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.

011COTTIBB00005U00082000[SVC1].jpg


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.

tumblr_inline_mqc159adF81qz4rgp.jpg
 
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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.
 

Quickleaf

Legend
Dread Zombie
Medium undead, neutral (evil)
AC 9
HP 37 (5d8+15)
Speed 25 ft
Str 16 (+3) Dex 8 (-1) Con 16 (+3) Int 6 (-2) Wis 10 (+0) Cha 6 (-2)
Saving Throws wisdom +2
Condition Immunities charmed, poisoned
Damage Immunities poison
Damage Resistances bludgeoning, slashing, and piercing from nonmagical weapons
Senses darkvision 60 ft, passive perception 10
Languages understands the languages it knew in life but cannot speak
Challenge 1 (XP 200)

TRAITS
Spell Immunities. Enchantment spells of any kind fail against a dread zombie so long as its gros-bon-ange is kept by its creator.
Undead Fortitude. If damage reduces the dread zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. 

ACTIONS
Slam or Weapon. Melee weapon attack. Attack: +5 hit, reach 5-ft, one target. Hit: 7 (1d8+3) bludgeoning damage, or by weapon.

Zombie_06-2.jpg


A dread zombie is an humanoid who had their gros-bon-ange ("big soul", the animating life force) ritually stolen and their body transformed. Their skin appears grayish and leathery, their eyes dead, their lips blue like a dead man's. Most commonly this ritual is performed by wicked bokor aligned with the Loa Baron Samedhi, who stores the victim's gros-bon-ange in a ritually prepare skull. Dread zombie are completely under the thrall of their creator so long as he or she keeps their gros-bon-ange; they have enough intelligence to follow full-sentenc instructions and use simple tactics. Most do not realize they are dead, existing in a state of twilight.

Recently created dread zombie may be restored by means of a voodoo ritual if their gros-bon-ange is recovered before a number of days has passed equal to the summation of their positive Wisdom and Constitution ability modifiers (minimum 1). Once this time has elapsed, however, there is no going back and the victim is a "lost zombie", their skin gradually rotting off and over the weeks ahead degenerating into a regular zombie. If they get their gros-bon-ange back after this point, they may gain their freedom but not their mortality.
 
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Quickleaf

Legend
[h3]Giant Aquatic Animals[/h3]
[SBLOCK=Giant Anglerfish]
Giant Anglerfish
Large beast, unaligned
AC 14 (natural armor)
HP 60 (8d10+16)
Speed 0 ft, swim 30 ft
Str 16 (+3) Dex 10 (+0) Con 14 (+2) Int 1 (-5) Wis 10 (+0) Cha 2 (-4)
Damage Resistances cold
Damage Immunities pressure
Senses darkvision 60 ft, passive perception 10 
Languages --
Challenge 4 (XP 1,100)

TRAITS
Perfect Camouflage. An anglerfish on the ocean floor (or in a similar habitat) with its mouth open appears to be a cavern full of stalactites and stalagmites with something glowing inside. The light source is actually the anglerfish's luminous illicium. A creature that wanders within and doesn't realize the anglerfish's true nature is surprised.
Water Breathing. The anglerfish can breathe only underwater.

ACTIONS
Bite. Melee weapon attack. Attack: +5 hit, reach 5-ft, one target. Hit: 16 (3d8+3) piercing damage. The anglerfish makes a Strength (Athletics) check to grapple the target, and if successful swallows the target whole. When the target ends its turn still grappled by the anglerfish they take 16 damage automatically. Piercing attacks against an anglerfish with a swallowed creature also deal a similar amount of damage to the swallowed creature. A creature swallowed by the anglerfish can only use small weapons against it from the inside. The anglerfish may only have one creature swallowed at a time, and may not make bite attacks while it digests the creature.

SH+Giant+Angler+Fish+0of2.jpg
[/SBLOCK]
[SBLOCK=Giant Anemone]
Giant Anemone
Large beast, unaligned
AC 13 (natural armor)
HP 91 (14d10+14)
Speed 5 ft
Str 16 (+3) Dex 6 (-2) Con 12 (+1) Int 1 (-5) Wis 10 (+0) Cha 1 (-5)
Skills (+3)
Senses blindsight 15 ft, passive perception 10
Languages --
Challenge 5 (XP 1,800)

TRAITS
Regeneration. The anemone regains 1 hit point at the start of its turn, always beginning with its tendrils. Each tendril has 5 hit points and is immune bludgeoning damage.

ACTIONS
Multiattack. The anemone makes 10 tendril attacks.
Tendril. Melee weapon attack. Attack: +6, reach 10-ft, one target. Hit: 5 (1d4+3) poison damage, and the creature must make a DC 14 Constitution saving throw or it is poisoned for 1 minute. If the anemone hits a creature it has already poisoned, and if that creature fails its save, then it is also paralyzed; at the start of each of their turns, the creature may repeat the Constitution save to shake off the paralysis (but not the poisoning, which lasts the full minute).

BONUS ACTION
Reel Victim. The anemone uses 2 of its tendrils to drag one paralyzed victim into its mouth, a process which doesn't complete until the start of the anemone's next turn. A creature deposited into the anemone's mouth goes directly into its trunk cavity which fills with acid. Each turn the creature begins trapped within the cavity, it takes 7 (2d6) acid damage. While trapped within the anemone's cavity, the creature can only use small piercing and slashing weapons. If 45 damage is dealt to its trunk cavity, the creature is freed; however, piercing and slashing weapons used from outside deal half the damage inflicted to the anemone to the trapped creature as well.

REACTIONS
Acid Spew. When the anemone suffers 30 or more damage in a single round, it withdraws all of its tentacles inside its body and spews acidic juices in a 10-ft radius. All creatures within range take 7 (2d6) acid damage, though a DC 14 Dexterity saving throw allows a creature of take only half damage. The anemone may continue to spew for up to five rounds if it feels especially threatened, taking no actions except spewing acid; once it finishes spewing, the anemone releass its tendrils again.

anemongs.gif
[/SBLOCK]
[SBLOCK=Giant Eel]
Giant Eel
Large beast, unaligned
AC 14 (natural armor)
HP 60 (8d10+16)
Speed 5 ft, swim 25 ft
Str 15 (+2) Dex 14 (+2) Con 14 (+2) Int 1 (-5) Wis 10 (+0) Cha 2 (-5)
Skills perception +2, stealth +6
Condition Immunities disease
Senses darkvision 60 ft, passive perception 12
Languages --
Challenge 3 (XP 700)

TRAITS
Disease. Any creature bitten by the eel must make a DC 12 Constitution check or contract a wasting disease. After 12 hours the bitten body part becomes swollen and sore to the point of being useless (a swollen foot imposses a -5 speed penalty, and a swollen leg halves the creature's speed, rounded down). The bitten body part rots away in 1d4+4 days unless treated.
Water Breathing. The eel can breathe only underwater.

ACTIONS
Bite. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 12 (3d6+2) piercing damage, and the eel makes a Strength (Athletics) check to grapple the creature. When the creature ends its turn grappled, it takes the same amount of damage again automatically. Once an eel has latched onto prey, it becomes immune to all fear effects. If the eel is killed with its jaws still locked on the creature, one minute and a DC 12 Medicine check is required to safely remove the head of the eel, otherwise the target takes bite damage again. If the head of the eel is not removed, the creature bleeds out 1 hit point per round.
Electric Discharge (recharge 5-6). The eel releases an electric discharge in a 15-ft radius thru the water. All non-eel creatures adjacent to the eel take 21 (6d6) lightning damage, while those further away but still within the 15-ft radius take 10 (3d6) lightning damage. In either case, a DC 12 Constitution saving throw reduces this damage by half and prevents the stunning. However, a creature failing this save is stunned until the start of the eel's next turn.

eelgimor.gif
[/SBLOCK]
[SBLOCK=Giant Nautilus]
Giant Nautilus
Gargantuan beast, neutral
AC 17 (natural armor)
HP 203 (14d20+56)
Speed 0 ft, swim 40 ft
Str 22 (+6) Dex 8 (-1) Con 18 (+4) Int 18 (+4) Wis 22 (+6) Cha 18 (+4)
Saving Throws Wisdom +11
Skills Perception +11
Senses tremorsense 1,320 ft (underwater only), passive perception 21
Languages telepathy 120 ft (or 1,320 ft underwater) that allows communication with all creatures and aquatic beasts
Challenge 13 (XP 5,000)

TRAITS
Innate Spellcasting. The giant nautilus innately casts the following spells as a 20th level Druid (save DC 19, spell attack +11). All the giant nautilus' spells are cast as if using a 9th level spell slot.
At-Will: animal messenger (aquatic only), conjure animals (aquatic only), control water, detect evil and good, detect magic, detect poison and disease, locate animals or plants (aquatic only), wall of stone (coral)
3 / Day: conjure elemental (water elementals only)

ACTIONS
Multiattack. The giant nautilus makes 12 tentacle attacks.
Tentacle. Melee weapon attack. Attack: +11 hit, reach 30-ft, one target. Hit: 9 (1d6+6) bludgeoning damage, and if the giant nautilus has no creature currently grappled, the target is grappled and has one arm pinned (01-25% left, 26-50% right), no arms pinned (51-75%), or both arms pinned (76-100%). A creature with both arms pinned cannot attack or use spells requiring somatic components.
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 giant nautilus' normal tentacle damage to both target and the grappled creature. Severing a tentacle requires 15 slashing or piercing damage (AC 11), which counts agains the giant nautilus' total hit points. The giant nautilus has 20 tentacles total, so the number of attacks it makes with multiattack only diminish if its total number of tentacles are brought below 12.
Ship Squeeze. For each tentacle that the giant nautilus hits a ship's hull with, the ship is slowed by 2 knots. Once the giant nautilus hits a ship with six or more tentacles, it begins squeezing the hull, dealing 10 points of damage each round it maintains the squeeze with at least six tentacles.

LEGENDARY ACTIONS
The Giant Nautilus can take 3 legendary actions each round, choosing from the options below. Only one legendary action option can be used per turn and only during or after another creature’s turn. The Giant Nautilus regains spent legendary actions at the start of its turn.

Elemental Sojourn. The giant nautilus transports itself and all creatures within up to 120 feet to the Elemental Plane of Water, an ocean on another plane, or back to the ocean of the mortal world.
Frigid Waters. The giant nautilus causes water up to a quarter-mile away to become frigid, and the Constituion save DC is 19. Any creatures within 120 feet of the giant nautilus must immediately begin making Constitution saves as if they'd already reached the maximum time they can withstand frigid water without consequences (see DMG page 110).
Tentacle Flurry. The giant nautilus makes up to 4 extra tentacle attacks (provided it has sufficient intact tentacles to do so).
Will of the Sea. All charmed aquatic beasts and water elementals within 1,320 feet of the giant nautilus are immediately freed of control.

Monster Calculations: Giant Nautilus
Defense CR 9 = 9 (203 HP) + 0 (17 AC)
Offense CR 17 = 17 (110 damage/round) + 0 (+11 attack)
Avg CR 13 = (9 + 17) / 2

nautgian.gif


Known as the "Druid of the Deeps", the Giant Nautilus roams the deep oceans, the Elemental Plane of Water, and more exotic planar seas. In most campaigns there are only one or two such creatures. It is a keeper of ecological balance, living for up to 4,000 years before either mating or undergoing a Phoenix-like chrysalis that kills the the aging parent and births a new Giant Nautilus. Keeping ocean waters clean and reefs thriving, ensuring a marine species isn't over-hunted, removing sunken shipwrecks from the ocean floor, and preserving the boundaries between the Abyss and the mortal world all fall within the Giant Nautilus' purview. It is an implacable enemy of Wastriliths and the Kraken, though lacks sufficient might to contest the Kraken in a straight fight.[/SBLOCK]
[SBLOCK=Giant Squid]
Giant Squid
Gargantuan beast, unaligned
AC 10
HP 125 (10d20+20)
Speed swim 40 ft
Str 18 (+4) Dex 10 (+0) Con 14 (+2) Int 3 (-4) Wis 10 (+0) Cha 3 (-4)
Senses darkvision 60 ft, passive perception 10
Languages --
Challenge 6 (XP 2,300)

TRAITS
Hold Breath. While out of water, the giant squid can hold its breath for 30 minutes.
Underwater Camouflage. The giant squid has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The giant squid can breathe only underwater. 

ACTIONS
Multiattack. The giant squid makes 8 tentacle attacks and 1 bite attack.
Bite. Melee weapon attack. Attack: +7 hit, reach 5-ft, one target. Hit: 17 (3d8+4) piercing damage.
Tentacle. Melee weapon attack. Attack: +7 hit, reach 15-ft, one target. Hit: 7 (1d6+4) bludgeoning damage, and if the giant squid has no creature currently grappled, the target is grappled and has one arm pinned (01-25% left, 26-50% right), no arms pinned (51-75%), or both arms pinned (76-100%). A creature with both arms pinned cannot attack or use spells requiring somatic components.
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 giant squid's normal damage to both target and the grappled creature. Severing a tentacle requires 12 slashing or piercing damage, which counts agains the giant squid's total hit points.
Ship Squeeze. For each tentacle that a giant squid hits a ship's hull with, the ship is slowed by 2 knots. Once the giant squid hits a ship with six or more tentacles, it begins squeezing the hull, dealing 10 points of damage each round it maintains the squeeze with at least six tentacles.

REACTION
Ink Cloud (recharges after a short or long rest). When the giant squid feels especially threatened, such as having half its tentacles severed or being reduced to half hit points, it squirts a cloud of black ink in a 60 ft diameter area which is obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the giant squid can Dash as a bonus action.

Kraken.JPG
[/SBLOCK]
[SBLOCK=Giant Urchin]
Giant Sea Urchin 
Small beast, unaligned
AC 13 (natural armor)
HP 27 (5d8+5)
Speed 15 ft, swim 15 ft
Str 7 (-2) Dex 10 (+0) Con 12 (+1) Int 1 (-5) Wis 10 (+0) Cha 1 (-5)
Senses blindsight 30 ft, passive perception 10
Languages --
Challenge 1 (XP 200)

TRAITS
Spiny. Anyone touching or grappling an urchin without studded leather or better armor is immediately automatically hit by a spine attack.

ACTIONS
Multiattack. The urchin makes 3 spine attacks.
Spines. Ranged weapon attack. Attack: +2 hit, range 80-ft, one target. Hit: 4 (1d8) piercing damage, and the creature must make a DC 10 Constitution saving throw or become poisoned. If the creature fails its saving throw by 5 or more, it is also paralyzed. At the start of its turn the creature 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 urchin's poison for 24 hours.

red%20urchin%207.jpg
[/SBLOCK]
[SBLOCK=Giant Whale (Leviathan)]
Giant Whale (Leviathan)
Gargantuan beast, neutral
AC 12 (natural armor)
HP 203 (14d20+56)
Speed 0 ft, swim 40 ft
Str 25 (+7) Dex 10 (+0) Con 18 (+4) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)
Skills perception +6
Senses blindsight 300 ft, passive perception 16
Languages whale song (miles underwater)
Challenge 9 (XP 5,000)

TRAITS
Belly of the Whale. Anything swallowed by the giant whale take 1 acid damage per round, at the end of their turn unless protected in some way. A DC 16 Constitution saving throw reduces this damage to once per minute. Additionally, the stomach is often flooded with saltwater, making drowning an ever present risk. There may be certain chambers of the giant whale's stomach where there is no danger of acid damage and there are pockets of breathable air; such chambers may hold previous meals, swallowed ships, and even treasure. Escaping the belly of the whale should be a challenge unto itself adjudicated by the DM.
Echolocation. The giant whale can’t use its blindsight while deafened.
Hold Breath. The giant whale can hold its breath for 30 minutes. 
Keen Hearing. The giant whale has advantage on Wisdom (Perception) checks that rely on hearing.
Unimpeded. So long as the giant whale is not bloodied (at half hit points), it is immune to being grappled, incapacitated, knocked prone, restrained, slowed, or stunned. Once it is bloodied, it loses these immunities.

ACTIONS
Bite. Melee weapon attack. Attack: +11 hit, reach 5-ft, all creatures by its mouth. Hit: 50 (2d4 x 10) piercing damage. If the target is under 20 feet long (like most auxiliary ships), it is swallowed whole unless it succeeds a DC 25 Strength (Athletics) check to swim clear, or a DC 25 Wisdom (watercraft) check to pilot the ship clear.
Ram. Melee weapon attack. Attack: +11 hit, reach, reach 5-ft, one ship or Huge/Gargantuan aquatic creature. Hit: 50 (2d4 x 10) bludgeoning damage, roll on the Random Ship Damage table, and all creatures aboard must make a DC 16 Dexterity saving throw or fall prone and slide 10 feet in a random direction.
Crush. To perform a crush, the giant whale must begin at a depth of at least 50 feet. It then hurtles toward a ship on the surface, using Dash as a bonus action. The ship must make a DC 16 Dexterity saving throw or be crushed under the giant whale's body or tail. A helmsman aware of what the giant whale is attempting can use their reaction to make a DC 25 Wisdom (watercraft) to grant the ship advantage on its save. If the ship is crushed, it takes 100 (3d6 x 10) bludgeoning damage and roll three times on the Random Ship Damage table (if the ship isn't destroyed outright). The crew collectively takes 55 (10d10) bludgeoning damage and about half the crew is knocked overboard; a DC 16 Dexterity saving throw reduces this damage by half and reduces the number of crew knocked overboard to about one-quarter. Individual characters like PCs and other officers must make a DC 16 Dexterity saving throw or take 26 (8d6) bludgeoning damage, and a DC 16 Strength check or be knocked overboard.

Moby-Dick-3.jpg


THE LEVIATHAN (LEGENDARY ACTIONS)
Unimaginably fierce giant whales earn the appellation of "Leviathan" from sailors. What exactly the Leviathan represents depends on your campaign. It may be a unique lord of all whales who acts as intermediary between cetaceans and the sea gods. It may be a battle-scarred albino giant whale with a hatred for whalers. Or it may be a slumbering telepathic creature of the depths summoned by ancient magic to enact vengeance upon an arrogant king. Regardless, the Leviathan has an Intelligence of 15, gains Legendary Actions, and you may wish to consider giving it higher than average hit points.

The Leviathan can take 3 legendary actions each round, choosing from the options below. Only one legendary action option can be used per turn and only during or after another creature’s turn. The Leviathan regains spent legendary actions at the start of its turn.

Control Water. The Leviathan casts control water without any components centered on itself.
Legendary Swallow. The Leviathan inhales, creating a strong current affecting any creatures or small boats smaller than 40-feet long in the water within 50 feet of the Leviathan. They must make a check as described under Bite or be swallowed.
Tail Slap. The Leviathan cracks the water with its tail, creating a boom of deafening sound. All creatures within 50 feet must make a DC 16 Constitution save or be incapacitated until the start of the Leviathan's next turn and deafened for 1 minute. Even cratered making their save are deafened until the start of their next turn.
Terrible Waves (costs 2 actions). By rushing to the surface and breaching only to slam its body violently upon the water, the Leviathan creates a wave effecting every ship within 500 feet. Ships list (roll from side to side) heavily for 5 rounds, causing the upslope to act as difficult terrain and the downslope to be slippery and any creatures falling prone slides across the deck. Additionally, the ship turns out of control so its broadside is to the waves, and there is the risk of crew getting washed overboard as per Crush. The helmsman must make a DC 15 Wisdom (watercraft) check or the hatchways take on water, in which case 50% of the crew is required to bail out the ship and discard unnecessary weight to prevent the ship from beginning to sink within a minute.[/SBLOCK]
 
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Quickleaf

Legend
Jenny Hanniver
Small beast, unaligned
AC 12
HP 9 (2d6+2)
Speed 5 ft, swim 30 ft
Str 9 (-1) Dex 14 (+2) Con 12 (+1) Int 2 (-4) Wis 10 (+0) Cha 5 (-3)
Skills perception +2
Senses darkvision 60 ft, passive perception 12
Languages --
Challenge 1/8 (XP 25)

TRAITS
Aquatic Seeming. While submerged in the ocean, a Jenny Hanniver looks like either an immature mermaid, a manta ray, or a strange fish. Only viewing them up close within bright light reveals their true nature.
Pack Tactics. A Jenny Hanniver has advantage on an attack roll against a creature if at least one of the Jenny Hanniver's allies is within 5 feet of the creature and the ally isn’t incapacitated. 

ACTIONS
Multiattack. The Jenny Hanniver makes 2 of the following attacks, according to what its physiology allows.
Bite. Melee weapon attack. Attack: +1 hit, reach 5-ft, one target. Hit: 1 (1d4-1) piercing damage.
Claw. Melee weapon attack. Attack: +1 hit, reach 5-ft, one target. Hit: 1 (1d4-1) slashing damage.
Sting. Melee weapon attack. Attack: +1 hit, reach 5-ft, one target. Hit: 0 (1d2-1) piercing damage, and the target must make a DC 11 Constitution save or be poisoned for 1 hour or until treated.

jennyhaniver.gif
 

Quickleaf

Legend
Lycanthrope, Seawolf
Medium humanoid (human, shapechanger), chaotic evil
AC 12 in humanoid form, 13 (natural armor) in seawolf or hybrid form
HP 58 (9d8+18)
Speed 30 ft in humanoid or hybrid form (10 ft, swim 40 ft in seawolf form)
Str 15 (+2) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 11 (+0) Cha 10 (+0)
Skills perception +4, stealth +4
Senses darkvision 60 ft, passive perception 14
Languages English (Common) and 2 others, can't speak in seawolf form
Challenge 3 (XP 700)

TRAITS
Keen Hearing and Smell. The seawolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hold Breath. The seawolf can holds its breath for a number of minutes equal to its Constitution score (14).
Shapechanger. The seawolf can use its action to polymorph into a wolf-headed sea lion or a wolf-humanoid hybrid, or back into its true form, which is humanoid. Its AC, speed, and attack modes change with its forms. When the seawolf dies it reverts to its true form.

ACTIONS
Multiattack (seawolf or hybrid form only). The seawolf makes 2 attacks, any combination of bite and claw attacks.
Bite (seawolf or hybrid form only). Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 7 (2d4+2) piercing damage. If the target is humanoid, it must succeed on a DC 12 Cnsittuion save or be cursed with seawolf lycanthropy.
Claws (hybrid form only). Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 6 (1d8+2) slashing damage.
Boarding Axe, two hands (humanoid form only). Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 7 (1d10+2) slashing damage.

lycseawf.gif
 
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Quickleaf

Legend
Selkie
Medium humanoid (shapechanger), neutral (good)
AC 12 (13 in seal form)
HP 27 (5d8+5)
Speed 30 ft in human form (10 ft swim 40 ft in seal form)
Str 12 (+1) Dex 14 (+2) Con 12 (+1) Int 12 (+1) Wis 14 (+2) Cha 14 (+2)
Skills deception +4, perception +4, persuasion +4
Senses darkvision 60 ft, passive perception 14
Languages English (Common), Aquan
Challenge 1/2 (XP 100)

TRAITS
Hold Breath. The selkie can holds its breath for a number of minutes equal to its Constitution score (12).
Shapechanger. The selkie can use its action to polymorph into a beautiful human form, or back into its true form of a seal, so long as it has it's magic sealskin. Its AC, speed, and attack modes change with its forms. When the selkie dies it reverts to its true form. The selkie may not change shape if it does not possess its magic sealskin.

ACTIONS
Bite (seal form only). Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 6 (2d4+1) piercing damage.
Cutlass (human form only). Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 5 (1d6+2) slashing damage.

selkie.jpg


SELKIE LEADERS
Venerable selkie leaders gain Innate Spellcasting and increase their CR to 1.

Innate Spellcasting. The selkie's innate spellcasting ability is Wisdom (spell save DC 12, spell attack +4). It can innately cast the following spells without material components:
Once per day: augury, cure wounds, lesser restoration.
Once per week: control weather, sleet storm.

Sinister Seagull
Tiny fiend, neutral evil
AC 12
HP 5 (2d4)
Speed 10 ft, fly 40 ft
Str 3 (-4) Dex 14 (+2) Con 10 (+0) Int 5 (-3) Wis 8 (-1) Cha 10 (+0)
Skills Deception +2, Sleight of Hand +4
Senses darkvision 60 ft, passive perception 10
Languages understands Infernal
Challenge 1/8 (XP 25)

TRAITS
Birds of a Feather. While among other seagulls, a sinister seagull gains advantage on deception checks to pass itself off as a normal gull.
Innate Spellcasting. The sinister seagull's innate spellcasting ability is Charisma (spell save DC 10, spell attack +2). It can innately cast the following spells without any components:
At-Will: bestow curse.
Wind Thief. When a sinister seagull rides the wake of a ship, it literally steals the wind from the ship's sails, reducing the effective wind state for that ship by one step. This is non-cumulative for multiple sinister seagulls.

ACTIONS
Peck the Eyes. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 1 piercing damage, and target must make a DC 10 Dexterity save or take another 4 (1d4+2) piercing damage and be blinded until the end of their next turn from blood running over their eyes. Creatures wearing full helms automatically succeed at this Dexterity save.
Unholy Bond. The sinister seagull gazes intently at a creature within 60 feet which must make a DC 10 Wisdom save. If the creature succeeds, it is immune to that sinister seagull's Unholy Bond for 24 hours. If the creature fails, for the next 24 hours it will subconsciously collect things to appease the sinister seagull: shiny things, anything which other people greatly treasure or squabble over, torn journal pages, scraps of navigational charts, and other sailor odds and ends. To outside viewers these actions seem nonsensical and the victim won't realize why they're doing what they're doing; if strongly confronted they are entitled to one additional Wisdom save to break the effect. Likweise, if the victim leaves the ship the sinister seagull is plaguing, or on land moves more than 60 feet from the sinister seagull, the Unholy Bond is broken. A sinister seagull can only maintain one Unholy Bond at a time.

flat,550x550,075,f.u2.jpg


A sinister seagull appears nearly identical to an ordinary seagull, just a bit scruffier with a rough around the edges look and a malicious gleam in its eye. A sinister seagull is covetous beyond comprehension; not only does it crave whatever food is in your hand or treasure dangles from your neck, it covets the wind, waves, sun, moon, and stars themselves! In the eyes of a sinister seagull, everything is "Mine, mine, mine!"
 
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Quickleaf

Legend
Siren
Medium humanoid (shapechanger), neutral
AC 12
HP 44 (8d8+8)
Speed 30 ft in human form (10 ft, swim 40 ft in mermaid form)
Str 12 (+1) Dex 14 (+2) Con 12 (+1) Int 13 (+1) Wis 14 (+2) Cha 18 (+4)
Skills deception +6, persuasion +6
Senses darkvision 60 ft, passive perception 12
Languages Aquan, and a limited form of telepathy where anyone hearing a siren's song hears it in their native language
Challenge 3 (XP 700)

TRAITS
Paralyzingly Beauty. All male humanoids who approach within 60 feet of a siren and can see her must make a DC 14 Constitution save or be paralyzed for one round. The siren may repress or reactivate this trait as a bonus action.
Shapechanger. The siren can use her action to polymorph into a beautiful human woman, or back into her true mermaid-like form. Her speed change with her form. However, every siren has a condition required in order to transform, such as receiving a kiss from one hwo truly loves her, hearing a particular song, only being able to transform at a specific time or place, when shedding a saltwater tear, etc. When the siren dies she reverts to her true form. 

ACTIONS
Intoxicating Embrace. The siren makes a grapple attempt using her Dexterity (+2), automatically hitting men subject to her Song of Longing. Each round a creature ends its turn in the siren's embrace, it must make a DC 14 Intelligence save. On a failed save the creature takes 14 (4d6) psychic damage and loses 3 (1d6) Intelligence and Charisma points. If its Intelligence or Charisma is reduced to 1, the creature can't cast spells, activate magic items, understand language or communicate. This ability damage is recovered as normal thru downtime or spells, or may be restored by the willing touch of the siren who embraced the creature.
Song of Longing. Every humanoid within 300 feet who hears the siren's song must make a DC 14 Wisdom save, though women have advantage on this save. If a man fails, he is charmed to attempt to reach the siren 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 siren's song for the next 24 hours. See the harpy's "Luring Song" for details.

Alluring_Siren_474.jpg


ANCIENT SIRENS
While sirens retain youth and beauty into old age, the oldest of their kind lose the ability to change shape, forever bound to the sea in mermaid form. However, they gain Innate Spellcasting. Increase the ancient siren's CR to 4.
Innate Spellcasting. The siren's innate spellcasting ability is Charisma (spell save DC 14, spell attack +6). It can innately cast the following spells without material components:
Once per day: fog cloud, sleep, shatter (centered on the siren), suggestion.
Once per week: mass suggestion, polymorph (cast on others, into marine animals only).
 

Quickleaf

Legend
Skeleton, Dry Bones
"Dry Bones" is a template inspired by the classic song "Dem Dry Bones" that you can put on a skeleton, increasing its CR from 1/4 to 1/2. A Dry Bones Skeleton is prone to dancing, swapping heads, playing bones like instruments, and other ridiculous hijinx. It gain the following traits:

Bone Doctoring. In an environment with ample bones, a dry bones skeleton regains 4 hit points at the start of its turn. If the dry bones skeleton takes bludgeoning, force, or thunder damage, this trait doesn't function at the start of its next turn. A dry bones skeleton is only truly destroyed if it starts it's turn with 0 hit points and can't use bone doctoring.

Dead Camouflage. A dry bones skeleton can appear as a mere pile of old bones, having the ability to dissemble itself as a bonus action or as a reaction to taking damage.

Limb Swapping. Dry bones skeletons can swap limbs as a bonus action, sacrificing up to 4 of its hit points to another dry bones skeleton within 30 feet.

l0006816.jpg


[SBLOCK="Dem Dry Bones"]
E-ze-kiel cried, "Dem dry bones!"
E-ze-kiel cried, "Dem dry bones!"
E-ze-kiel cried, "Dem dry bones!"
Now* hear the word of the Lord!

Ezekiel connected dem dry bones,
Ezekiel connected dem dry bones,
Ezekiel connected dem dry bones,
Now hear the word of the Lord!

The** toe bone connected to the**… foot bone,
The foot bone connected to the… ankle bone,
The ankle bone connected to the… leg bone,
The leg bone connected to the… knee bone,
The knee bone connected to the… thigh bone,
The thigh bone connected to the… hip bone,
The hip bone connected to the… back bone,
The back bone connected to the… shoulder bone,
The shoulder bone connected to the… neck bone,
The neck bone connected to the… head bone,
Now hear the word of the Lord!***

Dem bones, dem bones gonna walk aroun',
Dem bones, dem bones gonna walk aroun',
Dem bones, dem bones gonna walk aroun',
Now hear the word of the Lord!

Disconnect dem bones dem dry bones,
Disconnect dem bones dem dry bones,
Disconnect dem bones dem dry bones,
Now hear the word of the Lord!

The head bone connected to the neck bone,
The neck bone connected to the shoulder bone
The shoulder bone connected to the back bone,
The back bone connected to the hip bone
The hip bone connected to the thigh bone,
The thigh bone connected to the knee bone,
The knee bone connected to the leg bone,
The leg bone connected to the ankle bone
The ankle bone connected to the foot bone,
The foot bone connected to the toe bone,
Now hear the word of the Lord!
[/SBLOCK]
 

Quickleaf

Legend
Skull Crab
Tiny undead, unaligned
AC 13 (natural armor)
HP 3 (1d4+1)
Speed 20 ft, swim 20 ft
Str 8 (-1) Dex 14 (+2) Con 12 (+1) Int 2 (-4) Wis 8 (-1) Cha 3 (-4)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Skills Athletics +3, Stealth +4
Senses blindsight 30 ft, passive perception 9
Languages --
Challenge 1/8 (XP 100)

TRAITS
Amphibious. The skull crab can breath air and water.
Skull Likeness. By burying its legs into the ground, the skull crab can appear to be an ordinary humanoid skull when viewed from more than 30 feet away.

ACTIONS
Claw. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 4 (1d4+2) piercing damage, and on a natural 20 to hit the skull crab jumps on the target's face, dealing an extra 4 damage and initiating a grapple. While the target is grappled by the skull crab, all other creatures are heavily obscured for the target. For each round the target ends its turn still grappled by the skull crab, they take 4 damage automatically.

Monster Math: Skull Crab
Defense CR 0 = 1/8 (3 HP with) + 0 (13 AC)
Offense CR 1/4 = 1/4 (4 damage) + 0 (+4 attack)
Avg CR 1/8 = (0 + 1/4) / 2

This monster is adapted from the OGL Skull Crab from Monster Encyclopedia I: Ravagers of the Realms (by August Hahn, Gareth Hanrahan, and Lizard; Mongoose Publishing, 2004; Purple Duck Games)



Skum
Medium humanoid, lawful evil
AC 12
HP 26 (4d8+8)
Speed 15 ft, swim 35 ft
Str 18 (+4) Dex 14 (+2) Con 14 (+2) Int 6 (-2) Wis 6 (-2) Cha 3 (-4)
Damage Vulnerabilities psychic
Senses darkvision 60 ft, tremorsense (underwater only) 60 ft, passive perception 8
Languages Limited telepathy with other skum and its aberration masters
Challenge 1/2 (XP 100)

TRAITS
Aberration Thrall. While in the presence of a master aberration, skum are immune to fear and charm effects from non-aberrations.
Slippery. Skum have advantage on their Strength (Athletics) or Dexterity (Acrobatics) checks to escape a grapple.
Water Breathing. Skum can only breathe air for a number of minutes equal to their Constitution score (14), after that they begin drowning.

ACTIONS
Multiattack. On land, a skum makes a bite and a claw attack. Underwater, a skum makes a bite, claw, and tail slap attack.
Bite. Attack: +6 hit, reach 5-ft, one target. Hit: 8 (1d8+4) piercing damage.
Claw. Attack: +6 hit, reach 5-ft, one target. Hit: 6 (1d4+4) piercing damage.
Tail Slap. Attack: +6 hit, reach 5-ft, one target. Hit: 6 (1d4+4) bludgeoning damage.

skum.jpg
 
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Quickleaf

Legend
Slithering Hoard (template)

"Slithering Hoard" is a template you can put on a gelatinous cube (or another ooze), increasing its CR from 2 to 3. A slithering hoard gains the following traits:

Speed 15 ft, swim 15 ft

Treasure Likeness (replaces transparent): A slithering hoard appears to be a heap of old treasure; it takes a DC 15 Wisdom (Perception) check to recognize a slithering hoard that has neither moved nor attacked. A creature that tries to enter the hoard's space while unaware of the hoard is surprised by it.

ACTIONS
Multiattack. The slithering hoard makes two pseudopod attacks, grappling any targets it hits. A creature that does not escape the grapple by the end of its next turn is pulled into the slithering hoard's space and is engulfed (as if failing a save against the gelatinous cube's Engulf).

slithoar.gif
 
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