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<blockquote data-quote="Quickleaf" data-source="post: 6473393" data-attributes="member: 20323"><p><span style="color: darkOrange"><span style="font-size: 15px">Seaclaimed Creature (template)</span></span></p><p></p><p></p><p></p><p>Seafaring humanoids who face death's door while on the ocean's are sometimes paid a visit by the legendary pirate Davy Jones. They are offered an opportunity to avoid death, but in return must swear service to Jones and his ship, the Flying Dutchman, for a term of 100 years. Those who accept this fate are changed, becoming more like the creatures of the sea.</p><p></p><p>"Seaclaimed" is a template that can be added to any humanoid creature. It increases the creature's CR by a total amount equal to the sum of the adjustment value listed by each Seaclaimed Change. Modify the base creature in the following ways:</p><p></p><p><strong>Speed: </strong>A seaclaimed creature gains a swim speed equal to half the base creature's land speed.</p><p><strong>Senses:</strong> A seaclaimed creature gains darkvision 60-ft.</p><p><strong>Amphibious (Trait): </strong>A seaclaimed creature can breathe air and water equally well.</p><p><strong>Deliver the Black Spot (Action):</strong> By making a touch attack against someone who has attempted to escape a bargain with Davy Jones, a seaclaimed creature may place a sickly Black Spot on the target. All sailors who see the Black Spot have their attitude towards that marked one have their attitude shifted one category toward hostile, and Davy Jones and all who serve him receive advantage on opportunity attack rolls against the target (as if they were Marked - see DMG). The Black Spot persists as long as Davy Jones pursues the marked one. A seaclaimed creature may only deliver the black spot on Davy Jones' direct orders.</p><p></p><p><strong>Seaclaimed Changes:</strong> Upon gaining the template, a seaclaimed creature undergoes horrific changes. You can either roll d50 randomly several times to determine a creature's changes. Alternately, if you desire a more structured approach, you can roll/choose changes to increase the creature's CR by a total of +1 (e.g. one +1/2 CR change, one +1/4 CR change, and two +1/8 CR changes), as well as rolling/choosing 2 (1d3) +0 CR changes. For every 10 years of service to the Flying Dutchman, the creature gains a change; thus creatures who've served for many years may have up to 9 changes. The DM may determine these changes randomly or choose them.</p><p></p><p><img src="http://photos1.blogger.com/blogger/988/1654/1600/Dead-Man's-Chest_06.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Seaclaimed Changes (d50)</span></span></p><p></p><p><span style="color: DarkOrange"><strong>+0 CR Changes (d20)</strong></span></p><p></p><p>1 - Barnacle Hands (+0 CR): Numerous barnacles grow from the creature's hand, granting it a climb speed equal to the base creature's land speed.</p><p></p><p>2 - Bioluminescence (+0 CR): Numerous patches of bioluminescent matter dot the seaclaimed creature, giving off light equal to a torch. It can suppress this illumination or restore it once per round as a free action.</p><p></p><p>3 - Cartilaginous Skeleton (+0 CR): The creature's skeleton becomes soft and pliable, granting it double its proficiency bonus on Strength (Athletics) and Dexterity (Acrobatics) checks to escape a grapple. It also can squeeze without suffering any movement penalty, suffering neither disadvantage to its attacks nor advantage to attacks against it when squeezing.</p><p></p><p>4 - Chromatic Skin (+0 CR): The seaclaimed creature has the ability to change the color of its skin in complicated and stunning patterns. It can communicate without speech with other seaclaimed creatures that can see these colors (thus darkvision does not work). The creature also gains double its proficiency bonus on Dexterity (Stealth) checks.</p><p></p><p>5 - Echolocation (+0 CR): The seaclaimed creature's porpoiselike mouth allows it to “see” via echolocation, transmitting sounds inaudible to most creatures, that grant it blindsight 120-ft. A silence spell negates this and forces the seaclaimed creature to rely on its vision.</p><p></p><p>6 - Flipper Feet (+0 CR): The creature's feet become flippers. Its swim speed improves to its normal base land speed, but its base land speed is then reduced by half (rounded down).</p><p></p><p>7 - Gummy Secretions (+0 CR): The creature can exude a sticky secretion from its body. Any creature touching it becomes automatically grappled, and checks to escape its grapple are disadvantaged. Likewise, melee weapons stick to it and require a DC 14 Strength check as an action to be freed. Universal solvent will free a creature or weapon from the gummy secretions. Most of the creature's treasure can be found stuck to its body as a form of decoration.</p><p></p><p>8 - Harpooner's Hooks (+0 CR): Numerous fishing hooks and harpoons are imbedded in the seaclaimed creature who can throw them 30-ft as a ranged attack. A creature hit takes 1d8 + STR piercing damage and must make a (DC 8 + proficiency bonus + Strength modifier) Strength check or be reeled in to a space adjacent to the seaclaimed creature.</p><p></p><p>9 - Hermit Crab-Head (+0 CR): The creature's head can detach and function separately as a hermit Crab (MM). The creature becomes immune to any attack that requires a creature to possess a head (such as a vorpal sword). Killing its head makes the rest of the body blind.</p><p></p><p>10 - Kelp-creeper (+0 CR): The seaclaimed creature sprouts protrusions like those of a sea dragon. When in an area of aquatic plant life, it appears completely indistinguishable from the surrounding vegetation.</p><p></p><p>11 - Manta Wings (+0 CR): The creature grows a pair of powerful pectoral fins like those of a manta ray, which allow it to glide through the water at greater speed. Add +20 feet to the creature's swim speed.</p><p></p><p>12 - Puffer Fish-Head (+0 CR): The creature's head becomes a puffer fish. When angered or frightened, its head inflates. This grants it Intimidation proficiency (or double its proficiency bonus if already proficiency). Additionally, the creature gains resistance to poison damage.</p><p></p><p>13 - Sea Snail's Eyestalks (+0 CR): The creatures eyes extend outward on stalks like those of a sea snail, granting it double its proficiency bonus on Wisdom (Perception) checks.</p><p></p><p>14 - Seaslime (+0 CR): A slimy layer of mucus covers the seaclaimed creature's body, granting it double its proficiency bonus on Strength (Athletics) and Dexterity (Acrobatics) checks to escape a grapple. The sea slime may have other properties, such as being flammable, hallucinogenic if imbibed, and/or corrosive (dealing 1d6 acid damage to creatures coming into contact).</p><p></p><p>15 - Shellfish Patches (+0 CR): Patches of mussels and similar shelfish grow over the seaclaimed, providing an additional +1 AC (natural armor). It also can blow a conc shell on its body that alerts all seaclaimed creatures within a mile.</p><p></p><p>16 - Shipwalk (+0 CR): As an action, the creature may meld its body into a ship it is touching and appear out of another ship within 300 ft. The seaclaimed creature must be able to see its destination. The creature's skin takes on the appearance of rotting wood.</p><p></p><p>17 - Tangling Seaweed (+0 CR): Long strands of kelp and similar plants grow from the seaclaimed creature's body. The seaclaimed can make melee attacks with a reach 5 feet farther than the creature's normal reach and gains advantage on its grapple checks.</p><p></p><p>18 - Walrus Tusks (+0 CR): A pair of walrus-like tusks grow from the creature's mouth (if it has one), giving it a bite attack that deals 1d8 + STR piercing damage. The creature can also make a loud call alerting all seaclaimed creatures within a quarter mile.</p><p></p><p>19 - Webbed Digits (+0 CR): The creature's hands and/or feet are webbed, granting it +5 feet swim speed. Give the creature proficiency in Strength (Athletics) checks, or double its proficiency bonus if it is already proficient.</p><p></p><p>20 - Whiskers (+0 CR): Catfishlike barbels sprout from the seaclaimed creature's face, neck, or shoulders. This grants it blindsight 30 feet in water.</p><p></p><p><span style="color: DarkOrange"><strong>+1/8 CR Changes (d10)</strong></span></p><p></p><p>21 (1) - Anchor Arm (+1/8 CR): A boat anchor on a length of chain replaces one of the seaclaimed creature's arms. Treat this arm as a reach 15-ft melee weapon that deals 2d6 + STR bludgeoning damage on a hit. It can never be disarmed.</p><p></p><p>22 (2) - Angler Fish Jaws (+1/4 CR): The creature's mouth transforms into the oversized jaws of an angler fish, and as its action it may make a bite attack that deals 2d8 + STR piercing damage.</p><p></p><p>23 (3) - Blubber (+1/8 CR): The natural insulation of the massive amount of blubber on the seaclaimed creature's body gives it immunity to cold. The leathery skin that holds its rolling frame grants +3 AC (natural armor). However, reduce the creature's Dexterity to 10 or less.</p><p></p><p>24 (4) - Bull Shark's Strength (+1/8 CR): The seaclaimed creature has the strength, testosterone, and vague facial appearance of a bull shark. It gains a Strength score of at least 16 and can make a Shove attempt as a bonus action when it hits on its turn.</p><p></p><p>25 (5) - Driftwood Head (+1/8 CR): The seaclaimed creature's head takes on the consistency of driftwood, allowing it to add its proficiency bonus on Wisdom saves and making it immune to charm and fear. However, reduces its Intelligence to 8 or less.</p><p></p><p>26 (6) - Flotsam-dotted Hide (+1/8 CR): Bits of flotsam (such as broken bits of masts, hull, and even captain's wheels) dot the creatures hide, granting it +2 AC (natural armor), but also imposing a -5 feet speed penalty both to its land and swim speeds.</p><p></p><p>27 (7) - Gut Eel (+1/8 CR): The seaclaimed creature's stomach is an empty hole that has become the nest of a moray eel. Once per round, this eel can strike out at an opponent within 5 feet with a +4 bonus to hit. On a successful attack, it does 1d6 damage with a bite. This eel is supernatural and does not need to eat, sleep, or breathe.</p><p></p><p>28 (8) - Ink Cloud (+1/8 CR): While submerged, the seaclaimed creature can emit a cloud of jet-black ink in a 10-ft diameter area as a bonus action, then Dash immediately afterward. The cloud provides total concealment, which the creature normally uses to escape a losing fight. All vision within the cloud is obscured. The creature recharges this ability on 5-6 on a d6.</p><p></p><p>29 (9) - Starfish Attached to Face (+1/8 CR): The creature regenerates 1 hit point at the start of each of its turns that it has more than 0 hit points due to the starfish's blood mingling with its own.</p><p></p><p>30 (10) - Tentacle-Arm (+1/8 CR): One of the creature's arms is replaced by an octopoid tentacle. It loses any claw or slam attack it possessed with that limb, but can make a tentacle attack with 10-ft reach that deals 1d8 + STR bludgeoning damage and allows them to make a grapple check as a bonus action.</p><p></p><p><span style="color: DarkOrange"><strong>+1/4 CR Changes (d10)</strong></span></p><p></p><p>31 (1) - Blood Frenzy (+1/4 CR): The seaclaimed creature gains the trait "Blood Frenzy": The seaclaimed creature has advantage on melee attack rolls against any creature that doesn’t have all its hit points.</p><p></p><p>32 (2) - Electric Eelflesh (+1/4 CR): The seaclaimed creature can deliver an electrical shock to a single victim within 5 feet. The victim must make a (DC 8 + proficiency bonus + Constitution modifier) Dexterity saving throw or take 2d8 lightning damage.</p><p></p><p>33 (3) - Fishguts (+1/4 CR): A seaclaimed creature with this change has its innards replaced with dead, rotting fish. It gains the "Stench" trait of the Troglodyte (MM). When hit by an attack dealing piercing or slashing damage, the creature involuntarily releases a spew of foul fishguts. Any adjacent enemies must make a (DC 8 + proficiency bonus + Constitution modifier) Dexterity saving throw or be blinded until the end of their next turn by the guts.</p><p></p><p>34 (4) - Gulper Mouth (+1/4 CR): The seaclaimed creature grows a distended jaw and a huge, pouchy gullet. It gains the swallow whole special attack and can swallow creatures up to one size category smaller. It may have one swallowed creature at a time. The AC of the seaclaimed creature's gullet is 10. A swallowed creature can try to cut its way free with any light slashing or piercing weapon by dealing damage equal to 10 + the seaclaimed creature's Constitution modifier to the gullet.</p><p></p><p>35 (5) - Krill Laden (+1/4 CR): The seaclaimed creature's body is full of krill, and as an action it can release a cloud of these tiny crustaceans once per long rest that appears adjacent to the creature. The swarm returns to the seaclaimed creature's body after 1 minute. If destroyed, a new swarm grows within the creature during its next long rest. Treat this as a Swarm of Insects (MM), with the following adjustments: </p><p>Speed: swim 20 ft</p><p>Traits: Distraction. Any creature starting or ending its turn in a krill swarm's space suffers disadvantage on Concentration checks.</p><p>36 (6) - Lamprey Mouth (+1/4 CR): The creature's mouth twists into the shape of that of a lamprey. As its action the creature may make a bite attack that deals 1d8 + STR/DEX piercing damage. Additionally, on a successful bite attack the creature latches onto its victim as per a grapple. When a victim grappled in this way ends its turn still grappled by the seaclaimed creature, they lose 1d8 + STR/DEX hit points and the seaclaimed creature regains an equal amount of hit points as it drains the victim's blood.</p><p></p><p>37 (7) - Lobster Carapace (+1/4 CR): The creature gains a lobsterlike carapace, increasing its natural armor by +4 AC</p><p></p><p>38 (8) - Sea Lure (+1/4 CR): The seaclaimed creature sprouts a glowing, mesmerizing bioluminescent extension that it can use to mesmerize. Any non-seaclaimed creature within 30 feet of the seaclaimed creature must succeed on a (DC 8 + proficiency bonus + Charisma modifier) Wisdom saving throw or be effected by a hypnotic pattern. If the seaclaimed creature attempts to harm the victim, the effect is immediately broken.</p><p></p><p>39 (9) - Spit Sand (+1/4 CR): The creature can spew wet globs of sand at an opponent within 15 feet. The victim must make a (DC 8 + proficiency bonus + Constitution modifier) Dexterity saving throw, or be blinded until the end of its next turn.</p><p></p><p>40 (10) - Sponge Flesh (+1/4 CR): The seaclaimed creature's flesh takes on the texture of a sea sponge, granting it resistance to all damage types except for piercing and slashing damage.</p><p></p><p><span style="color: DarkOrange"><strong>+1/2 CR Changes (d10)</strong></span></p><p></p><p>41 (1) - Anenome Head (+1/2 CR): The seaclaimed creature's head resembles a brightly-coloured sea anenome, granting it tremorsense 15-ft. The creature can make an extra melee attack with the tendrils on its head, and on a hit deals 1d4 + STR/DEX poison damage, and the victim must make a (DC 8 + proficiency bonus + Constitution modifier) Constitution saving throw or be poisoned for 1 minute. If the seaclaimed creatures hits a victim it has already poisoned, and if that victim fails its save, then they are also paralyzed; at the start of each of their turns, the victim may repeat the Constitution save to shake off the paralysis (but not the poisoning, which lasts the full minute). </p><p></p><p>42 (2) - Cold Dead Eyes of a Shark (+1/2 CR): The creature gains a 30-ft gaze attack that inspires fear in living creatures. A victim that fails a (DC 8 + proficiency modifier + Charisma modifier) is frightened of the Seaclaimed creature for 1d4 rounds. A victim that successfully saves is immune to that seaclaimed creature's gaze attack for 24 hours.</p><p></p><p>43 (3) - Coral Encrustation (+1/2 CR): Half of the creature's body is encased in coral, granting it +5 AC (natural armor) and resistance to piercing and slashing damage. However, reduce its speed by -10 feet, both its land and swim speeds.</p><p></p><p>44 (4) - Drown (+1/2 CR): The seaclamied creature can make a melee spell attack to try to fill an opponent's lungs with water. A victim touched by the seaclaimed creature loses any air in its lungs and must make a (DC 8 + proficiency bonus + Charisma modifier) Constitution saving throw or begin drowning.</p><p></p><p>45 (5) - Hammerhead Shark-Head (+1/2 CR): The creature denies enemies from gaining advantage against it due to flanking or numbers (e.g. a rogue would not gain advantage just for having an ally next to the creature). Also, it gains an extra bite attack that deals 2d6 + STR piercing damage.</p><p></p><p>46 (6) - Jellyfish Tentacles (+1/2 CR): The creature grows a pair of jellyfishlike tentacles somewhere on its neck or torso. When the creature grapples a target, the jellyfish tentacles exude a paralytic secretion. Anyone victim who ends their turn grabbed by the tentacles must make a (DC 8 + proficiency bonus + Constitution modifier) Constitution check or be paralyzed for 6 rounds.</p><p></p><p>47 (7) - Lobster Claw (+1/2 CR): The seaclaimed creature gains an extra claw attack that deals 2d6 + STR piercing damage. Additionally, on a successful attack with its lobster claw, the creature can initiate a grapple check as a bonus action, and when a creature ends its turn grasped by the lobster claw they take the damage the attack inflicted again automatically.</p><p></p><p>48 (8) - Siren's Song (+1/2 CR): Every humanoid within 300 feet who hears the seaclaimed creature's song must make a (DC 8 + proficiency bonus + Charisma modifier) Wisdom save, though women have advantage on this save. If a man fails, he is charmed to attempt to reach the seaclaimed creature on his turn by any means. If a woman fails, she is stunned as she is overwhelmed by helpless weeping. A target who succeeds on this save cannot be targeted by the same seaclaimed creature's song for the next 24 hours. See the harpy's "Luring Song" for more details.</p><p></p><p>49 (9) - Stingray Tail (+1/2 CR): A barbed, whiplike tail grows from the creature ending it a venomous stinger, granting it an extra sting attack which deals 1d8 + STR/DEX damage. The tail is poisonous, and a victim struck by it must make a (DC 8 + proficiency bonus + Constitution modifier) Constitution saving throw or be poisoned for 1d4 hours. While poisoned they are unable to take bonus actions or reactions for 1d4 hours.</p><p></p><p>50 (10) - Urchin Spines (+1/2 CR): The creature sprouts spines like those of a sea urchin over its body. Any creature grappling the seaclaimed creature takes 4 (1d8) piercing damage. Also, the creature can fire a spine as a ranged attack up to 80-ft. On a hit it deals 1d8 + STR/DEX piercing damage, and the victim must make a (DC 8 + proficiency bonus + Constitution modifier) Constitution saving throw or become poisoned. If the victim fails its saving throw by 5 or more, it is also paralyzed. At the start of its turn the victim makes this saving throw again to remove the poisoned / paralyzed condition, and if they fail by 5 or more they take 4 (1d8) poison damage. If they succeed, the condition ends and they are immune to that particular seaclaimed creature's poison for 24 hours.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6473393, member: 20323"] [color=darkOrange][size=4]Seaclaimed Creature (template)[/size][/color] Seafaring humanoids who face death's door while on the ocean's are sometimes paid a visit by the legendary pirate Davy Jones. They are offered an opportunity to avoid death, but in return must swear service to Jones and his ship, the Flying Dutchman, for a term of 100 years. Those who accept this fate are changed, becoming more like the creatures of the sea. "Seaclaimed" is a template that can be added to any humanoid creature. It increases the creature's CR by a total amount equal to the sum of the adjustment value listed by each Seaclaimed Change. Modify the base creature in the following ways: [b]Speed: [/b]A seaclaimed creature gains a swim speed equal to half the base creature's land speed. [b]Senses:[/b] A seaclaimed creature gains darkvision 60-ft. [b]Amphibious (Trait): [/b]A seaclaimed creature can breathe air and water equally well. [b]Deliver the Black Spot (Action):[/b] By making a touch attack against someone who has attempted to escape a bargain with Davy Jones, a seaclaimed creature may place a sickly Black Spot on the target. All sailors who see the Black Spot have their attitude towards that marked one have their attitude shifted one category toward hostile, and Davy Jones and all who serve him receive advantage on opportunity attack rolls against the target (as if they were Marked - see DMG). The Black Spot persists as long as Davy Jones pursues the marked one. A seaclaimed creature may only deliver the black spot on Davy Jones' direct orders. [b]Seaclaimed Changes:[/b] Upon gaining the template, a seaclaimed creature undergoes horrific changes. You can either roll d50 randomly several times to determine a creature's changes. Alternately, if you desire a more structured approach, you can roll/choose changes to increase the creature's CR by a total of +1 (e.g. one +1/2 CR change, one +1/4 CR change, and two +1/8 CR changes), as well as rolling/choosing 2 (1d3) +0 CR changes. For every 10 years of service to the Flying Dutchman, the creature gains a change; thus creatures who've served for many years may have up to 9 changes. The DM may determine these changes randomly or choose them. [IMG]http://photos1.blogger.com/blogger/988/1654/1600/Dead-Man's-Chest_06.jpg[/IMG] [color=DarkOrange][size=4]Seaclaimed Changes (d50)[/size][/color] [color=DarkOrange][b]+0 CR Changes (d20)[/b][/color] 1 - Barnacle Hands (+0 CR): Numerous barnacles grow from the creature's hand, granting it a climb speed equal to the base creature's land speed. 2 - Bioluminescence (+0 CR): Numerous patches of bioluminescent matter dot the seaclaimed creature, giving off light equal to a torch. It can suppress this illumination or restore it once per round as a free action. 3 - Cartilaginous Skeleton (+0 CR): The creature's skeleton becomes soft and pliable, granting it double its proficiency bonus on Strength (Athletics) and Dexterity (Acrobatics) checks to escape a grapple. It also can squeeze without suffering any movement penalty, suffering neither disadvantage to its attacks nor advantage to attacks against it when squeezing. 4 - Chromatic Skin (+0 CR): The seaclaimed creature has the ability to change the color of its skin in complicated and stunning patterns. It can communicate without speech with other seaclaimed creatures that can see these colors (thus darkvision does not work). The creature also gains double its proficiency bonus on Dexterity (Stealth) checks. 5 - Echolocation (+0 CR): The seaclaimed creature's porpoiselike mouth allows it to “see” via echolocation, transmitting sounds inaudible to most creatures, that grant it blindsight 120-ft. A silence spell negates this and forces the seaclaimed creature to rely on its vision. 6 - Flipper Feet (+0 CR): The creature's feet become flippers. Its swim speed improves to its normal base land speed, but its base land speed is then reduced by half (rounded down). 7 - Gummy Secretions (+0 CR): The creature can exude a sticky secretion from its body. Any creature touching it becomes automatically grappled, and checks to escape its grapple are disadvantaged. Likewise, melee weapons stick to it and require a DC 14 Strength check as an action to be freed. Universal solvent will free a creature or weapon from the gummy secretions. Most of the creature's treasure can be found stuck to its body as a form of decoration. 8 - Harpooner's Hooks (+0 CR): Numerous fishing hooks and harpoons are imbedded in the seaclaimed creature who can throw them 30-ft as a ranged attack. A creature hit takes 1d8 + STR piercing damage and must make a (DC 8 + proficiency bonus + Strength modifier) Strength check or be reeled in to a space adjacent to the seaclaimed creature. 9 - Hermit Crab-Head (+0 CR): The creature's head can detach and function separately as a hermit Crab (MM). The creature becomes immune to any attack that requires a creature to possess a head (such as a vorpal sword). Killing its head makes the rest of the body blind. 10 - Kelp-creeper (+0 CR): The seaclaimed creature sprouts protrusions like those of a sea dragon. When in an area of aquatic plant life, it appears completely indistinguishable from the surrounding vegetation. 11 - Manta Wings (+0 CR): The creature grows a pair of powerful pectoral fins like those of a manta ray, which allow it to glide through the water at greater speed. Add +20 feet to the creature's swim speed. 12 - Puffer Fish-Head (+0 CR): The creature's head becomes a puffer fish. When angered or frightened, its head inflates. This grants it Intimidation proficiency (or double its proficiency bonus if already proficiency). Additionally, the creature gains resistance to poison damage. 13 - Sea Snail's Eyestalks (+0 CR): The creatures eyes extend outward on stalks like those of a sea snail, granting it double its proficiency bonus on Wisdom (Perception) checks. 14 - Seaslime (+0 CR): A slimy layer of mucus covers the seaclaimed creature's body, granting it double its proficiency bonus on Strength (Athletics) and Dexterity (Acrobatics) checks to escape a grapple. The sea slime may have other properties, such as being flammable, hallucinogenic if imbibed, and/or corrosive (dealing 1d6 acid damage to creatures coming into contact). 15 - Shellfish Patches (+0 CR): Patches of mussels and similar shelfish grow over the seaclaimed, providing an additional +1 AC (natural armor). It also can blow a conc shell on its body that alerts all seaclaimed creatures within a mile. 16 - Shipwalk (+0 CR): As an action, the creature may meld its body into a ship it is touching and appear out of another ship within 300 ft. The seaclaimed creature must be able to see its destination. The creature's skin takes on the appearance of rotting wood. 17 - Tangling Seaweed (+0 CR): Long strands of kelp and similar plants grow from the seaclaimed creature's body. The seaclaimed can make melee attacks with a reach 5 feet farther than the creature's normal reach and gains advantage on its grapple checks. 18 - Walrus Tusks (+0 CR): A pair of walrus-like tusks grow from the creature's mouth (if it has one), giving it a bite attack that deals 1d8 + STR piercing damage. The creature can also make a loud call alerting all seaclaimed creatures within a quarter mile. 19 - Webbed Digits (+0 CR): The creature's hands and/or feet are webbed, granting it +5 feet swim speed. Give the creature proficiency in Strength (Athletics) checks, or double its proficiency bonus if it is already proficient. 20 - Whiskers (+0 CR): Catfishlike barbels sprout from the seaclaimed creature's face, neck, or shoulders. This grants it blindsight 30 feet in water. [color=DarkOrange][b]+1/8 CR Changes (d10)[/b][/color] 21 (1) - Anchor Arm (+1/8 CR): A boat anchor on a length of chain replaces one of the seaclaimed creature's arms. Treat this arm as a reach 15-ft melee weapon that deals 2d6 + STR bludgeoning damage on a hit. It can never be disarmed. 22 (2) - Angler Fish Jaws (+1/4 CR): The creature's mouth transforms into the oversized jaws of an angler fish, and as its action it may make a bite attack that deals 2d8 + STR piercing damage. 23 (3) - Blubber (+1/8 CR): The natural insulation of the massive amount of blubber on the seaclaimed creature's body gives it immunity to cold. The leathery skin that holds its rolling frame grants +3 AC (natural armor). However, reduce the creature's Dexterity to 10 or less. 24 (4) - Bull Shark's Strength (+1/8 CR): The seaclaimed creature has the strength, testosterone, and vague facial appearance of a bull shark. It gains a Strength score of at least 16 and can make a Shove attempt as a bonus action when it hits on its turn. 25 (5) - Driftwood Head (+1/8 CR): The seaclaimed creature's head takes on the consistency of driftwood, allowing it to add its proficiency bonus on Wisdom saves and making it immune to charm and fear. However, reduces its Intelligence to 8 or less. 26 (6) - Flotsam-dotted Hide (+1/8 CR): Bits of flotsam (such as broken bits of masts, hull, and even captain's wheels) dot the creatures hide, granting it +2 AC (natural armor), but also imposing a -5 feet speed penalty both to its land and swim speeds. 27 (7) - Gut Eel (+1/8 CR): The seaclaimed creature's stomach is an empty hole that has become the nest of a moray eel. Once per round, this eel can strike out at an opponent within 5 feet with a +4 bonus to hit. On a successful attack, it does 1d6 damage with a bite. This eel is supernatural and does not need to eat, sleep, or breathe. 28 (8) - Ink Cloud (+1/8 CR): While submerged, the seaclaimed creature can emit a cloud of jet-black ink in a 10-ft diameter area as a bonus action, then Dash immediately afterward. The cloud provides total concealment, which the creature normally uses to escape a losing fight. All vision within the cloud is obscured. The creature recharges this ability on 5-6 on a d6. 29 (9) - Starfish Attached to Face (+1/8 CR): The creature regenerates 1 hit point at the start of each of its turns that it has more than 0 hit points due to the starfish's blood mingling with its own. 30 (10) - Tentacle-Arm (+1/8 CR): One of the creature's arms is replaced by an octopoid tentacle. It loses any claw or slam attack it possessed with that limb, but can make a tentacle attack with 10-ft reach that deals 1d8 + STR bludgeoning damage and allows them to make a grapple check as a bonus action. [color=DarkOrange][b]+1/4 CR Changes (d10)[/b][/color] 31 (1) - Blood Frenzy (+1/4 CR): The seaclaimed creature gains the trait "Blood Frenzy": The seaclaimed creature has advantage on melee attack rolls against any creature that doesn’t have all its hit points. 32 (2) - Electric Eelflesh (+1/4 CR): The seaclaimed creature can deliver an electrical shock to a single victim within 5 feet. The victim must make a (DC 8 + proficiency bonus + Constitution modifier) Dexterity saving throw or take 2d8 lightning damage. 33 (3) - Fishguts (+1/4 CR): A seaclaimed creature with this change has its innards replaced with dead, rotting fish. It gains the "Stench" trait of the Troglodyte (MM). When hit by an attack dealing piercing or slashing damage, the creature involuntarily releases a spew of foul fishguts. Any adjacent enemies must make a (DC 8 + proficiency bonus + Constitution modifier) Dexterity saving throw or be blinded until the end of their next turn by the guts. 34 (4) - Gulper Mouth (+1/4 CR): The seaclaimed creature grows a distended jaw and a huge, pouchy gullet. It gains the swallow whole special attack and can swallow creatures up to one size category smaller. It may have one swallowed creature at a time. The AC of the seaclaimed creature's gullet is 10. A swallowed creature can try to cut its way free with any light slashing or piercing weapon by dealing damage equal to 10 + the seaclaimed creature's Constitution modifier to the gullet. 35 (5) - Krill Laden (+1/4 CR): The seaclaimed creature's body is full of krill, and as an action it can release a cloud of these tiny crustaceans once per long rest that appears adjacent to the creature. The swarm returns to the seaclaimed creature's body after 1 minute. If destroyed, a new swarm grows within the creature during its next long rest. Treat this as a Swarm of Insects (MM), with the following adjustments: Speed: swim 20 ft Traits: Distraction. Any creature starting or ending its turn in a krill swarm's space suffers disadvantage on Concentration checks. 36 (6) - Lamprey Mouth (+1/4 CR): The creature's mouth twists into the shape of that of a lamprey. As its action the creature may make a bite attack that deals 1d8 + STR/DEX piercing damage. Additionally, on a successful bite attack the creature latches onto its victim as per a grapple. When a victim grappled in this way ends its turn still grappled by the seaclaimed creature, they lose 1d8 + STR/DEX hit points and the seaclaimed creature regains an equal amount of hit points as it drains the victim's blood. 37 (7) - Lobster Carapace (+1/4 CR): The creature gains a lobsterlike carapace, increasing its natural armor by +4 AC 38 (8) - Sea Lure (+1/4 CR): The seaclaimed creature sprouts a glowing, mesmerizing bioluminescent extension that it can use to mesmerize. Any non-seaclaimed creature within 30 feet of the seaclaimed creature must succeed on a (DC 8 + proficiency bonus + Charisma modifier) Wisdom saving throw or be effected by a hypnotic pattern. If the seaclaimed creature attempts to harm the victim, the effect is immediately broken. 39 (9) - Spit Sand (+1/4 CR): The creature can spew wet globs of sand at an opponent within 15 feet. The victim must make a (DC 8 + proficiency bonus + Constitution modifier) Dexterity saving throw, or be blinded until the end of its next turn. 40 (10) - Sponge Flesh (+1/4 CR): The seaclaimed creature's flesh takes on the texture of a sea sponge, granting it resistance to all damage types except for piercing and slashing damage. [color=DarkOrange][b]+1/2 CR Changes (d10)[/b][/color] 41 (1) - Anenome Head (+1/2 CR): The seaclaimed creature's head resembles a brightly-coloured sea anenome, granting it tremorsense 15-ft. The creature can make an extra melee attack with the tendrils on its head, and on a hit deals 1d4 + STR/DEX poison damage, and the victim must make a (DC 8 + proficiency bonus + Constitution modifier) Constitution saving throw or be poisoned for 1 minute. If the seaclaimed creatures hits a victim it has already poisoned, and if that victim fails its save, then they are also paralyzed; at the start of each of their turns, the victim may repeat the Constitution save to shake off the paralysis (but not the poisoning, which lasts the full minute). 42 (2) - Cold Dead Eyes of a Shark (+1/2 CR): The creature gains a 30-ft gaze attack that inspires fear in living creatures. A victim that fails a (DC 8 + proficiency modifier + Charisma modifier) is frightened of the Seaclaimed creature for 1d4 rounds. A victim that successfully saves is immune to that seaclaimed creature's gaze attack for 24 hours. 43 (3) - Coral Encrustation (+1/2 CR): Half of the creature's body is encased in coral, granting it +5 AC (natural armor) and resistance to piercing and slashing damage. However, reduce its speed by -10 feet, both its land and swim speeds. 44 (4) - Drown (+1/2 CR): The seaclamied creature can make a melee spell attack to try to fill an opponent's lungs with water. A victim touched by the seaclaimed creature loses any air in its lungs and must make a (DC 8 + proficiency bonus + Charisma modifier) Constitution saving throw or begin drowning. 45 (5) - Hammerhead Shark-Head (+1/2 CR): The creature denies enemies from gaining advantage against it due to flanking or numbers (e.g. a rogue would not gain advantage just for having an ally next to the creature). Also, it gains an extra bite attack that deals 2d6 + STR piercing damage. 46 (6) - Jellyfish Tentacles (+1/2 CR): The creature grows a pair of jellyfishlike tentacles somewhere on its neck or torso. When the creature grapples a target, the jellyfish tentacles exude a paralytic secretion. Anyone victim who ends their turn grabbed by the tentacles must make a (DC 8 + proficiency bonus + Constitution modifier) Constitution check or be paralyzed for 6 rounds. 47 (7) - Lobster Claw (+1/2 CR): The seaclaimed creature gains an extra claw attack that deals 2d6 + STR piercing damage. Additionally, on a successful attack with its lobster claw, the creature can initiate a grapple check as a bonus action, and when a creature ends its turn grasped by the lobster claw they take the damage the attack inflicted again automatically. 48 (8) - Siren's Song (+1/2 CR): Every humanoid within 300 feet who hears the seaclaimed creature's song must make a (DC 8 + proficiency bonus + Charisma modifier) Wisdom save, though women have advantage on this save. If a man fails, he is charmed to attempt to reach the seaclaimed creature on his turn by any means. If a woman fails, she is stunned as she is overwhelmed by helpless weeping. A target who succeeds on this save cannot be targeted by the same seaclaimed creature's song for the next 24 hours. See the harpy's "Luring Song" for more details. 49 (9) - Stingray Tail (+1/2 CR): A barbed, whiplike tail grows from the creature ending it a venomous stinger, granting it an extra sting attack which deals 1d8 + STR/DEX damage. The tail is poisonous, and a victim struck by it must make a (DC 8 + proficiency bonus + Constitution modifier) Constitution saving throw or be poisoned for 1d4 hours. While poisoned they are unable to take bonus actions or reactions for 1d4 hours. 50 (10) - Urchin Spines (+1/2 CR): The creature sprouts spines like those of a sea urchin over its body. Any creature grappling the seaclaimed creature takes 4 (1d8) piercing damage. Also, the creature can fire a spine as a ranged attack up to 80-ft. On a hit it deals 1d8 + STR/DEX piercing damage, and the victim must make a (DC 8 + proficiency bonus + Constitution modifier) Constitution saving throw or become poisoned. If the victim fails its saving throw by 5 or more, it is also paralyzed. At the start of its turn the victim makes this saving throw again to remove the poisoned / paralyzed condition, and if they fail by 5 or more they take 4 (1d8) poison damage. If they succeed, the condition ends and they are immune to that particular seaclaimed creature's poison for 24 hours. [/QUOTE]
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