5E Sea Monsters Incompleto
5E Sea Monsters Incompleto
5E Sea Monsters Incompleto
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Leviathan Actions
unable to wind the leviathan.
Clockwork Leviathan
Huge construct, unaligned
Armor Class 21 (natural armor)
Hit Points 171 (18d12+54)
Speed 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 16 (+3) 1 (-5) 11 (+0) 1 (-5)
Damage Immunities fire, poison, psychic
Damage Resistance bludgeoning, piercing, and slashing
from nonmagical attacks that aren't adamantine
Damage Vulnerabilities lightning
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft.; passive Perception 10
Languages understands the languages of its creator but can’t
speak
Challenge 12 (8,400 XP)
Winding. A clockwork leviathan can function
for two weeks every time it is wound. A
creature of at least Medium size can use an
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Lorans claim both the ancient patrons deities of the sea and Loran Traits
the genie race of marids as their progenitors. When these Lorans are defined by their class levels. All lorans have the
protean creators foresaw a need for disciplined, loyal aquatic following racial traits, which you can apply to create a loran
allies, they enlisted genie and elemental-touched mortal NPC.
volunteers to help shape a new race of agents to guard against Ability Score Increase. You gain +2 to Wisdom.
the return of their dark and destructive powers of the sea.
Lorans appear as beautiful humanoids, though reserved in Size. Your size is medium.
their demeanor. Speed. Your base land speed is 30 feet and you have a swim
Guardians of Ancient Knowledge. While not every loran speed of 40 feet.
chooses to pursue a monastic lifestyle, many have endured Darkvision. You can see in the dark up to 60 feet.
centuries guarding the memories and relics of the Patrons Deep Ones. You are resistant to cold damage.
since the disappearance of the old races and often the Elemental Affinity. Loran spellcasters you have an affinity for
cataclysmic devastation of their worlds thereafter. Their water-based spells. The DC of such spells is increased by 1.
discipline as unyielding as the coral ruins they live in, their
mission controlled their culture, including career, lifespan, Amphibious. You can breathe both water and air.
mating, and reproduction. They meditated on the history Languages. You can speak read and write Aquan and Common.
and teachings of their immortal patrons, passing principles Loran Monastic Training. Your people have a monastic
down from generation to generation. They also maintained tradition and you have been trained in basic martial art
constant readiness from outside threats, knowing one day an techniques. Your base AC is 11.
enemy would come to shatter their walls and lives in search
of domination.
Loran Monk
Medium humanoid (loran), lawful neutral
Armor Class 16
Hit Points 115 (21d8 + 21)
Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 13 (+1) 11 (+0) 14 (+2) 10 (+0)
Saving Throws The loran monk has advantage on
saving throws against enchantment spells
Skills Acrobatics +6, Insight +5, Perception +5
Damage Resistance cold
Senses darkvision 60 ft.; passive Perception 15
Languages Aquan, Common
Challenge 5 (1,800 XP)
Amphibious. The loran monk can breathe air and
water.
Evasion. If the loran monk is subjected to an effect
that allows it to make a Dexterity saving throw
to take only half damage, the loran monk instead
takes no damage if it succeeds on the saving throw,
and only half damage if it fails.
Actions
Multiattack. The loran monk makes three unarmed
strikes or three dart attacks.
Unarmed Strike. Melee Weapon Attack. +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
If the target is a creature, the target must succeed
on a DC 15 Constitution saving throw or be stunned until
the end of the loran monk’s next turn.
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