional amount

of energy damage per hit. Roll a d6 to determine damage


Ambulatory. The fish can walk on the surface and has a
type (1: cold, 2: acid, 3: fire, 4: thunder, 5: lightning, 6:
speed of 5 ft.
poison). The amount of additional damage is based on the

fish’s size. Tiny fish cause 1 energy damage, Small 1d3,


Amphibious. The fish can breathe air without difficulty but
Medium 1d4, Large 1d6, Huge 1d8, and Gargantuan 2d6.
needs to return to water or suffer exhaustion or damage

after an hour. Fast. Add 10 ft. to the fish’s swimming speed.

Armored. The fish has supernaturally thick or literally


Health Drain. The fish’s bite attack does an additional 1d6
armored skin that increases its AC by +2.
necrotic damage per hit. The fish also recovers lost hit

points equal to half of the damage inflicted by its bite


Better Damage (e). Increase the fish’s bite damage based
attack.
on its size. Tiny +1, Small +1, Medium +2, Large +2, and

Huge +3. Innate Spellcasting. The fish can cast a few spells innately

without the need for components. The fish’s creature type


Better Damage (s). Increase the fish’s bite damage by
is now fey, and its Charisma is now 12, if not already higher.
adding a die of the same type. For example, a generic
The spell DC for Tiny, Small, Medium, and Large fish is 11.
Medium fish’s bite does d4 damage but with this result the
The spell DC for Huge and Gargantuan fish is 12. Choose
bite damage is now 2d4.
at least one spell that can be cast “at will,” and a few that

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.

5 feet. Natural bioluminescence is blue, blue-green, or


Immunity. The fish has immunity to either acid,
yellow (or choose any color you want).
bludgeoning, cold, fire, force, lightning, necrotic, piercing,

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.

exhales (damage type) in a 15-foot cone. Each creature in


Large Stomach. The fish can now have up to two
that area must make a DC 13 Dexterity saving throw,
creatures swallowed at the same time.
taking 21 (6d6) (damage type) damage on a failed save, or

half as much on a successful one. Magic Resistance. The fish has advantage on saving

throws to resist spells and other magical effects.


Camouflage. Wisdom (Perception) checks made to see the

fish are made with disadvantage. The fish has advantage on

Dexterity (Stealth) checks made to hide, as its skin’s color

shifts to camouflage it.

APPENDIX B
164
Mutant. The fish is truly strange. Creature type changes to next turn; the bleeding then stops.

monstrosity. Increase one ability score by +6 and reduce


Slow. Increase the fish’s Constitution by 2, but its
one ability score by -4.
swimming speed is decreased by 10 ft.

Perceptive. The fish has advantage on all Wisdom


Tentacles. The fish can attack with its tentacles as well as
(Perception) checks.
its bite attack as an action. The tentacles attack is based on

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.

Medium Tentacles. Melee Weapon Attack: +3 to hit,


Poison (s). The fish’s bite attack includes very potent
reach 5 ft., one target. Hit: 2 bludgeoning damage, and the
poison damage now, based on its size. Tiny fish add +1d4
target is grappled (escape DC 12). The fish can only
poison damage, Small +2d4, Medium +3d4, Large +3d6,
grapple one creature at a time.
Huge +4d6, and Gargantuan +5d6.
Large Tentacles. Melee Weapon Attack: +4 to hit, reach

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

grapple one creature at a time.


Resistance (s). The fish is resistant to either acid, Huge Tentacles. Melee Weapon Attack: +7 to hit, reach
bludgeoning, cold, force, lightning, necrotic, piercing, 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage, and
poison, psychic, radiant, slashing, or thunder. the target is grappled (escape DC 15). The fish can only

grapple one creature at a time.


Saving Throw (e). The fish gains proficiency for either its
Gargantuan Tentacles. Melee Weapon Attack: +9 to hit,
Strength, Dexterity, or Constitution saving throw.
reach 5 ft., one target. Hit: 12 (1d6 + 9) bludgeoning

Saving Throw (s). The fish gains a +2 bonus to all its damage, and the target is grappled (escape DC 17). The

saving throws. fish can only grapple one creature at a time.

Serrated Teeth. Bite can cause bleeding unless the target Truesight. The fish has truesight 30 ft.

makes a successful DC Constitution saving throw based on


Very Fast. The fish’s swimming speed increases by 20 ft.
size. A Tiny fish’s DC is 10, Small 11, Medium 12, Large 13,

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

Marco Bertini: https://linktr.ee/MarcoBertini


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Coast 2006

Lords of Madness, Wizards of the Coast 2005

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https://www.dmsguild.com/product/267678

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