Monster conversions for Spell & Crossbones

Quickleaf

Legend
I'm running a pirate-themed 5e game, and realized I needed to convert/create a couple monsters. So here's where I'm going to do that! :) Welcome to...

The Buccaneer's Bestiary​

[SBLOCK=Conversion Sources]
  • The NPCs are custom made.
  • The Caller From the Deeps, Jellyfish Swarm, and Leech Swarm are converted from Stormwrack.
  • The Coelenite is from AL-QADIM Golden Voyages.
  • The Douen are from Caribbean myth and custom made.
  • The Blemmyae and Jenny Hanniver are from Skull and Bones (Green Ronin).
  • The Dry Bones Skeleton is from DRAGON 138 (The Ungrateful Dead by Tom Moldvay).
  • The Dread Zombie mixes the Juju Zombie (AD&D MM2), Greater Zombie (Skull & Bones), and my own ideas based on Voodoo legends.
  • The Sinister Seagull is my own idea and is custom made.
  • The Siren is a mashup of ideas from Skull & Bones, the 2e Sirine, and my own flair.
  • The Zombie Lord is from the Monstrous Compendium Ravenloft Appendix, though I've merged it with Le Grand Zombie from Voodoo lore, and added my own flair to it.
  • The Djab are mostly from Skull & Bones, though Six Thousand Men also includes ideas from the d20 Caller in Darkness, and the Zombie Monkey Ninja Pirate is a mix of pop culture and traditional Yoruba stories about the "Signifying Monkey."
  • The Abyssal Lords are from D&D lore, save for Davey Jones who is, of course, from Pirates of the Caribbean and is custom made. I'll be converting them on an as-needed basis later on.
  • Several monsters were designed by other ENWorld users, or inspired by other blogs, and credit is given to them, below.
  • The rest are 2e conversions.
[/sblock]

NPCs (Crew)
Cannon Fodder CR 0
Sailor CR 1/8
Old Salt CR 1/4
Buccaneer CR 1/2
Midshipman CR 1/2
Pirate CR 1/2
Royal Marine CR 1/2

NPCs (Officers)
Warrant Officer CR 1/2
Lieutenant CR 1
Naval Captain CR 2
Pirate Captain CR 2
Commodore CR 3

NPCs (Spellcasters)
Bokor CR 2
Houngan/Mambo CR 2
Shantyman CR 2
Ship Mage CR 2

NPCs (Unique)
Badouin, Mughal Polymath CR 1/2
Bernard Desjean, Baron de Pointis CR 10 (legendary)
"Blackbeard" Lancelot Blackburne CR 6
"Blackheart" Garcí del Corazón CR 10
Claude du Tourbillon CR 5
Clemet & Marissa Van Schiedem CR 2
François L'Olonnais, Seawolf Captain CR 7
Governor Juan de Ribera CR 16 (legendary)
La Mosca Española CR 7
Mariette de Fontenelle, Agent Provocateur CR 5
Sir D'Arcy, Outlaw Naturalist CR 4
Smiling Jack CR 13 (legendary)

Beasties
Blemmyae CR 1/2
Caller From The Deeps CR 8
Carnivorous Scallop CR 1
Cave Fisher CR 4 (thanks to [MENTION=15700]Sacrosanct[/MENTION]'s conversion)
Coelenite CR 1/2
Deepspawn CR 8
Demon, Wastrilith CR 14
Dinichthys (Viperfish) CR 5 (thanks to [MENTION=38648]Bumamgar[/MENTION]'s conversion)
Douen CR 1
Dread Zombie CR 1
Giant Anglerfish CR 4
Giant Anemone CR 5
Giant Eel CR 3
Giant Nautilus CR 13 (legendary)
Giant Sea Urchin CR 1
Giant Slug CR 5 (thanks to [MENTION=1210]the Jester[/MENTION]'s conversion)
Giant Squid CR 6
Giant Starfish CR 3
Giant Whale (Leviathan) CR 9 (legendary)
Jenny Hanniver CR 1/8
Kelpie CR 2 (thanks to [MENTION=38648]Bumamgar[/MENTION]'s conversion)
Lycanthrope, Seawolf CR 3
Morkoth CR 3
Seaclaimed Creature (template) CR +1, variable (thanks to [MENTION=287]Shade[/MENTION]'s awesome 3.5e version)
Seaclaimed Berserker CR 3
Selkie CR 1/2
Sinister Seagull CR 1/8
Siren CR 3
Skeleton, Dry Bones (template) CR 1/2
Skull Crab CR 1/8 (thanks to OGC version from http://www.purpleduckgames.com/mstskull-crab )
Skum CR 1/2
Slithering Hoard (template) CR 3
Succarath (Su-Monkey) CR 1/2
Swarm of Jellyfish CR 2
Swarm of Leeches CR 1/4
Tona CR 3
Triton CR 1
Yugoloth, Marraenoloth (Charon's Daemon) CR 7
Zombie Lord (Le Grand Zombie) CR 5

Djab (dark spirits)
Azagon La Croix CR 12
Carisona the Hunter CR 11
Lel-Za-Bol CR 13
Rataron the Bold CR 11
Six Thousand Men CR 9
Shimerack the Chitterer (Mr. Hooks) CR 13
Xipe Totec CR 10
Zombie Monkey Ninja Pirate (Signifying Monkey) CR 10

Abyssal Lords
Blibdoolpoolp, the Sea Mother
Cthulu, the Great Old One
Dagon, the Prince of the Depths
Davey Jones
Jubilex, the Faceless Lord
Lolth, Demon Queen of the Abyss
Zargon, of the Lost City
 
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Quickleaf

Legend
[h2]NPCs (Crew)[/h2]
Cannon Fodder
Medium humanoid, any alignment
AC 10
HP 4 (1d8)
Speed 30 ft
Str 10 (+0) Dex 10 (+0) Con 10 (+1) Int 10 (+0) Wis 10 (+0) CHA 10 (+0)
Senses passive perception 10
Languages choose 2
Challenge 0 (XP 10)

ACTIONS
Belaying Pin. Melee weapon attack. Attack: +2 hit, reach 5-ft, one target. Hit: 2 (1d4) bludgeoning damage.

"Cannon fodder" include landsmen still learning the ropes and ordinary seamen with just a year or so at sea. They usually work in the waist and the quarter deck doing menial labor like hoisting and controlling the sails, swabbing the decks, splicing and joining rope, coiling up rigging, slushing the mainmast, filling the scuttlebutt and fire buckets, and so forth. Young men work at the tops reeling, furling, and loosing the sails. Older men work at the fo'c's'le, manning the headsails and handling the anchor.

Sailor
Medium humanoid, any alignment
AC 11
HP 11 (2d8+2)
Speed 30 ft
Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 10 (+0) Wis 10 (+0) CHA 10 (+0)
Tools choose one: gaming set, sail-mending tools, musical instrument, navigator's tools, water vehicles
Senses passive perception 10
Languages choose 3
Challenge 1/8 (XP 25)

ACTIONS
Cutlass. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 4 (1d6+1) slashing damage.

Pistol. Ranged weapon attack. Attack: +3 hit, range 30/90 ft, one target, loading, light. Hit: 6 (1d10+1) piercing damage.

Sailors are the able seamen who usually make up the bulk of a ship's crew, responsible for making ready to sail, manning the lookout, storing cargo in the hold, firing cannons, helping in repairs, countless other tasks, as well as dying spectacular to sea beastie attacks. English sailors in the Navy are known are "Jack Tars."

Old Salt
Medium humanoid, any alignment
AC 11
HP 16 (3d8+3)
Speed 30 ft
Str 12 (+1) Dex 12 (+1) Con 12 (+1) Int 10 (+0) Wis 12 (+1) CHA 10 (+0)
Tools choose two: gaming set, sail-mending tools, musical instrument, navigator's tools, water vehicles
Senses passive perception 11
Languages choose 3
Challenge 1/4 (XP 50)

TRAITS
Ship Savvy. The old salt has advantage on Dexterity saving throws against attacks from other ships, on checks to manage a ship's rigging and sails, and on checks to recall nautical lore.

ACTIONS
Boarding Axe. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 5 (1d8+1) slashing damage.

Pistol. Ranged weapon attack. Attack: +3 hit, range 30/90 ft, one target, loading, light. Hit: 6 (1d10+1) piercing damage.

"Old Salt" is an unofficial term for experienced sailors who've served five or more years at sea, though on navy ships the official designation is Leading Seaman or Petty Officer. Despite their gruffness and scars, an old salt knows ships like the back of his hand.

Buccaneer
Medium humanoid, any alignment
AC 12
HP 32 (5d8+10)
Speed 30 ft
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 10 (+0) CHA 10 (+0)
Tools choose one: gaming set, sail-mending tools, musical instrument, navigator's tools, water vehicles
Skills Intimidation +2, Survival +2
Senses passive perception 10
Languages English, French, Island Carib, and choose one more
Challenge 1/2 (XP 100)

TRAITS
Sharpshooter. A buccaneer doesn't suffer disadvantage when firing at long range, and his ranged weapon attacks ignore half and three-quarters cover. In addition, before a buccaneer makes a ranged attack he may take a -4 penalty to hit and gain a +8 bonus to damage.

ACTIONS
Hatchet. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 4 (1d6+1) slashing damage.

Musket. Ranged weapon attack. Attack: +4 hit, range 40/120 ft, one target, loading. Hit: 8 (1d12+2) piercing damage.

Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage.

Buccaneers occupy an ambiguous legal space, somewhere between pirates and privateers, once given the good graces of France and England to assault Spanish ships, but altogether unmanagable by the colonial powers. Some buccaneers have letters of marque, while others blatantly disregard orders, and regardless in the Spanish Main they are sentenced to swift death. Expert marksmen, they conduct raids at night with small boats, relying on surprise and speed to subdue otherwise undefeatable targets. The name "buccaneer" derives from the style of roasting pig (boucan) they learned from Caribs and Arawaks.

Midshipman
Medium humanoid, any alignment
AC 12
HP 27 (5d8+5)
Speed 30 ft
Str 12 (+1) Dex 14 (+2) Con 12 (+1) Int 12 (+1) Wis 10 (+0) CHA 10 (+0)
Tools navigator's tools, water vehicles
Skills Nature +3, Perception +2
Senses passive perception 12
Languages English and choose 2 more
Challenge 1/2 (XP 100)

TRAITS
Able-bodied. When the midshipman takes the Help action, he can aid two friendly creatures instead of one with a ship-related task.

ACTIONS
Shortsword. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 5 (1d6+2) piercing damage.

Musket. Ranged weapon attack. Attack: +5 hit, range 40/120 ft, one target, loading. Hit: 8 (1d12+2) piercing damage.

In the great navies of the world, a midshipman - adelborst (Dutch), garde marine (French), guardia marina (Spanish) - was an officer cadet or a junior-most commissioned officer, a designation used for experienced seamen whether of the working class or officers' sons. Midshipmen worked amidships but also learned navigation skills, sailing lore, to supervise gun batteries, and to take command of a small group of navy men. After several years, a midshipman was eligible to take an examination for lieutenant, though it was not uncommon for officer candidates to fail or be passed over for promotion.

Pirate
Medium humanoid, any alignment
AC 12
HP 27 (5d8+5)
Speed 30 ft
Str 12 (+1) Dex 14 (+2) Con 12 (+1) Int 10 (+0) Wis 12 (+1) CHA 10 (+0)
Tools choose one: gaming set, sail-mending tools, musical instrument, navigator's tools, water vehicles
Skills Intimidation +2, Perception +3
Senses passive perception 13
Languages English, French, Thieves' Cant, and choose on one more
Challenge 1/2 (XP 100)

TRAITS
Cunning Action. A pirate can take a bonus action to Dash, Disengage, Hide, or Use an Object.

ACTIONS
Cutlass. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 5 (1d6+2) slashing damage.

Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage.

Pirates run the gamut from honorably discharged navy men turned to privateering to ruthless outlaws seeking riches any way they can. Unlike the colonial powers they usually hail from, pirate crews adopt limited democratic principles (known as the Pirate's Code) such as electing their captain who was constrained by checks as balances, establishing a fund for disability insurance, and having roughly equal shares of treasure (with allowances for expertise and greater responsibilities). While most pirate crews operate independently, some are loosely affiliated with the Brethren of the Coast, a coalition of pirates, privateers, and merchant mariners based in Tortuga and Port Royal with Protestant and Common Law values; they prey on the shipping of colonial powers but (usually) not the colonies themselves.

Royal Marine
Medium humanoid, any alignment
AC 13 (padded, disadvantage Stealth and swim)
HP 27 (5d8+5)
Speed 30 ft
Str 14 (+2) Dex 14 (+2) Con 12 (+1) Int 10 (+0) Wis 10 (+0) CHA 10 (+0)
Skills Perception +2
Senses passive perception 12
Languages English, French, Spanish
Challenge 1/2 (XP 100)

TRAITS
Boarding Expertise. This confers three benefits: (1) When the royal marine hits a creature with an opportunity attack, the creature's speed is reduced to 0 for the rest of the turn. (2) Being within 5 feet of a hostile creature when the royal marine makes a ranged attack doesn't impose disadvantage to hit. (3) When the royal marine uses the Dash action, difficult terrain doesn't cost him extra movement on that turn.

ACTIONS
Saber. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 6 (1d8+2) slashing damage.

Bayonet. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 5 (1d6+2) piercing damage.

Musket. Ranged weapon attack. Attack: +4 hit, range 40/120 ft, one target, loading. Hit: 8 (1d12+2) piercing damage.

Six regiments of English Royal Marines were raised during Queen Anne's War, trained for naval and land combat as well as an expeditionary force. They are distinguished by their red buff jackets and mitre-style black caps, and specialize in leading and repelling boarding parties.
 
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Quickleaf

Legend
[h3]NPCs (Officers)[/h3]

Warrant Officer
Medium humanoid, any alignment
AC 11
HP 27 (5d8+5)
Speed 30 ft
Str 12 (+1) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 14 (+2) CHA 12 (+1)
Senses passive perception 14
Languages English (Common), and pick any two
Challenge 1/2 (XP 100)

A warrant officer has one of three specialties; either he is a carpenter, gunner, or doctor. This determines which skills and traits he gains. While other types of characters like cooks and pursers might have the rank of warrant officer, such characters are better simulated with the Sailor stats.

CARPENTER TRAITS
Skills athletics +3, investigation +3, perception +4
Tools (+4) carpenter's tools, shipwright's tools
Battle Repairs. A carpenter can perform ship repairs in the thick of naval combat (see Skull & Bones).
Improvised Tools. Without proper shipwright's tools, a carpenter can still scrounge together serviceable tools on the ship which allow him to apply +2 to his check (instead of +4).

GUNNER TRAITS
Skills athletics +3, intimidation +3, perception +4
Tools (+4) smith's tools, tinker's tools
Cannon Fire. A gunner gains +1 to attack with cannons (for a total of +4) and reduces cannon reload time by 3 rounds for a powder crew he oversees.

SURGEON TRAITS
Skills medicine +4, nature +3, perception +4
Tools (+4) herbalism kit, surgeon's tools
Cure Fever. A surgeon can use the Medicine skill to treat tropical diseases provided he has access to pox medicine, making one check per patient per week.
Improvised Tools. Without proper surgeon's tools, a surgeon can still scrounge together serviceable tools on the ship which allow him to apply +2 to his check (instead of +4).

ACTIONS
Short Sword. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 4 (1d6+1) piercing damage.
Pistol. Ranged weapon attack. Attack: +3 hit, range 30/90 ft, one target, loading, light. Hit: 6 (1d10+1) piercing damage

Lieutenant
Medium humanoid, any alignment
AC 12
HP 32 (5d8+10)
Speed 30 ft
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 12 (+1) CHA 12 (+1)
Skills history +4, intimidate +3, perception +3, persuasion +3
Tools (+2) navigator's tools, water vehicles
Senses passive perception 13
Languages English, Dutch, French, Spanish
Challenge 1 (XP 200)

TRAITS
Master of Sail. Crew following the commands of a lieutenant can change the sails 2 rounds faster than their quality would indicate (e.g. an average crew could change the sails in 8 rounds instead of 10). In addition, when actively managing the sails, the lieutenant grants the ship's sails resistance to storm damage.

ACTIONS
Multiattack. The lieutenant makes 2 saber attacks.
Saber. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) two-handed.
Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage.

Lieutenants are junior officers in the Navies of the world, either appointed due to high birth or else experienced seamen on their way towards captaincy. In addition to maintaining crew discipline, a lieutenant is trained in the art and science of sailing. Aboard a pirate ship they are more commonly known as Sailing Masters or just Masters (or even more informally as "Captain's Second"). As of 1677 lieutenants in the English Royal Navy have to pass an exam to gain their position. It wasn't uncommon, due to a shortage of competent captains compared to the vast numbers of ships during the Age of Sail, for lieutenants to be given command over minor vessels; they are referred to as lieutenant commanders. English pronounce the word "lieuftenant", French "lieutenant", Dutch "luitenant", and Spanish "teniente."

Naval Captain
Medium humanoid, any alignment
AC 13 (leather armor)
HP 39 (6d8+12)
Speed 30 ft
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) CHA 16 (+3)
Skills history +4, insight +4, intimidate +5, perception +4, persuasion +5
Tools (+2) navigator's tools, water vehicles, and choose one musical instrument
Senses passive perception 14
Languages English, Dutch, French, Spanish
Challenge 2 (XP 450)

TRAITS
Firm Command. Increase the crew quality by one rank of those following the naval captain's command. In addition, the crew gain advantage on saving throws against charm and fear.

ACTIONS
Multiattack. The naval captain makes 2 saber attacks, or a pistol attack and a saber attack.
Saber. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 6 (1d8+2) slashing damage.
Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage

REACTIONS
Leadership. When a friendly creature within 30 feet that the naval captain can see makes an attack roll or saving throw, the naval captain can utter a command or warning. The creature adds +2 (1d4) to its roll provided it can hear and understand the naval captain.

Pirate Captain
Medium humanoid, any alignment
AC 13 (leather armor)
HP 39 (6d8+12)
Speed 30 ft
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) CHA 16 (+3)
Skills deception +5, insight +4, intimidate +5, perception +4, persuasion +5
Tools (+2) navigator's tools, water vehicles, and choose one gaming set
Senses passive perception 14
Languages English (Common), Thieves' Cant, and pick any three
Challenge 2 (XP 450)

TRAITS
Fierce Speech. The pirate captain spends 10 minutes making a rousing speech, after which the crew gains one of the following benefits for the next hour:
  • +2 morale (save) bonus.
  • +2 initiative bonus.
  • +1 attack with melee weapons.
  • +1 attack with ranged weapons and cannons.

ACTIONS
Multiattack. The pirate captain makes 2 cutlass and/or pistol attacks (thanks to a brace of pistols), and one offhand attack.
Cutlass. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 5 (1d6+2) slashing damage.
Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage
Offhand Attack. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 4 (1d4+2) bludgeoning damage.

REACTIONS
Dishearten. When a hostile creature within 30 feet that the pirate captain can see makes an attack roll or saving throw, the pirate captain can utter a disheartening quip or cutting banter. The creature suffers a -2 (1d4) penalty to its roll provided it can hear and understand the pirate captain.

Commodore
Medium humanoid, any alignment
AC 13 (leather armor)
HP 52 (8d8+16)
Speed 30 ft
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 16 (+3) Wis 14 (+2) CHA 16 (+3)
Skills history +5, insight +4, intimidate +5, investigation +5, perception +4, persuasion +5
Tools (+4) navigator's tools, water vehicles, and choose one musical instrument
Senses passive perception 14
Languages pick any four
Challenge 3 (XP 700)

TRAITS
Firm Command. Increase the crew quality by one rank of those following the commodore's command. In addition, the crew gain advantage on saving throws against charm and fear.
Hanging Guardant. At the start of his turn the commodore may elect to assume hanging guardant stance, granting him a +1 bonus to AC for each enemy within 10 feet of him (maximum +5), but suffering disadvantage on his attack rolls. The stance lasts until the start of his next turn when he may choose to maintain it.
Strategist. Before beginning any naval combat, the commodore rolls Intelligence (Investigation) opposed by the enemy Captain's Wisdom (Insight). It the commodore wins the opposed check, all ships under his command gain a +3 initiative bonus.

ACTIONS
Multiattack. The commodore makes 2 saber attacks (or a pistol attack and a saber attack), and issues a command to a friendly creature who can see and hear him to strike. That creature immediately uses its reaction to make a weapon attack.
Saber. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 6 (1d8+2) slashing damage.
Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage.

REACTIONS
Riposte. When a creature makes a melee attack against the commodore, he can use his reaction to make his AC against the attack equal to 7+1d20. If this causes the attack to miss, the commodore can immediately make a saber attack against the creature.
Leadership. When a friendly creature within 30 feet that the naval captain can see makes an attack roll or saving throw, the commodofe can use his reaction to utter a command or warning. The creature adds +2 (1d4) to its roll provided it can hear and understand the commodore.

A Commodore (Dutch - Bevelhebber, French - Contre-amiral, Spanish - Comodoro) is a seasoned naval captain who has been elevated to command a squadron of ships.
 
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Quickleaf

Legend
[h3]NPCs (Spellcasters)[/h3]

Bokor
Medium humanoid (human), neutral (evil)
AC 10
HP 27 (5d8+5)
Speed 30 ft
Str 10 (+0) Dex 10 (+0) Con 12 (+1) Int 16 (+3) Wis 14 (+2) CHA 10 (+0)
Skills Arcana +6, Religion +6
Senses passive perception 12
Languages English, French, West African
Challenge 2 (XP 450)

TRAITS
Djab's Call: The bokor can perform a 10 minute ritual to summon a djab (dark spirit) whose name is known to him.
Grim Harvest: Once per turn, when one of the bokor's recently animated undead is destroyed, he regains 6 hit points.
Undead Thralls: When casting animate dead, the bokor creates 1 extra zombie, and zombies created gain +6 HP and +3 damage.

ACTIONS
Chill Touch. Ranged spell attack. Range 120-ft. +6 hit, 2d8 (9) necrotic damage and cannot gain HP until the start of the bokor's next turn.
Poison Spray. The bokor casts a puff of noxious gas upon a creature within 10-ft who must make a DC 14 Constitution save or take 2d12 (13) poison damage.
Spellcasting: The bokor casts spells as a 6th level wizard specialized in Necromancy (save DC 14, spell attack +6).
Cantrips: chill touch, dancing lights, poison spray, prestidigitation
1st Level: (4 slots) detect magic, fog cloud, ray of sickness
2nd Level: (3 slots) alter self, blindness/deafness, locate object
3rd Level: (3 slots) animate dead, bestow curse, fireball (as "skull mob" doing 8d6 bludgeoning damage)

Houngan/Mambo
Medium humanoid (human), neutral (good)
AC 10
HP 27 (5d8+5)
Speed 30 ft
Str 10 (+0) Dex 10 (+0) Con 12 (+1) Int 12 (+1) Wis 16 (+3) CHA 12 (+1)
Skills Arcana +4, Insight +6, Religion +4
Senses passive perception 13
Languages English, Creole, French, West African
Challenge 2 (XP 450)

TRAITS
Dying Curse: Whoever kills the houngan or mambo is afflicted with a "burden" from one of the Loas.
Voodoo Rituals: The houngan or mambo can work voodoo rituals (as per the Fortune).

ACTIONS
Shillelagh. Melee weapon attack (magical). Attack: +6 hit, reach 5-ft, one target. Hit: 7 (1d8+3) bludgeoning damage.
Spellcasting: The houngan or mambo casts spells as a 5th level cleric (save DC 14, spell attack +6).
Cantrips: guidance, light, shillelagh, thaumaturgy
1st Level: (4 slots) detect evil or good, detect magic, inflict wounds
2nd Level: (3 slots) augury, hold person
3rd Level: (2 slots) bestow curse, remove curse, speak with the dead
Turn Undead: Once per short or long rest, the houngan or mambo can turn undead. Each undead creature than can hear or see the houngan/mambo within 30 feet must make a Wisdom save or be destroyed if CR 1/2 or less, or else be turned. A turned undead must spend its turn trying to move as far from the houngan/mambo as possible, cannot take reactions, and cannot willingly move to a space within 30 feet of the houngan/mambo.

Shantyman
Medium humanoid, any alignment
AC 12
HP 27 (5d8+5)
Speed 30 ft
Str 10 (+0) Dex 14 (+2) Con 12 (+1) Int 12 (+1) Wis 10 (+0) CHA 16 (+3)
Skills Arcana +3, Deception +7, History +3, Performance +7, Persuasion +5, Sleight of Hand +4
Tools (+2) accordion, pipes, viol
Senses passive perception 12
Languages English (Common), and pick any three
Challenge 2 (XP 450)

TRAITS
Fame Tale. After three days telling stories about an individual, the shantyman can increase or decrease the individual's Fame by 1. The shantyman may repeat these tales, imposing up to a maximum Fame bonus or penalty equal to his Charisma modifier (3).
Song of Rest. When a shantyman plays soothing music during a short rest, at the end of the rest all friendly creatures who would regain hit points regain an extra 3 (1d6) hit points.
Spellcasting. A shantyman casts spells as a 5th level bard (spell save DC 13, spell attack +5).
Cantrips: friends, prestidigitation, vicious mockery (2d4).
1st level (4 slots): comprehend languages, charm person, sleep.
2nd level (3 slots): calm emotions, enthrall, suggestion.
3rd level (2 slots): dispel magic, fear.
Vaporing. When a shantyman casts fear just prior to engaging in naval combat, he can lead the crew in creating a cacophony of sounds - blasts from horns, shrieking pipes, pounding drums, chanting, screaming. This practice is known as vaporing. The shantyman makes a Charisma (Performance) check with a DC according to the quality of the enemy crew (rabble DC 10, poor DC 15, average DC 20, seasoned DC 25, expert DC 30). If the shantyman's crew outnumbers the enemy crew by 2:1 or more, then the shantyman has advantage, whereas if the shantyman's crew are outnumbered 1:2, then the shantyman has disadvantage. If successful, the fear spell targets the entire enemy crew.

ACTIONS
Rapier. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 6 (1d8+2) piercing damage.
Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage.

BONUS ACTION
Distracting Yarn. The shantyman spins a tale intended to distract one creature within 30 feet. The shantyman makes an opposed Charisma (Performance) versus Wisdom (Insight) check, and if he succeeds the target cannot use bonus actions or reactions until the end of its next turn.

Ship Mage
Medium humanoid, any alignment
AC 11
HP 27 (5d8+5)
Speed 30 ft
Str 10 (+0) Dex 12 (+1) Con 12 (+1) Int 16 (+3) Wis 12 (+1) CHA 10 (+0)
Skills Arcana +5, Nature +5, Perception +3
Tools (+2) navigator's tools, watercraft
Senses passive perception 13
Languages English (Common), Latin, and pick any two
Challenge 2 (XP 450)

TRAITS
Ritual of Winds. While on the deck of a ship, a ship mage can attempt to create favorable winds (moderate strength) for four hours. The ship mage performs a 10 minute ritual, at the end of which he expends a slot to cast gust of wind and makes an Intelligence (Arcana) check. In light winds the DC is 15, while in strong winds or no winds it's DC 20, and in severe winds it's DC 25. The ship mage cannot conjure a favorable wind in an area of supernatural calm nor during a storm.
Spellcasting. A ship mage casts spells as a 5th level wizard (spell save DC 13, spell attack +5).
Cantrips: buoyancy*, fire bolt, ghost rigging*, mariner's boon*, unfasten*.
1st level (4 slots): detect magic, fog cloud, grease.
2nd level (3 slots): flaming sphere, gust of wind, misty step.
3rd level (2 slots): sleet storm, water breathing.

ACTIONS
Dagger. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 3 (1d4+1) piercing damage.
Pistol. Ranged weapon attack. Attack: +3 hit, range 30/90 ft, one target, loading, light. Hit: 6 (1d10+1) piercing damage.
Fire Bolt. Ranged spell attack. Attack: +5 hit, range 120-ft, one target. Hit: 11 (2d10) fire damage, and a flammable object ignites if it isn't worn or carried.
 
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Quickleaf

Legend
Blemmyae
Medium natural humanoid, neutral
AC 12
HP 32 (5d8+10)
Speed 30 ft, climb 20 ft
Str 18 (+4) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 8 (-1)
Senses passive perception 11, darkvision 60 ft
Languages Blemmyae speak no language but utilize grunts and body language only they understand
Challenge 1/2 (XP 100)

TRAITS
Cleave. Once per round, when the blemmyae drops a creature to 0 hit points, it gets a bonus action to make another great club attack against a different target.

ACTIONS
Greatclub. Melee weapon attack. Attack: +6 hit, reach 5-ft, one target. Hit: 8 (1d8+4) bludgeoning damage.
Scream of Rage. Once per minute, a blemmyae can produce a horrendous resonating scream, and all non-blemmyae within 60 feet must make a DC 12 Wisdom save or become frightened for 1 minute. Additionally, a creature already frightened by a blemmyae's scream who is targetd again  must make a DC 12 Constitution save or become deafened for 1 minute.

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Blemmyae are a race of wild headless beings living at the fringes of the world. Though they communicate with themselves by strange howls, whoops, and gestures, their communication is wholly unintelligible to others. While "civilized" races consider them an abomination, the blemmyae likewise consider humanoids with heads a mistake by creation; while they don't always become hostile against such odd creatures, blemmyae are likely to shun them.

Caller From The Deeps
Huge elemental, neutral evil
AC 12 (natural armor)
HP 105 (10d12+40)
Speed 0 ft, swim 50 ft
Str 18 (+4) Dex 9 (-1) Con 19 (+4) Int 14 (+2) Wis 12 (+1) Cha 14 (+2)
Damage Vulnerabilities radiant
Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft, passive perception 11
Languages Abyssal, though it rarely speaks
Challenge 8 (XP 3,900)

TRAITS
Enervating Grip. When a creature ends their turn grappled by the caller from the deeps, they take 13 (2d8+4) necrotic damage. The creature must make a DC 15 Constitution saving throw or their maximum hit points are reduced by this amount until they take a long rest. If their maximum hit points are reduced to 0 by this effect, the creature dies.
Light Siphon. All bright light, even magical light, within 60 feet of the caller from the deeps is reduced to dim light.

ACTIONS
Multiattack. The caller from the deeps makes 2 tentacle attacks, regardless of how many creatures it has grappled.
Tentacle. Melee weapon attack. Attack: +7 hit, reach 15-ft, one target. Hit: 13 (2d8+4) bludgeoning damage, and the caller from the deeps attempt to grapple the target - Strength vs. Strength (Athletics) or Dexterity (Acrobatics).
Call of the Sea (recharge 5-6). Up to three creature within 10 feet of each other and within 60 feet of the caller from darkess hear a distant song that installs in them a longing for the sea. The creature(s) must make a DC 13 Wisdom saving throw or on its turn attempts to move its speed toward the nearest stretch of ocean and immerse itself. If the creature(s) enters the water on its turn, it proceeds to swim down into the depths for 1 minute. If the creature(s) is prevented from entering the water on its turn, the enchantment is broken.

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Quickleaf

Legend
Carnivorous Scallop
Medium beast, unaligned
AC 13 (natural armor)
HP 27 (5d8+5)
Speed 5 ft, swim 15 ft
Str 17 (+3) Dex 10 (+0) Con 12 (+1) Int 1 (-5) Wis 10 (+0) Cha 1 (-5)
Senses passive perception 10, blindsight 50 feet (blind)
Languages --
Challenge 1 (XP 200)

TRAITS
Camouflaged: When resting inactive at the bottom of the ocean where silt washes over it, a carnivorous scallop is indistinguishable from the ocean floor.

ACTIONS
Slam. Melee weapon attack. Attack: +5 hit, reach 5-ft, one target. Hit: 8 (1d10+3) bludgeoning damage.
Clamp Down. When a creature within 5 feet is unaware of the carnivorous scallop or places a limb inside the carnivorous scallop, it clamps down upon them. The creature must make a DC 13 Reflex save or take (6) 1d6+3 piercing damage and become grappled. Each failed attempt to escape the grapple inflicts another (6) 1d6+3 piercing damage.
Neurotoxin (recharge 6). The carnivorous scallop emits a neurotoxin thru its exhalent siphon in a 10-foot diameter cloud. Non-scallop creatures caught in the cloud must make a DC 13 Constiution save or be paralyzed for 1 minute. Paralyzed victims are slowly drawn into the scallop by external cilia and cut into smaller pieces by sawing motion of the shell before being digested.

clamgian.gif


VARIATIONS
1. Giant Clam/Oyster: Giant clams and oysters have no swim speed. There is a 5% chance a giant clam holds a single pearl in its stomach, and a 25% chance a giant oysters holds a pearl.
2. Pearl Mother: A pearl mother has no swim speed. However, it has Intelligence 3 and telepathically commands all carnivorous scallops within 50 feet. There is a 95% chance that a pearl mother holds a single pearl in its stomach.
3. Singing Clam: The clam mimics any sea shanty it has "heard" in a cheesy lounge-singer voice. Mostly this is to attract prey, but a rare few singing clams actually have Intelligence 8 and can hold conversation. It belches forth bubbles when it sings which act as concealment.
 
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Quickleaf

Legend
Coelenite
Medium plant, unaligned
AC 14 (natural armor)
HP 32 (5d8+10)
Speed 15 ft, swim 35 ft
Str 14 (+2) Dex 8 (-1) Con 14 (+2) Int 6 (-2) Wis 10 (+0) Cha 2 (-4)
Condition Immunities charmed
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Senses passive perception 10, blindsight 50 feet (blind)
Languages telepathy with the coelenite colony
Challenge 1/2 (XP 100)

TRAITS
Single-Celled Organism. Coelenite doesn't make saving throws as normal. Instrad, if a spell or effect targets an individual creature, the coelenite automatically succeeds its saving throw. Whereas it automatically fails saves against area effect spells. Spells which target multiple creatures (e.g. burning hands) are resolved as normal.
Water Dependency. For every 5 rounds the coelenite is out of the water it takes (3) 1d6 damage as it dries out.

ACTIONS
Rasping Arm. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 9 (2d6+2) slashing damage.

Coelenite are a form of living coral, a single-celled organism with a hive mind driven to consume and to protect its reef home.
 

Quickleaf

Legend
Deepspawn
Huge aberration, chaotic evil
AC 14 (natural armor)
HP 105 (12d12+27)
Speed 10 ft, swim 20 ft
Str 18 (+4) Dex 10 (+0) Con 16 (+3) Int 17 (+3) Wis 14 (+2) Cha 6 (-2)
Condition Immunities poisoned, prone
Damage Immunities poison
Senses darkvision 120 ft, passive perception 10
Languages telepathy 120 ft
Challenge 8 (XP 3,900)

TRAITS
Innate Spellcasting. The deepspawn's innate Spellcasting ability is Intelligence (spell save DC 14, spell attack +6). It can innately cast the following spells without material components:
At-will: detect thoughts, hold person, water breathing.
Spawn. During a several day "birthing" process, the deepspawn can spawn a duplicate of any living creature it has eaten. Such spawned monsters always have some distinguishing strange appearance, and will never turn against the deepspawn even if charmed.

ACTIONS
Multiattack. The deepspawn makes 3 bite attacks and 3 tentacle attacks.
Bite. Melee weapon attack. Attack: +7 hit, reach 15-ft, one target. Hit: 9 (1d10+4) piercing damage.
Constricting Tentacle. Melee weapon attack. Attack: +7 hit, reach 15-ft, one target. Hit: 6 (1d4+4) bludgeoning damage, and the target is grappled. If a creature remains grappled at the end of their turn, they automatically take this damage again. Additionally, the grappled creature can be wielded as a club, dealing the deepspawn's normal damage to both target and the grappled creature. Severing a tentacle requires 12 slashing or piercing damage, which counts agains the deepspawn's total hit points.

Deepspawn.jpg
 

Quickleaf

Legend
Demon, Wastrilith
Large fiend (demon), chaotic evil
AC 18 (natural armor)
HP 208 (22d10+88)
Speed 20 ft, swim 40 ft
Str 20 (+5) Dex 18 (+4) Con 18 (+4) Int 14 (+2) Wis 14 (+2) Cha 18 (+4)
Skills Perception +7, Stealth +14
Damage Resistances lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities cold, poison, pressure
Condition Immunities poisoned
Senses darkvision 120 ft, passive perception 17
Languages Abyssal, Aquan, telepathy 120 ft
Challenge 14 (XP 11,500)

TRAITS
Amphibious. The Wastrilith breathes water and air equally well.
Aura of the Abyss. The Wastrilith exudes an aura of cold, darkness, and crushing pressure within 90 feet. Bright light in its aura is reduced to dim light. Creatures ending their turn in the aura suffer 7 (2d6) cold damage and those unadapted to great depths suffer 7 (2d6) bludgeoning damage each round from crushing pressure. The Wastrilith may deactivate (or reactivate) its aura as a bonus action.
Elemental Pact. Water Elementals (including Callers from the Deeps and Water Weirds) will never attack the Wastrilith.
Innate Spellcasting. The Wastrilith innately cast spells as a 14th level caster, using Charisma as its Spellcasting ability (save DC 17, spell attack +9).
At-Will: control water, darkness
Reflective Carapace. When an attack that would deal lightning damage deals no damage the Wastrilith, the spell rebounds at the caster, who must re-roll the attack or saving throw as if he or she had target herself (and her companions, if an area effect).

ACTIONS
Multiattack. The Wastrilith makes a bite attack and 2 claw attacks,
Bite. Melee weapon attack. Attack: +10 hit, reach 5-ft, one target. Hit: 16 (2d10+5) piercing damage.
Claw. Melee weapon attack. Attack: +10 hit, reach 5-ft, one target. Hit: 11 (2d6+5) piercing damage.
Command Aquatic Creatures. All aquatic and amphibious beasts, as well as all Water Elementals, within 120 feet of the Wastrilith must make a DC 17 Wisdom saving throw or become charmed by the Wastrilith for 24 hours. At the end of this time it make attempt the save again.
Scalding Breath (recharge 5-6). The Wastrilith exhales boiling water in a 30-ft cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (14d6) fire damage and pushed 10 feet on a failed save, or half as much damage and not being pushed on a successful one.

Monster Calculations: Wastrilith
Defense CR 14 = 13 (260 effective HP with 1.25x multiplier for resistances) +0 (19 AC) +1 (command aquatic creatures & elemental pact & innate spellcasting & reflective carapace)
Offense CR 14 = 13 (86 damage/round) +1 (+10 attack bonus)
Avg CR 14 = (14 + 14) / 2



Foul self-styled princes of the deeps, wastriliths would much rather lord over other sea creatures than fulfill their duty as guardians of ancient gateways to the watery Abyss. A wastrilith is called upon when an Abyssal Lord needs a secret treasure guarded, when a wicked wizard of great might wishes to keep meddling creatures from his undersea fortress, or when sea hags complete an ancient ritual to bring doom to an island community. They often are surrounded by Callers from the Deeps (MM), Ixitxachitl (Cloakers (MM), Sahuagin (MM), Water Elementals (MM), Water Weirds (MM), and a host of giant aquatic beasts.
 
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Quickleaf

Legend
Douen
Small fey undead, neutral
AC 12
HP 21 (6d6)
Speed 35 ft
Str 8 (-1) Dex 15 (+2) Con 10 (+0) Int 10 (+0) Wis 12 (+1) Cha 13 (+1)
Skills Stealth +4
Senses darkvision 60 ft, passive perception 11
Languages Common (English), Sylvan, telepathy 60 ft with children
Challenge 1 (XP 200)

TRAITS
Blurred Movement. Readied attacks and opportunity attacks made against the douen while it moves have disadvantage as per the blur spell. An attacker not relying on sight (blindsight) or able to see thru illusions (truesight) is immune to this effect.

ACTIONS
Bite. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 4 (1d4+2) piercing damage.
Soul-Stealing Gaze (recharge 1 minute). The douen looks upon a creature within 60 feet who must make a DC 12 Wisdom save or become frightened for 1 minute. When the creature's frightened state ends, if the douen can still see the creature, it can steal the creature's soul which, according to tradition, it buries in an container somewhere in the land. A creature stripped of its soul changes its alignment to unaligned, does not recover exhaustion levels, and suffers a cumulative level of exhaustion each day it is apart from its soul (thus dying in 6 days).
Long Walk in the Woods. The douen causes a group of up to eight travelers it can see to suffer disadvantage on Wisdom (Survival) checks to avoid natural hazards or getting lost.

A picture of douens

The douen go by many names: Aztecs call them chaneque, Mayans aluxob, and Spanish duende (though duende is a catch-all term Spaniards use to describes sprites, gnomes, and goblins of all sorts). Whatever name they are called by, douen appear as strange children in little if any clothes, with shriveled or blurred faces, and backwards facing feet. Something always shades their eyes from view, whether a mat of gnarled hair, a wide straw hat, or shadows. According to Church beliefs the douen are the souls of unbaptised children returned as a type of undead child-demon who lure people into the jungle in order to prey on them. Native beliefs, on the other hand, consider the douen as a type of mischevious nature spirit who can be placated and even helpful with the right rituals, but if not properly honored their tricks woul drake on a malicious character. Interestingly, both schools of thought describe the douen as traveling back and forth from the Underworld using sacred trees like the silk cotton tree or dry kapok tree.
 

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