Replacing Mission to Thay - Elementum Divinantor, Deepest Ocean
Bramallag:
To collect the pure elemental energy of water, we will open a portal to the deepest depths of the ocean. Unfortunately, we cannot guarantee accurate to precise placement of the portal, though we have minimized its erros as much as we can. After arrival, you must descend to the very nadir of the ocean, then spread this large pre-made ritual summoning circle on the ocean bed. Once the circle has be laid flat, you will then cast this ritual to summon the greatest of this world's water elementals. After defeating it in combat, you will use this tool to extract it's core, and return the core to here. Do not break or lose the extraction tool, we have only been able to create three in the time we have, and we will just barely have time to fully cleanse and purify one of them before your final journey.
The party is provided with:
- a magical doo-hickey with a claw-thingy on one end.
- a large, rolled-up carpet, and a scroll
- Potion of Water Nativity (one each)
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Potion of Water Nativity
(a very dark blue potion)
Potion, Very rare
When consumed, the potion grants the imbiber water breathing (as the spell), a swim speed equal to their normal movement speed, and the ability to ignore all environmental effects related to water pressure and depth (except for light levels).
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Arrival
The portal opens onto a rippling drakness. As you step through, the light streaming from the open portal casts your shadows down the side of the hill you are standing on, disappearing into the darkness of a ravine below. Behind you is an unfamiliar warmth. Turning around you see talk chimneys, rising from the crest of the hill, belching smoke into the water, and backlit by a strange red light. Returning to your view of the depths before you, only the first 60 feet are illuminated before you, and only the first 30 is brightly lit. Despite the quick dimming of the light, the water is surprisingly clear.
Deep Sea Combat Rules
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Because of the unusually great depth the characters are experiencing, the following changes to normal combat rules apply:
- All light ranges are halved.
- Darkvision ranges are halved, unless the character spends his move action to attempt a Wisdom(Perception) check DC 15.
- The character's opponents are all granted resistance to all bludgeoning weapons.
- All attacks by the characters with slashing and bludgeoning weapons are at disadvantage.
- Thrown weapons have a maximum range of the character's strength score, in feet, and inflict one-half damage.
- Missile weapons have a range of 30 feet, and inflict one-half damage.
- All fire-based attacks inflict one-half damage.
- All lightning-based attacks behave as if they were area effect attacks, with a diameter equal to 10 feet per level of the spell.
- If the characters are not otherwise protected, they suffer the environmental effects of extreme cold, and take 3d6 points of bludgeoning damage a round that overcomes all resistances and immunities.
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Additionally, the characters will encounter the following hazards during combat.
Deep Sea Combat Hazards
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[table="width: 500, class: outer_border, align: center"]
[tr]
[td]
Roll 2d6[/td]
[td]
Encounter[/td]
[/tr]
[tr]
[td]2 - 7[/td]
[td]Nothing[/td]
[/tr]
[tr]
[td]8 - 9[/td]
[td]Swarms of deep sea creatures are attracted by the light and sound. Lightly Obscured.[/td]
[/tr]
[tr]
[td]10[/td]
[td]Large swarms of deep sea creatures are attracted by the light and sound. Heavily Obscured.[/td]
[/tr]
[tr]
[td]11[/td]
[td]Deep Sea Current. All characters are moved 2d6 * 5 feet in a random (though uniform) direction.[/td]
[/tr]
[tr]
[td]12[/td]
[td]A Giant Shark (Monster Manual) is attracted to the combat.[/td]
[/tr]
[/table]
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Entering the Ravine
Encounter
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1 Greater Water Elemental
2 Water Elementals
8 Water Elemental Myrmidons
1 Water Wyrm
Total CR: 22; Total XP: 39900
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Map
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battlemapt005.jpg, by Torgaard. (from a 5e resource thread on the Fantasy Grounds forum.
The ravine is 150 feet deep at this point. The characters enter at the top of the map.
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Following the Ravine
Encounter
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7 Greater Water Elemental (one with max hit points)
12 Water Elemental Myrmidons
1 Water Wyrm
Total CR: 26; Total XP: 83300
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Map
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Underground River, by Sukeet (from a 5e resources thread on the Fantasy Grounds forum)
The ravine is only 100 feet deep at this point. The characters enter at the left of the map.
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Exiting the Ravine
Encounter
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3 Greater Water Elementals with maximum hit points
3 Greater Water Elementals
12 Water Elemental Myrmidons
2 Water Wyrms
Total CR: 26; Total XP: 84600
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Map
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The Rearguard Map from Hoard of the Dragon Queen; repurposed.
The ravine is only 50 feet deep at this point, and opens onto the the "hollow" at its end. The characters enter at the top of the map.
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The Very Bottom
Map
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The Idlewilds FG Meanders Map Pack A; Ocean 04 - Reef with Rock Pool
A simple flat area with hills rising on all sides. The characters enter at the bottom of the map.
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What were probably once cracks in the seabed have attracted numerous forms of the weird lifeforms that make the deepest ocean their home, building up, over time to a bowl of low hills. As you walk through a break in those hills, you can see the sea floor has slumped a little - this must be deepest part of the ocean.
Grateful, you take a short rest. Then spread out the carpet and begin the ritual. As you begin, the water seems to clear - you can see the far side of the bowl clearly now. But it continues to get clearer, and clearer, and brighter. Looking up you can see that you are at the very bottom of a miles deep chasm, with the miles wide top still being miles below the surface of the water. As the ritual finishes you feel, rather than hear, a crystalline gong ring, and you can see a lattice of waves racing away from you as the water once again returns to its original stygian darkness. In the circle before you stands a gigantic water elemental.
In the following rounds, the ancient elemental has forces that arrive, in addition to their own spawn abilities.
Round Zero
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Water Elemental Ancient
Total CR: 26; Total XP: 90000
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Round 1
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2 Greater Water Elementals with maximum hit points
Total CR: 15; Total XP: 11800
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Round 2
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2 Water Wyrms
Total CR: 16; Total XP: 14400
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Round 3
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2 Greater Water Elementals with maximum hit points
Total CR: 15; Total XP: 11800
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Round 4
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12 Water Elemental Myrmidons
Total CR: 22; Total XP: 34800
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Round 5
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1 Water Wyrm
Total CR: 11; Total XP: 7200
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Round 6
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6 Water Elemental Myrmidons
Total CR: 17; Total XP: 17400
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Returning to the Portal
If the total time in combat from all the encounters is less than 10 rounds, the characters encounter a squid attacking the castle through the portal, blocking it.
Giant Deep Sea Squid
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1 Giant Deep Sea Squid
Total CR: 19; Total XP: 22000
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Giant Deep Sea Squid
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Gargantuan Monstrosity (Titan), Neutral
Armor Class: 18 (natural armor)
Hit Points: 472 (27d20 + 189)
Speed: 20 ft., swim 60 ft.
Str: 30(+10) Dex:11(+0) Con:25(+7) Int:22(+6) Wis:18(+4) Cha:20(+5)
Saving Throws: Str +17, Dex +7, Con +14, Int +13, Wis +11
Skills: None
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunites: frightened, paralyzed
Senses: truesight 60 ft., passive Perception 14
Languages: understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
Challenge: 19; XP: 22000
Traits
Water Breathing: The squid can only breathe underwater.
Freedom of Movement: The squid ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster: The squid deals double damage to objects and structures.
Hold Breath: While out of water, the squid can hold its breath for one hour.
Actions
Multiattack: The squid makes three tentacle attacks.
Bite: Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the squid, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the squid, and it takes 42 (12d6) acid damage at the start of each of the squid's turns. If the squid takes 50 damage or more on a single turn from a creature inside it, the squid must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the squid. If the squid dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle: Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The squid has ten tentacles, each of which can grapple one target.
Reactions
Get Away: If the squid has taken more than 150 points of damage, it will use its Ink Cloud, taking the Disengage action as a bonus action.
Legendary Actions
The squid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The squid regains spent legendary actions at the start of its turn.
Tentacle Attack (1 action): The kraken makes one tentacle attack.
Ink Cloud (3 actions): While underwater, the squid expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the squid. Each creature other than the squid that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the squids next turn. AFter releasing the ink, the squid can use the dash action as a bonus action.
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Water Elemental Ancient
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Gargantuan Elemental, Neutral
Armor Class: 18
Hit Points: 760 (30d20 + 180)
Speed: 40 ft., swim 120 ft.
Str: 22(+6) Dex:18(+4) Con:22(+6) Int:9(-1) Wis:12(+1) Cha:9(-1)
Saving Throws: Con +14
Skills: Perception +9
Damage Resistances: acid
Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunites: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 120 ft., passive Perception 19
Languages: Aquan, Primordial
Challenge: 26; XP: 90000
Traits
Water Form: The elemental can enter hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze: If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Empowered Attacks: A Water Elemental Ancient's attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Magic Resistance: A Water Elemental Ancient has advantage on all saving throws against spells and other magical effects.
Actions
Multiattack: The Water Elemental Ancient makes four slam attacks.
Slam: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 32 (4d12+6) bludgeoning damage, and the target is grappled (escape DC 18). The Water Elemental Ancient can grapple up to four targets. When the Ancient moves, all creatures it is grappling move with it. Creatures so grappled are vulnerable to Whelm.
Whelm (Recharge 4-6): Each creature in the elemental's space must make a DC 20 Strength saving throw. On a failure, a target takes 32 (4d12+6) bludgeoning damage, and is also grappled (escape DC 18). Until this grapple ends, the target is restrained and is unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The Ancient can grapple one Gargantuan creature, 2 Huge creatures, or 4 Large or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 32 (4d12+6) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 20 Strength check and succeeding.
Downpour (Recharge 5-6): The elemental chooses a 15 foot radius area within 50 feet. Each creature within the affected area must make a DC 16 Dexterity saving throw. On a failure, each creature takes 13 (2d12) bludgeoning and 13 (2d12) cold damage as heavy rain pummels them. The heavy downpour causes any creature within the area to suffer disadvantage as if they were blind, though any trying to attack them also suffer disadvantage.
If the saving throw is successful, the creatures take half the bludgeoning and cold damage.
Legendary Actions
A Water Elemental Ancient can take 2 legendary actions, choosing from the options below. One one legendary action option can be used at a time, and only at the end of another creature's turn. The Water Element Ancient regains spent legendary action at the start of its turn.
Crush (1 action): One creature that the Water Elemental Ancient is grappling is crushed for 33 (4d12 + 7) bludgeoning damage.
Water Jet (1 action): Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 36 (8d8) bludgeoning damage, and the target is knocked prone if it fails a DC 20 Strength saving throw.
Healing Currents (2 actions): Each enemy within 60 feet must make a DC 18 Constitution saving throw. On a failure, they suffer 26 ( 4d12) necrotic damage, and the ancient elemental heals one half of their damage. On a successful save, the target recevies half damage, and the ancient is not healed.
Lair Actions
At the end of every round, the Ancient may randomly spawn various elementals. Roll 1d6. On a 1-3, spawn 4 lesser elementals. On a 4-5, spawn 2 normal elementals. On a 6, spawn one greater elemental.
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Water Wyrm
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Huge Elemental, Neutral
Armor Class: 15
Hit Points: 288 (24d12 + 72)
Speed: 0 ft., swim 80 ft.
Str: 21(+5) Dex:16(+3) Con:17(+3) Int:13(+1) Wis:12(+1) Cha:10(+0)
Skills: Perception +6
Damage Resistances: fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunites: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: blindsight 30 ft., passive Perception 16
Languages: Understands Auqan, but doesn't speak
Challenge: 11; XP: 72
Traits
Invisible in Water: The water wyrm is invisible while fully immersed in water.
Water Bound: The water wyrm dies if it leaves the water to which it is bound or if that water is destroyed.
Actions
Multiattack: The water wyrm may both bite and constrict.
Constrict: Melee Weapon Attack: +10 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) . Until this grapple ends, the target is restrained and the water weird can't constrict another target. Grappled creatures automatically take damage.
Bite: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) piercing damage.
Swallow Whole: If the bite attack succeeds against a grappled creature, it is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the water wyrm, and it takes 36 (8d8) acid damage at the start of each of the wyrm's turns. If the water wyrm takes 50 damage or more on a single turn from a creature inside it, the wyrm must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wyrm. If the water wyrm dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 20 feet of movement, exiting prone.
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