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MONSTERS OF THE S CARRED L ANDS VOLUME 3. S EA MONSTERS Alain Giorla

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MONSTERS OF THE SCARRED LANDS

VOLUME 3. SEA MONSTERS

Alain Giorla

MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

DisclaimerThis document provides game statistics for monsters for the Dungeons& Dragons 5th Edition roleplaying game and the Scarred Landscampaign setting, initially developed by White Wolf, and nowco-owned by Onyx Path and Nocturnal Media. Monsters present inthis document are converted from various sources in older editions ofthe game. This document does not aim to replace any of these sources.

This document is not licensed under the Open Game License, theDungeon Master Guild, nor has been authorized by Wizards of theCoast, Onyx Path or Nocturnal Media. It is intended for personal useonly, and should not be reproduced without permission of the author.

In addition to game statistics, this documents contains information onhow to insert these monsters in the Scarred Lands setting. These storyhooks are unofficial, and a Game Master should feel free to adapt,change, or ignore any of it for the purpose of its campaign.

List of SourcesThis document contains material from the following sourcebooks.

Monster Manual 2 Copyright 2002, Wizards of the Coast.

Fiend Folio Copyright 2003, Wizards of the Coast.

Frostburn Copyright 2004, Wizards of the Coast.

Monster Manual 3 Copyright 2004, Wizards of the Coast.

Lords of Madness Copyright 2005, Wizards of the Coast.

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Contents

Disclaimer . . . . . . . . . . . . . . . . . . . . . . . . . . . 2List of Sources . . . . . . . . . . . . . . . . . . . . . . . . . 2

1 Monsters 5Anguillian . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Blackskate . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Dragon Eel . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Drake, Sea . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Drowned . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Giant, Ocean . . . . . . . . . . . . . . . . . . . . . . . . . . 7Golem, Coral . . . . . . . . . . . . . . . . . . . . . . . . . . 8Hammerclaw . . . . . . . . . . . . . . . . . . . . . . . . . . 8Hippocampus . . . . . . . . . . . . . . . . . . . . . . . . . 9Ixitxachitl . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Kelp Angler . . . . . . . . . . . . . . . . . . . . . . . . . . 10Kopru . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Malasynep . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Ocean Strider . . . . . . . . . . . . . . . . . . . . . . . . . . 11Octopus Tree . . . . . . . . . . . . . . . . . . . . . . . . . . 12Ooze, Bloodbloater . . . . . . . . . . . . . . . . . . . . . . . 12Ooze, Flotsam . . . . . . . . . . . . . . . . . . . . . . . . . 13Ooze, Reekmurk . . . . . . . . . . . . . . . . . . . . . . . . 13Ramfish . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

Scyllan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Seryulin . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Seawolf . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

Seawolf Cuse . . . . . . . . . . . . . . . . . . . . . . . 15Shaboath . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Siege Crab . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Sirine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Sisiutl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Terlen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

2 Use in the Scarred Lands 19Blood Sea . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Ghelspad . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Termana . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Asherak . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20The Dragon Lands . . . . . . . . . . . . . . . . . . . . . . . 20Fenrilik . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Other Planes of Existence . . . . . . . . . . . . . . . . . . . 21Changelog . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Monsters by Type 23

Monsters by Challenge Rating 25

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MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

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MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

Chapter 1

Monsters

Anguillian

Source: StormwrackMedium monstrosity, lawful evilArmor Class: 15 (natural armor)Hit Points: 32 (5d8+10)Speed: 20 ft, swim 40 ft

STR DEX CON INT WIS CHA15 (+2) 14 (+2) 15 (+2) 10 (+0) 14 (+2) 5 (-3)

Saving Throws: Str +4, Con +4Skills: Athletics +4, Perception +4, Stealth +4, Survival +4Senses: darkvision 90 ft, passive Perception score 14Languages: KrakenChallenge: 1 (200 XP)

Blood Drain: At the start of each of the anguillian’s turn, a creaturegrappled by the anguillian must make a DC 12 Constitution savingthrow unless the anguillian is incapacitated. On a failed save, the targettakes 7 (2d6) necrotic damage. The target maximum hit points isreduced by the amount of necrotic damage taken, and the anguillianregains hit points equal to that amount. This reduction lasts until thetarget finishes a long rest. The target dies if this effect reduces its hitpoint maximum to 0.

Hold Breath: The anguillian can hold its breath for 1 hour.

Light Sensitivity: The anguillian has disadvantage on all attack rollsand Wisdom (Perception) checks when it, its target, or anything it istrying to perceive is in an area of bright light.

Speak With Animals: The anguillian can communicate with eels andsimilar aquatic beasts.

Water Breathing: The anguillian can only breathe underwater.

Actions

Multiattack: The anguillian makes two Spear attacks. Alternatively, itcan make one Bite and one Spear attacks.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4(1d4+2) piercing damage, and the target is grappled (escape DC 12).Until the grapple ends, the target is restrained, and the anguillian can’tuse that attack against another creature.

Spear: Melee Weapon Attack: +4 to hit, reach 10 ft, one target. Hit: 6(1d8+2) piercing damage.

Blackskate

Source: StormwrackLarge undead, neutral evilArmor Class: 15 (natural armor)Hit Points: 42 (4d10+20)Speed: swim 40 ft

STR DEX CON INT WIS CHA18 (+4) 17 (+3) 20 (+5) 12 (+1) 12 (+1) 16 (+3)

Skills: Perrception +3, Stealth +5Senses: darkvision 60 ft, passive Perception score 13Damage Resistances: bludgeoning and piercing damage from non-magical attacksDamage Immunities: poisonCondition Immunities: exhaustion, poisonedLanguages: -Challenge: 3 (700 XP)

Ambush: The blackskate has advantage on attack rolls against anycreature it has surprised.

Blood Tracker: The blackskate can smell blood in water up to 60 ftaway. Once the blackskate has smelled the blood of a creature, it canuse its bonus action to determine the distance and direction to thattarget, unless that creature has moved outside of water since then, or isprotected by a nondetection spell or a similar effect.

Camouflage: The blackskate has advantage on Dexterity (Stealth)checks made to hide in underwater rocky environments.

Keen Senses: The blackskate has advantage on all Wisdom(Perception) checks based on smell.

Swim-By: The blackskate doesn’t provoke an opportunity attack whenit swims out of an enemy’s reach.

Actions

Multiattack: The blackskate makes one Bite and one Stinger attacks.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8(1d8+4) piercing damage.

Stinger: Melee Weapon Attack: +5 to hit, reach 10 ft, one target. Hit: 6(1d6+3) piercing damage and the target must make a DC 13Constitution saving throw. On a failed save, the target takes 7 (2d6)poison damage and becomes poisoned for 1 hour. While poisoned bythis effect, the target has disadvantage on Constitution saving throw tohold its breath and on Strength (Athletics) checks to swim. When thetarget is able to breathe, it can repeat the saving throw at the end of eachof its turn, ending the effect on itself on a success.

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MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

Dragon Eel

Source: Monster Manual 3Large dragon, neutral evilArmor Class: 15 (natural armor)Hit Points: 136 (13d10+65)Speed: 20 ft, swim 60 ft

STR DEX CON INT WIS CHA22 (+6) 11 (+0) 21 (+5) 6 (-2) 12 (+1) 13 (+1)

Saving Throws: Str +9, Con +8, Wis +4Skills: Perception +4, Survival +4Damage Resistances: bludgeoning, piercing and slashing damagefrom nonmagical attacks not made with adamantite weaponsSenses: blindshight 30 ft, darkvision 60 ft, passive Perception score 14Languages: understands Draconic but can’t speakChallenge: 8 (3,900 XP)

Bloodthirsty: The dragon eel can smell blood in water up to 1 mileaway.

Charge: If the dragon eel moves at least 30 ft straight toward a targetand then hits it with a Bite attack, the attack deals 18 (4d8) additionaldamage.

Underwater Sense: The dragon eel blindsight only functionsunderwater.

Water Breathing: The dragon eel can only breathe underwater.

Actions

Bite: Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 24(4d8+6) piercing damage, and the target is grappled (escape DC 17).Until the grapple ends, the target is restrained, and the dragon eel can’tuse that attack against another creature.

Swallow: The dragon eel makes one Bite attack against a Medium orsmaller creature it is grappling. If the attack hits, the target isswallowed, and the grapple ends. The target becomes blinded andrestrained, and gains cover against all attacks and other effects fromoutside the dragon eel. At the start of the dragon eel turns, the targettakes 10 (1d8+6) bludgeoning and 9 (2d8) acid damage.

If the dragon eel takes more than 25 points of damage on a single turnfrom a creature it has swallowed, it must make a Constitution savingthrow (DC 19) or regurgitate all swallowed creatures, which fall pronein a space within 5 feet of the dragon eel. If the dragon eel dies, aswallowed creature is no longer restrained by it and can escape by using5 ft of movement, exiting prone.

Drake, Sea

Source: Fiend FolioGargantuan dragon, unalignedArmor Class: 17 (natural armor)Hit Points: 170 (11d20+55)Speed: 15 ft, swim 60 ft

STR DEX CON INT WIS CHA26 (+8) 10 (+0) 21 (+5) 8 (-1) 12 (+1) 18 (+4)

Saving Throws: Str +12, Con +9, Wis +5Skills: Perception +5, Survival +5Damage Resistances: bludgeoning, piercing and slashing damagefrom nonmagical attacksCondition Immunities: frightened, paralyzedSenses: darkvision 60 ft, passive Perception score 15Languages: DraconicChallenge: 15 (13,000 XP)

Amphibious: The drake can breathe air and water.

Legendary Resistance (3/day): When the drake fails a saving throw, itcan choose to succeed instead.

Regeneration: At the start of each of its turn, the drake regenerates 10hit points if it is in contact with water and has 1 hit point or more.

Siege Engine: The drake deals double damage against objects andstructures.

Slippery: The drake has advantage on ability checks and saving throwsto escape a grapple.

Actions

Multiattack: The drake makes one Bite and one Tail attacks.

Bite: Melee Weapon Attack: +12 to hit, reach 5 ft, one target. Hit: 21(3d8+8) piercing damage, and the target is grappled (escape DC 20).Until the grapple ends, the target is restrained, and the drake can’t usethat attack against another creature.

Tail: Melee Weapon Attack: +12 to hit, reach 15 ft, one target. Hit: 24(3d10+8) bludgeoning damage.

Swallow: The drake makes one Bite attack against a Large or smallercreature it is grappling. If the attack hits, the target is swallowed, andthe grapple ends. The target becomes blinded and restrained, and gainscover against all attacks and other effects from outside the drake. At thestart of the drake turns, the target takes 18 (4d8) bludgeoning damage.

If the drake takes more than 50 points of damage on a single turn froma creature it has swallowed, it must make a Constitution saving throw(DC 20) or regurgitate all swallowed creatures, which fall prone in aspace within 5 feet of the drake. If the drake dies, a swallowed creatureis no longer restrained by it and can escape by using 10 ft of movement,exiting prone.

Legendary Actions

Move: The drake moves by its movement speed.

Convulsions (costs 2 actions): All creatures within 5 ft of the drakemust make a DC 20 Strength saving throw or take 17 (2d8+6)bludgeoning damage and be knocked prone.

Ink Cloud (costs 3 actions): While underwater, the drake expels an inkcloud in a 30 ft radius. The cloud spreads around corners, and the areais heavily obscured for creatures other than the drake. Each creatureother than the drake that ends its turn there must succeed on a DC 17Constitution saving throw, taking 13 (3d8) poison damage on a failedsave, or half as much on a successful one. A strong current dissipatesthe cloud, which otherwise disappears at the end of the drake next turn.

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MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

Drowned

Source: Monster Manual 3Medium undead, chaotic evilArmor Class: 15 (natural armor)Hit Points: 119 (14d8+56)Speed: 30 ft, swim 30 ft

STR DEX CON INT WIS CHA20 (+5) 13 (+1) 18 (+4) 9 (-1) 10 (+0) 12 (+1)

Damage Immunities: poisonCondition Immunities: exhaustion, poisonedSenses: darkvision 60 ft, passive Perception score 10Languages: understands the languages it knew in life but can’t speakChallenge: 6 (2,300 XP)

Drowning Aura: The drowned magically emanates an area ofsuffocation in a 30 ft radius around itself. Any creature that breathes airconsiders the area as being underwater for the purpose of being able tobreathe.

If a creature starts its turn in the area and is holding its breath, it mustsucceed a DC 12 Constitution saving throw or start suffocating.

Undead Fortitude: If damage reduces the drowned to 0 hit points, itmust make a Constitution saving throw (DC 5 + amount of damagetaken), unless the damage is radiant or from a critical hit. On a success,the drowned drops to 1 hit points instead.

Actions

Multiattack: The drowned makes two Slam attacks.

Slam: Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 9(1d8+5) bludgeoning damage. If the attack hits by 5 or more, the targethas disadvantage on its next Constitution saving throw against thedrowned Drowning Aura.

Giant, Ocean

Source: Monster Manual 2Huge giant, any goodArmor Class: 14 (natural armor)Hit Points: 161 (14d12+70)Speed: 10 ft or 40 ft (humanoid form only), swim 80 ft (natural formonly)

STR DEX CON INT WIS CHA27 (+8) 15 (+2) 20 (+5) 11 (+0) 14 (+2) 18 (+4)

Saving Throws: Str +12, Con +9, Wis +6Skills: Athletics +12, Insight +6, Perception +6Damage Resistances: bludgeoning, coldSenses: darkvision 60 ft, passive Perception score 16Languages: GiantChallenge: 10 (5,900 XP)

Amphibious: The giant can breathe air and water.

Siege Engine: The giant deals double damage against objects andstructures.

Shapechanger: The giant can use its action to polymorph into a atwo-legged giant , or back into its true form. Its statistics are the same ineach form. Any equipment it is wearing or carrying isn’t transformed. Itreverts to its true form if it dies.

Actions

Multiattack: The giant makes two Trident attacks.

Tail (natural form only): Melee Weapon Attack: +12 to hit, reach 10 ft,one target. Hit: 24 (3d10+8) bludgeoning damage and the target mustmake a DC 20 Strength saving throw or be pushed back 30 ft.

Trident: Melee Weapon Attack: +12 to hit, reach 15 ft, one target. Hit:21 (3d8+8) piercing damage.

Rock: Ranged Weapon Attack: +12 to hit, range 60/240 ft, one target.Hit: 30 (4d10+8) bludgeoning damage.

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MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

Golem, Coral

Source: StormwrackHuge construct, unalignedArmor Class: 15 (natural armor)Hit Points: 115 (10d12+50)Speed: 30 ft, swim 30 ft

STR DEX CON INT WIS CHA22 (+6) 11 (+0) 20 (+5) 1 (-5) 11 (+0) 1 (-5)

Damage Immunities: poison, psychic; bludgeoning, piercing andslashing damage from nonmagical attacks not made with adamantineweaponsCondition Immunities: charmed, exhaustion, frightened, paralyzed,petrified, poisonedSenses: darkvision 60 ft, passive Perception score 10Languages: understands the languages of its creator but can’t speakChallenge: 9 (5,000 XP)

False Appearance: While the golem is motionless, it isindistinguishable from a normal coral reef.

Immutable Form: The golem is immune to any spell or effect thatwould alter its form.

Magic Resistance: The golem has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The golem weapon attacks are magical.

Actions

Multiattack: The golem makes three Slam or three Coral Star attacks.If the golem hits the same creature with at least two attacks in the sameturn, the target must make a DC 22 Strength saving throw or be stunneduntil the end of its next turn.

Slam: Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 15(2d8+6) bludgeoning damage.

Coral Star: Ranged Weapon Attack: +9 to hit, range 60/300 fr, onetarget. Hit: 10 (1d8+6) slashing damage.

Hammerclaw

Source: StormwrackLarge monstrosity, neutral evilArmor Class: 17 (natural armor)Hit Points: 51 (6d10+18)Speed: 20 ft, swim 40 ft

STR DEX CON INT WIS CHA19 (+4) 10 (+0) 17 (+3) 4 (-3) 12 (+1) 8 (-1)

Saving Throws: Str +7Skills: Athletics +7, Perception +4, Survival +4Damage Resistances: thunderSenses: blindsight 30 ft, darkvision 60 ft, passive Perception score 14Languages: AquanChallenge: 3 (700 XP)

Amphibious: The hammerclaw can breathe air and water.

Camouflage: The hammerclaw has advantage on Dexterity (Stealth)checks made to hide in underwater rocky environments.

Echolocation: The hammerclaw can’t use its blindsight while deafened

Actions

Multiattack: The hammerclaw makes two Claw attacks.

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 11(2d6+4) slashing damage, and the target is grappled (escape DC 15).Until the grapple ends, the target is restrained. The hammerclaw canonly grapple up to two creatures at a time.

Sonic Pulse (recharge 5-6): The hammerclaw emits a powerful sonicpulse in a 30-ft cone in front of it. All creatures in the area must succeeda DC 14 Strength saving throw. On a failed save, the target takes 14(4d6) thunder damage and is deafened for 1 minute. If the target iswithin 5 ft of the hammerclaw, it is also stunned until the end of its nextturn. On a successful save, the target takes half damage and is neitherdeafened nor stunned.

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MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

Hippocampus

Source: StormwrackLarge monstrosity, unalignedArmor Class: 14 (natural armor)Hit Points: 25 (3d10+9)Speed: swim 50 ft

STR DEX CON INT WIS CHA16 (+3) 15 (+2) 16 (+3) 5 (-3) 13 (+1) 8 (-1)

Saving Throws: Wis +3, Cha +1Skills: Athletics +6, Perception +3Senses: darkvision 60 ft, passive Perception score 13Languages: AquanChallenge: 1/2 (100 XP)

Kicking Retreat: If the hippocampus makes a Tail Slap attack, it cantake the Disengage action as a bonus action.

Water Breathing: The hippocampus can only breathe underwater.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7(1d8+3) piercing damage.

Tail Slap: Melee Weapon Attack: +5 to hit, reach 10 ft, one target. Hit:5 (1d4+3) bludgeoning damage.

Ixitxachitl

Source: Monster Manual 2Small monstrosity, unalignedArmor Class: 15 (natural armor)Hit Points: 22 (5d6+5)Speed: 5 ft, swim 30 ft

STR DEX CON INT WIS CHA12 (+1) 16 (+3) 13 (+1) 5 (-3) 13 (+1) 7 (-2)

Saving Throws: Con +3Skills: Athletics +3, Perception +3, Stealth +5, Survival +3Senses: darkvision 60 ft, passive Perception score 13Languages: understands Kraken and Titanspeech but can’t speakChallenge: 1 (200 XP)

Necrotic Skin: At the start of each of its turn, the ixitxachitl deals 7(2d6) necrotic to any creature grappling it.

Swim-By: The ixitxachitl doesn’t provoke an opportunity attack whenit swims out of an enemy’s reach.

Water Breathing: The ixitxachitl can only breathe underwater.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6(1d6+3) piercing damage. If the target is a creature, it must make a DC11 Constitution saving throw or take 7 (2d6) necrotic damage. Thetarget’s hit point maximum is reduced by the amount of necroticdamage taken, and the ixitxachitl regains hit points equal to thatamount. The reduction lasts until the target finishes a long rest. Thetarget dies if this effect reduces its hit point maximum to 0.

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MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

Kelp Angler

Source: Fiend FolioLarge plant, unalignedArmor Class: 15 (natural armor)Hit Points: 76 (9d10+27)Speed: 20 ft, swim 60 ft

STR DEX CON INT WIS CHA18 (+4) 15 (+2) 17 (+3) 6 (-2) 11 (+0) 12 (+1)

Skills: Athletics +7, Perception +3, Stealth +5, Survival +3Damage Resistances: cold, fire, piercingDamage Immunities: bludgeoningCondition Immunities: exhaustion, proneSenses: blindsight 100 ft ft (blind beyond that radius), passivePerception score 13Languages: -Challenge: 7 (2,900 XP)

Echolocation: The kelp angler can’t use its blindsight while deafened

False Appearance: While the kelp angler is motionless, it isindistinguishable from a normal strand of kelp.

Regeneration: At the start of each of its turn, the kelp anglerregenerates 5 hit points. When it takes acid damage, it doesn’tregenerate at its next turn. The kelp angler can only be destroyed if itstarts its turn at 0 hit points and doesn’t regenerate.

Straggler: The kelp angler has advantage on attack rolls againstcreatures grappled by it. Furthermore, the kelp angler movement speedis not reduced when it drags or carries creatures it is grappling.

Actions

Multiattack: The kelp angler makes two Tendril attacks. If both attackshit the same creature, the kelp angler can use its Kelp Grasp if it isavailable.

Constrict: Melee Weapon Attack: Tendril to hit, reach +7, one target.Hit: 10 ft damage, and the target is grappled (escape DC 13 (2d8+4)).Until the grapple ends, the target is restrained. The kelp angler can onlygrapple up to 15 creatures at a time.four

Kelp Grasp (recharge 5-6): Melee Spell Attack: +4 to hit, reach 10 ft,one creature grappled by the kelp angler. Hit: 19 (4d8+1) psychicdamage and the target must succeed a DC 12 Wisdom saving throw. Ona failed save, the target becomes incapacitated for 1 minute. The targetcan repeat the saving throw at the end of each of its turns, ending theeffect on itself on a success. The effect also ends if the kelp angler stopsgrappling the target.

Kopru

Source: Monster Manual 2Medium aberration, chaotic evilArmor Class: 15 (natural armor)Hit Points: 44 (8d8+8)Speed: 10 ft, swim 40 ft

STR DEX CON INT WIS CHA15 (+2) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0)

Saving Throws: Str +4, Con +3, Wis +3, Cha +2Skills: Athletics +4, History +2, Intimidation +2, Stealth +2Senses: darkvision 60 ft, passive Perception score 11Languages: Kraken, telepathy 30 ft (aquatic creatures only)Challenge: 2 (400 XP)

Hold Breath: The kopru can hold its breath for 1 hour.

Slippery: The kopru has advantage on ability checks and saving throwsto escape a grapple.

Stable: The kopru has advantage on Strength and Dexterity savingthrows made against effects that would knock it prone.

Water Breathing: The kopru can only breathe underwater.

Actions

Multiattack: The kopru uses its Constrict against a creature it isalready grappling, and then makes two Claw attacks.

Claw: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5(1d6+2) slashing damage.

Constrict: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit:12 (3d6+2) bludgeoning damage, and the target is grappled (escapeDC 12). Until the grapple ends, the target is restrained, and the koprucan’t use that attack against another creature.

Enslave (1/day): The kopru magically enslaves one creature it isgrappling. The target must succeed a DC 11 Wisdom saving throw or bemagically charmed by the kopru for 8 days, or until the kopru is on adifferent plane of existence from the target. The target charmed is underthe kopru’s control and can’t take reactions, and the kopru and the targetcan communicate telepathically with each other over any distanceprovided they are in the same body of water.

Whenever the charmed target takes damage, the target can repeat thesaving throw, ending the effect on itself on a success. No more thanonce every 24 hours, the target can also repeat the saving throw if it is atleast 1 mile away from the kopru, or outside of water.

The kopru can only control one creature at a time.

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MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

Malasynep

Source: FrostburnHuge monstrosity, chaotic evilArmor Class: 15 (natural armor)Hit Points: 94 (9d12+36)Speed: 10 ft, burrow 40 ft (ice and snow only), swim 40 ft

STR DEX CON INT WIS CHA21 (+5) 14 (+2) 19 (+4) 15 (+2) 18 (+4) 18 (+4)

Skills: Athletics +8, Stealth +5, Perception +7, Survival +7Damage Vulnerabilities: fireDamage Immunities: coldSenses: blindsight 60 ft, darkvision 60 ft, passive Perception score 17Languages: understands Aquan and Titanspeech but can’t speakChallenge: 5 (1,800 XP)

Amphibious: The malasynep can breathe air and water.

Heat Sense: The malasynep blindsight only detects creatures andobjects that emit heat.

Actions

Multiattack: The malasynep makes two Slam attacks.

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 14(2d8+5) piercing damage and 9 (2d8) cold damage, and the target isgrappled (escape DC 16). Until the grapple ends, the target is restrained,and the malasynep can’t use that attack against another creature.

Slam: Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 14(2d8+5) bludgeoning damage.

Swallow: The malasynep makes one Bite attack against a Large orsmaller creature it is grappling. If the attack hits, the target isswallowed, and the grapple ends. The target becomes blinded andrestrained, and gains cover against all attacks and other effects fromoutside the malasynep. At the start of the malasynep turns, the targettakes 9 (1d8+5) bludgeoning damage and 9 (2d8) cold damage.

If the malasynep takes more than 20 points of damage on a single turnfrom a creature it has swallowed, it must make a Constitution savingthrow (DC 15) or regurgitate all swallowed creatures, which fall pronein a space within 5 feet of the malasynep. If the malasynep dies, aswallowed creature is no longer restrained by it and can escape by using5 ft of movement, exiting prone.

Ocean Strider

Source: Monster Manual 2Large fey, chaotic evilArmor Class: 15 (natural armor)Hit Points: 105 (14d10+28)Speed: 50 ft, swim 60 ft

STR DEX CON INT WIS CHA19 (+4) 13 (+1) 15 (+2) 16 (+3) 22 (+6) 14 (+2)

Saving Throws: Str +7, Dex +4, Con +5Skills: Athletics +7, Nature +6, Perception +9, Survival +9Damage Resistances: bludgeoning, piercing and slashing damagefrom nonmagical attacks not made with cold iron weaponsSenses: darkvision 60 ft, passive Perception score 19Languages: Aquan, ElvishChallenge: 8 (3,900 XP)

Amphibious: The ocean strider can breathe air and water.

Charge: If the ocean strider moves at least 30 ft straight toward a targetand then hits it with a Ram attack, the attack deals 33 (6d10) additionaldamage. If the target is a creature, it must succeed a DC 16 Strengthsaving throw or be pushed up to 30 ft and knocked prone.

Magic Resistance: The ocean strider has advantage on all savingthrows against spells and magical effects.

Siege Engine: The ocean strider deals double damage against objectsand structures.

Water Walking: The ocean strider can magically walk on water.

Actions

Multiattack: The ocean strider uses its Frightful Presence, and thenmakes two Scimitar or Tail attacks.

Scimitar: Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit:15 (2d10+4) slashing damage.

Ram: Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 26(4d10+4) bludgeoning damage.

Tail: Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 11(2d6+4) bludgeoning damage.

Pull of the Ocean (recharge 5-6): The ocean strider magically pullsdown creatures in a 60 ft high, 15 ft radius cylinder within 120 ft ofitself. Creatures in the area and in contact with water or alreadyunderwater must succeed a DC 16 Strength saving throw. On a failedsave, the target falls underwater by 60 ft.

Frightful Presence: Each creature of the ocean strider choice within 14of the ocean strider and aware of it must make a DCWisdom saving throw or become frightened for 1 minute. A creaturecan repeat the saving throw at the end of each of its turn, ending theeffect on itself on a success. If a creature’s saving throw is successful orthe effect ends for it, the creature is immune to the ocean striderFrightful Presence for the next 24 hours.

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MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

Octopus Tree

Source: Fiend FolioHuge plant, neutral evilArmor Class: 15 (natural armor)Hit Points: 138 (12d12+60)Speed: 10 ft, swim 50 ft

STR DEX CON INT WIS CHA26 (+8) 8 (-1) 20 (+5) 8 (-1) 15 (+2) 15 (+2)

Skills: Athletics +12, Perception +6Damage Resistances: acidCondition Immunities: charmed, frightenedSenses: darkvision 60 ft, passive Perception score 16Languages: understands Kraken and Titanspeech but can’t speakChallenge: 9 (5,000 XP)

Amphibious: The octopus tree can breathe air and water.

Regeneration: At the start of each of its turn, the octopus treeregenerates 10 hit points. When it takes cold or fire damage, it doesn’tregenerate at its next turn. The octopus tree can only be destroyed if itstarts its turn at 0 hit points and doesn’t regenerate.

Siege Engine: The octopus tree deals double damage against objectsand structures.

Actions

Multiattack: The octopus tree uses its Frightful Presence, and thenmakes three Tentacle attacks. It can replace one of the Tentacle attackwith a use of Fling.

Constrict: Melee Weapon Attack: Tentacle to hit, reach +12, one target.Hit: 10 ft damage, and the target is grappled (escape DC 18 (3d6+8)bludgeoning). Until the grapple ends, the target is restrained. Theoctopus tree can only grapple up to 20 creatures at a time.six

Fling: One Medium or smaller object or creature grappled by theoctopus tree is thrown up to 60 ft in a random direction and knockedprone. If a thrown target hits a solid surface, it takes 3 (1d6)bludgeoning damage for every 10 ft it was thrown. If the target isthrown at another creature, that creature must succeed on a DC 16Dexterity saving throw or take the same damage and be knocked prone.

Frightful Presence: Each creature of the octopus tree choice within 14of the octopus tree and aware of it must make a DCWisdom saving throw or become frightened for 1 minute. A creaturecan repeat the saving throw at the end of each of its turn, ending theeffect on itself on a success. If a creature’s saving throw is successful orthe effect ends for it, the creature is immune to the octopus treeFrightful Presence for the next 24 hours.

Ooze, Bloodbloater

Source: Fiend FolioMedium swarm of Tiny ooze, unalignedArmor Class: 11Hit Points: 25 (3d8+12)Speed: 5 ft, swim 30 ft

STR DEX CON INT WIS CHA10 (+0) 13 (+1) 18 (+4) 1 (-5) 7 (-2) 1 (-5)

Damage Vulnerabilities: fireDamage Resistances: acid, bludgeoning, necrotic, piercing, slashingCondition Immunities: blinded, charmed, deafened, exhaustion,frightened, paralyzed, petrified, prone, restrained, stunnedSenses: blindsight 60 ft ft (blind beyond that radius), passive Percep-tion score 8Languages: -Challenge: 1 (200 XP)

Amphibious: The swarm can breathe air and water.

Bloodthirsty: The swarm can smell blood in water up to 3 miles away.100 ft

Swarm: The swarm can occupy another creature’s space and vice versa,and the swarm can move through any opening large enough for a tinyooze. The swarm can’t regain hit points or gain temporary hit points.

Actions

Blood Drain: Melee Weapon Attack: +3 to hit, reach 0 ft, one creaturein the swarm space. Hit: 6 (2d4+1) piercing damage and 14 (4d6)necrotic damage, or 3 (1d4+1) piercing damage and 7 (2d6) necroticdamage if the swarm is below half its maximum hit points, and thetarget must succeed a DC 14 Constitution saving throw or becomepoisoned for 1 hour. If the target was already poisoned and fails itssaving throw by 5 or more, it takes one level of exhaustion as well.

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Ooze, Flotsam

Source: Fiend FolioMedium ooze, unalignedArmor Class: 10Hit Points: 76 (8d8+40)Speed: 10 ft, swim 30 ft

STR DEX CON INT WIS CHA14 (+2) 10 (+0) 20 (+5) 1 (-5) 5 (-3) 1 (-5)

Condition Immunities: blinded, charmed, deafened, exhaustion,frightened, proneSenses: blindsight 60 ft ft (blind beyond that radius), passive Percep-tion score 7Languages: -Challenge: 2 (400 XP)

Adhesive: The ooze adheres to anything that touches it. A Large orsmaller creature adhered by the ooze is also grappled by it (escape DC12). Ability checks made to escape the grapple have disadvantage.

Amphibious: The ooze can breathe air and water.

Grappler: The ooze has advantage on attack rolls against creaturesgrappled by it.

Transparent: Even when the ooze is in plain sight, it takes a successfulDC 15 Wisdom (Perception) check to spot the ooze if it has neithermoved nor attacked provided it is in water. A creature that tries to enterthe ooze space while unaware of it is surprised by it.

Actions

Multiattack: The ooze makes two Slam attacks. Alternatively, it canmake one Slam and one Impale attacks.

Slam: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5(1d6+2) bludgeoning damage and the target is subjected to the oozeAdhesive trait.

Impale: Melee Weapon Attack: +4 to hit, reach 5 ft, one creaturegrappled by the ooze Adhesive trait. Hit: 16 (4d6+2) piercing damageand the target is restrained until the grapple ends. The ooze can impaleonly one creature at a time.

Ooze, Reekmurk

Source: Fiend FolioHuge ooze, unalignedArmor Class: 5Hit Points: 80 (7d12+35)Speed: 40 ft, swim 60 ft

STR DEX CON INT WIS CHA22 (+6) 1 (-5) 21 (+5) 1 (-5) 6 (-2) 1 (-5)

Damage Vulnerabilities: radiantDamage Immunities: acid, cold, poisonCondition Immunities: blinded, charmed, deafened, exhaustion,frightened, poisoned, proneSenses: blindsight 120 ft ft (blind beyond that radius), passivePerception score 8Languages: -Challenge: 4 (1,100 XP)

Amphibious: The ooze can breathe air and water.

Amorphous: The ooze can climb any surface (including the ceiling)and move through any space as narrow as 1 foot wide withoutsqueezing.

Light Sensitivity: The ooze has disadvantage on all attack rolls andWisdom (Perception) checks when it, its target, or anything it is tryingto perceive is in an area of bright light.

Stench: Any creature that starts its turn within 30 ft of the ooze mustmake a Constitution saving throw (DC 16) or be poisoned until the startof the creature’s next turn. On a successful saving throw, the creaturebecomes immune to this trait for 1 hour.

Tendrils: While underwater, the ooze spreads its tendrils in a 5 ft radiusaround it unless it is incapacitated. The area is considered difficultterrain, and any creature who starts its turn in the area must succeed aDC 16 Dexterity saving throw or take 10 (3d6) acid damage, or 21 (6d6)acid damage if the target is primarily made of wood. The ooze canactivate or deactivate this effect with a bonus action.

Actions

Slam: Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 16(3d6+6) bludgeoning damage and 10 (3d6) acid damage. If the target isprimarily made of wood, it must succeed a DC 16 Constitution savingthrow or take an additional 21 (6d6) acid damage.

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MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

Ramfish

Source: StormwrackLarge monstrosity, unalignedArmor Class: 14 (natural armor)Hit Points: 95 (10d10+40)Speed: swim 40 ft

STR DEX CON INT WIS CHA21 (+5) 13 (+1) 18 (+4) 2 (-4) 14 (+2) 5 (-3)

Senses: darkvision 60 ft, passive Perception score 12Languages: -Challenge: 3 (700 XP)

Charge: If the ramfish moves at least 20 ft straight toward a target andthen hits it with a Gore attack, the attack deals 18 (4d8) additionaldamage.

Siege Engine: The ramfish deals double damage against objects andstructures.

Water Breathing: The ramfish can only breathe underwater.

Actions

Multiattack: The ramfish makes one Bite and one Gore attacks.

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 8(1d6+5) piercing damage, and the target is grappled (escape DC 16).Until the grapple ends, the target is restrained, and the ramfish can’t usethat attack against another creature.

Gore: Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 12(2d6+5) piercing damage.

Scyllan

Source: StormwrackHuge fiend, lawful evilArmor Class: 16 (natural armor)Hit Points: 189 (14d12+98)Speed: 10 ft, swim 50 ft

STR DEX CON INT WIS CHA25 (+7) 17 (+3) 25 (+7) 13 (+1) 20 (+5) 16 (+3)

Saving Throws: Str +11, Wis +9, Cha +7Skills: Intimidation +7, Nature +5, Perception +9, Religion +5,Survival +9Damage Resistances: bludgeoning, piercing and slashing damagefrom nonmagical attacks not made with silvered weaponsSenses: darkvision 120 ft, passive Perception score 19Languages: Aquan, InfernalChallenge: 13 (10,000 XP)

Hold Breath: The scyllan can hold its breath for 1 hour.

Innate Spellcasting (3/day): The scyllan can innately cast controlwater, requiring no material components. Its innate spellcasting abilityis Wisdom (spell save DC 17).

Magic Resistance: The scyllan has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The scyllan weapon attacks are magical.

Water Breathing: The scyllan can only breathe underwater.

Actions

Multiattack: The scyllan uses its Frightful Presence, and then makesone Claw and two Tentacle attacks.

Claw: Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 20(3d8+7) slashing damage.

Tentacle: Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit:14 (2d6+7) bludgeoning damage. damage, and the target is grappled(escape DC 19). Until the grapple ends, the target is restrained. Thescyllan can only grapple up to four creatures at a time.

Frightful Presence: Each creature of the scyllan choice within 30 ft ofthe scyllan and aware of it must make a DC 15 Wisdom saving throw orbecome frightened for 1 minute. A creature can repeat the saving throwat the end of each of its turn, ending the effect on itself on a success. If acreature’s saving throw is successful or the effect ends for it, the creatureis immune to the scyllan Frightful Presence for the next 24 hours.

Subjugate: The scyllan magically controls one creature alreadyfrightened by it. The target must make a DC 17 Wisdom saving throw.On a failed save, the target becomes charmed by the scyllan for 1 hour.Whenever the target takes damage, but no more than once per round, thetarget can repeat the saving throw, ending the effect on itself on asuccess.

The scyllan must concentrate to maintain this effect, as ifconcentrating on a spell. It can’t subjugate more than one creature at atime. Once a creature has succeeded its saving throw against this ability,or when the effect ends, the target becomes immune to it for the next 24hours.

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Legendary Actions

Tentacle: The scyllan makes one Tentacle attack.

Cause Fear (costs 2 actions): The scyllan intimidates one creature thatcan see it and within 30 ft of it. The target must succeed a DC 17Charisma saving throw. On a failed save, the target is frightened by thescyllan until the end of its next turn. On a successful save, the targetbecomes immune to that ability for the next 24 hours.

Control Pawn (costs 3 actions): One creature subjugated by thescyllan must spend its reaction to make one attack or take another actionof the scyllan choice.

Seryulin

Source: Monster Manual 3Large aberration, unalignedArmor Class: 15 (natural armor)Hit Points: 52 (7d10+14)Speed: 50 ft, swim 50 ft

STR DEX CON INT WIS CHA18 (+4) 12 (+1) 14 (+2) 7 (-2) 14 (+2) 13 (+1)

Damage Resistances: acid, bludgeoningCondition Immunities: proneSenses: blindsight 30 ft, passive Perception score 12Languages: understands Titanspeech but can’t speakChallenge: 4 (1,100 XP)

Amphibious: The seryulin can breathe air and water.

Freedom of Movement: The seryulin ignores difficult terrain, andmagical effects can’t reduce its speed or cause it to be restrained. It canspend 5 ft of movement to escape from nonmagical restraints or beinggrappled.

Actions

Multiattack: The seryulin makes two Slam attacks.

Slam: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8(1d8+4) bludgeoning damage and 9 (2d8) acid damage.

Sticky Spray (recharge 5-6): Ranged Weapon Attack: +3 to hit, range40 ft, up to 4 creatures within 20 ft of each other. Hit: The target isrestrained by a sticky goo. As an action, the restrained target can make aDC 12 Strength check, bursting the goo on a success. The goo can alsobe attacked and destroyed (AC 10; hp 10; vulnerability to acid damage;immunity to bludgeoning, poison and psychic damage). The goocrumbles after 1 minute.

Seawolf

Source: StormwrackMedium monstrosity, neutral evilArmor Class: 15 (natural armor)Hit Points: 32 (5d8+10)Speed: 10 ft (30 ft in humanoid form), swim 40 ft (seawolf form only)

STR DEX CON INT WIS CHA15 (+2) 17 (+3) 14 (+2) 10 (+0) 14 (+2) 12 (+1)

Saving Throws: Str +4, Con +4Skills: Athletics +4, Deception +3, Intimidation +3, Perception +4,Survival +4Damage Immunities: bludgeoning, piercing and slashing damagefrom nonmagical attacks not made with silvered weaponsSenses: darkvision 60 ft, passive Perception score 14Languages: Titanspeech (can’t speak in seawolf form)Challenge: 2 (400 XP)

Hold Breath: The seawolf can hold its breath for 1 hour.

Keen Senses: The seawolf has advantage on all Wisdom (Perception)checks based on hearing and smell.

Pack Tactics: The seawolf has advantage on attack rolls against acreature if at least one of the seawolf allies is within 5 ft of that creatureand is not incapacitated.

Shapechanger: The seawolf can use its action to polymorph into ahumanoid , or back into its true form. Its statistics are the same in eachform. Any equipment it is wearing or carrying isn’t transformed. Itreverts to its true form if it dies.

Water Breathing (seawolf form only): The seawolf can only breatheunderwater.

Actions

Multiattack: The seawolf makes two Longsword or two Claw attacks.

Longsword (human form only): Melee Weapon Attack: +4 to hit,reach 5 ft, one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2)slashing damage if the seawolf wields its sword two-handed.

Bite (seawolf form only): Melee Weapon Attack: +5 to hit, reach 5 ft,one target. Hit: 10 (2d6+3) piercing damage. If the target is humanoid,it must succeed a DC 12 Constitution saving throw or be cursed with theseawolf curse. If the target succeeds its saving throw, it can’t be afflictedwith the seawolf curse for the next 24 hours.

Claw (seawolf form only): Melee Weapon Attack: +5 to hit, reach 5 ft,one target. Hit: 6 (1d6+3) slashing damage.

Seawolf CuseThis magical curse affects a humanoid bitten by a seawolf. At the eachnew full moon after the target has been bitten, it must succeed a new DC12 Constitution saving throw. On a failed save, the target becomes aseawolf, and looses its former personality and traits. It can stilltransform to its former appearance using its Shapechanger trait.

As opposed to a lycanthrope, a seawolf controls when it transforms intoa human. However, each night it spends as a human it must succeed aDC 10 Constitution saving throw or turn back into its natural form.

This curse can be lifted using a remove curse or a similar effect, unlessthe creature was born a seawolf, in which case only a wish spell can freeit.

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MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

Shaboath

Source: Lords of MadnessLarge construct, unalignedArmor Class: 9Hit Points: 105 (10d10+50)Speed: 20 ft, swim 30 ft

STR DEX CON INT WIS CHA23 (+6) 9 (-1) 21 (+5) 1 (-5) 10 (+0) 1 (-5)

Damage Vulnerabilities: fireDamage Immunities: acid, cold, poison; bludgeoning, piercing andslashing damage from nonmagical attacks not made with adamantineweaponsCondition Immunities: blinded, charmed, deafened, exhaustion,frightened, petrified, poisoned, proneSenses: blindsight 60 ft ft (blind beyond that radius), passive Percep-tion score 10Languages: understands Slaracian but can’t speakChallenge: 7 (2,900 XP)

Amorphous: The shaboath can climb any surface (including theceiling) and move through any space as narrow as 1 ft wide withoutsqueezing.

Transparent: Even when the shaboath is in plain sight, it takes asuccessful DC 15 Wisdom (Perception) check to spot the shaboath if ithas neither moved nor attacked provided it is underwater. A creaturethat tries to enter the shaboath space while unaware of it is surprised byit.

Actions

Multiattack: The shaboath makes two Slam attacks. If both attacks hita Large creature or smaller, the target is grappled (escape DC 16), andthe shaboath uses its Engulf on it.

Slam: Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 17(2d10+6) bludgeoning damage.

Engulf: The shaboath engulfs a Large or smaller creature grappled byit. The engulfed target is blinded, restrained, and unable to breathe, andit must succeed a DC 16 Constitution saving throw at the start of each ofthe shaboath turns or take 17 (2d10+6) bludgeoning damage. If theshaboath moves, the englufed creature moves with it. The shaboath canonly have one creature engulfed at a time.

Siege Crab

Source: Monster Manual 3Gragantuan monstrosity, unalignedArmor Class: 15 (natural armor) or 19 if the siege crab Force Shieldis activeHit Points: 170 (11d20+55)Speed: 60 ft, swim 60 ft

STR DEX CON INT WIS CHA30 (+10) 6 (-2) 21 (+5) 1 (-5) 10 (+0) 2 (-4)

Damage Resistances: bludgeoning, piercing and slashing damagefrom nonmagical attacks, and acid, cold, fire, lightning, thunder if thesiege crab Force Shield is activeDamage Immunities: bludgeoning, piercing and slashing damagefrom nonmagical attacks if the siege crab Force Shield is activeCondition Immunities: charmed, frightenedSenses: darkvision 60 ft, passive Perception score 10Languages: understands Kraken and Titanspeech but can’t speakChallenge: 13 (10,000 XP)

Amphibious: The siege crab can breathe air and water.

Force Shield: The siege crab is protected by a magical shield of force.The force shield doesn’t function within the area of an antimagic field,and can be dispelled as a 9th-level spell.

While the shield is active, the siege crab gains resistance to acid, cold,fire, lightning and thunder damage, and its resistance to nonmagicaldamage becomes immunity instead. Its AC is increased by 4 and itsweapon attacks are considered magical and deal force damage.

If the field is dispelled, roll 1d6 at the end of each of the siege crabturn. On a roll of 6, the force shield reactivates.

Shielded Compartment: The siege crab contains a compartment largeenough for two Large or four Medium or smaller creatures. Anycreature in the siege crab compartment is blinded and has total coveragainst attacks and other effects from outside the siege crab. Thecompartment intself is magically protected by a wall of force effect,unless the siege crab Force Shield is inactive. A creature inside thecompartment can exit by spending 10 ft of movement.

Siege Engine: The siege crab deals double damage against objects andstructures.

Actions

Multiattack: The siege crab makes three Claw attacks. It can replaceany Claw attack with a Knock attack.

Claw: Melee Weapon Attack: +14 to hit, reach 10 ft, one target. Hit: 18(2d8+6) bludgeoning damage (force damage if the siege crab ForceShield is active), and the target is grappled (escape DC 18). Until thegrapple ends, the target is restrained. The siege crab can only grapple upto four creatures at a time.

Knock: Melee Weapon Attack: +14 to hit, reach 10 ft, one target notgrappled by the siege crab. Hit: 18 (2d8+6) bludgeoning damage (forcedamage if the siege crab Force Shield is active) and the target mustsucceed a DC 22 Strength saving throw or be pushed back 30 ft andknocked prone.

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MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

Sirine

Source: Monster Manual 2Medium fey, any chaoticArmor Class: 17 (deflection)Hit Points: 36 (8d8)Speed: 30 ft, swim 60 ft

STR DEX CON INT WIS CHA10 (+0) 18 (+4) 11 (+0) 13 (+1) 16 (+3) 17 (+3)

Saving Throws: Con +2, Int +3, Cha +5Skills: Deception +5, Nature +3, Perception +5, Performance +5Damage Resistances: bludgeoning, piercing and slashing damagefrom nonmagical attacks not made with cold iron weaponsSenses: darkvision 60 ft, passive Perception score 15Languages: Aquan, SylvanChallenge: 2 (400 XP)

Hold Breath: The sirine can hold its breath for 4 hours.

Actions

Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft, one target.Hit: 7 (1d6+4) slashing damage. If the target is cursed by the sirine, italso takes 7 (2d6) psychic damage.

Dazzling Touch: Melee Spell Attack: +5 to hit, reach 5 ft, one creature.Hit: The target is magically cursed for 1 hour. Until the curse ends, thetarget has disadvantage on Intelligence saving throws, attack rolls andability checks.

Healing Touch (3/day): The sirine touches another creature. The targetmagically regains 12 (2d8+3) hit points and is freed from any curse,disease, poison, blindness or deafness.

Luring Song: The sirine sings a magical melody. Every humanoidwithin 300 ft of the sirine that can hear the song must succeed a DC 13Wisdom saving throw or be charmed until the song ends. The sirinemust take a bonus action on its subsequent turns to continue singing. Itcan stop singing at any time. The song ends if the sirine is incapacitated.

While charmed by the sirine, a target is incapacitated. If the charmedtarget is more than 5 ft away from the sirine, it must move on its turntoward the sirine by the most direct route, trying to get within 5 ft. Itdoesn’t avoid opportunity attacks, but before moving into damagingterrain, and whenever it takes damage from a source other than thesirine, the target can repeat the saving throw.

A charmed target can also repeat the saving throw at the end of each ofits turn, ending the effect on itself on a success. A target thatsuccessfully saves become immune to the sirine’s song for the next 24hours.

Sisiutl

Source: StormwrackHuge monstrosity, lawful neutralArmor Class: 15 (natural armor)Hit Points: 108 (8d12+58)Speed: swim 50 ft

STR DEX CON INT WIS CHA21 (+5) 17 (+3) 25 (+7) 16 (+3) 18 (+4) 19 (+4)

Saving Throws: Dex +6, Int +6, Wis +7Skills: History +6, Insight +7, Perception +7, Religion +6Damage Resistances: necrotic, poison, psychic, radiant; bludgeoning,piercing and slashing damage from nonmagical attacksSenses: truesight 60 ft, passive Perception score 17Languages: Aquan, Celestial, Draconic, Hedradian, InfernalChallenge: 9 (5,000 XP)

Magic Resistance: The sisiutl has advantage on all saving throwsagainst spells and magical effects.

Magic Weapons: The sisiutl weapon attacks are magical.

Two Heads: The sisiutl has advantage on Wisdom (Perception) checksand on all saving throws against being blinded, charmed, deafened,frightened, stunned, and knocked unconscious.

Water Breathing: The sisiutl can only breathe underwater.

Actions

Multiattack: The sisiutl makes one Constrict and two Bite attacks. Itcan replace one of its Bite by a use of Paralyzing Gaze.

Constrict: Melee Weapon Attack: +8 to hit, reach 15 ft, one target. Hit:15 (3d6+5) bludgeoning damage, and the target is grappled (escapeDC 16). Until the grapple ends, the target is restrained, and the sisiutlcan’t use that attack against another creature.

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 12(2d6+5) piercing damage. If the target is paralyzed by the sisiutlParalyzing Gaze, it also takes 10 (3d6) psychic damage.

Paralyzing Gaze: The sisiutl gazes at one creature it can see within 30ft of it. The target must succeed a DC 15 Wisdom saving throw orbecome paralyzed for 1 minute. The target can repeat the saving throwat the end of each of its turn, ending the effect on itself on a success.Once a creature has succeeded its saving throw, or once the effect endsfor it, it becomes immune to the sisiutl Paralyzing Gaze for the next 24hours.

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MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

Terlen

Source: Fiend FolioLarge monstrosity, neutral evilArmor Class: 15 (natural armor)Hit Points: 60 (8d10+16)Speed: 10 ft, fly 40 ft, swim 60 ft

STR DEX CON INT WIS CHA16 (+3) 14 (+2) 14 (+2) 3 (-4) 11 (+0) 7 (-2)

Saving Throws: Str +5, Con +4Skills: Athletics +5, Perception +2, Stealth +4Damage Resistances: bludgeoning, piercing and slashing damagefrom nonmagical attacksSenses: darkvision 60 ft, passive Perception score 13Languages: understands Infernal but can’t speakChallenge: 3 (700 XP)

Amphibious: The terlen can breathe air and water.

Blood Frenzy: The terlen has advantage on melee attack rolls againstany creature that doesn’t have all its hit points.

Bloodthirsty: The terlen can smell blood in water up to 3 miles away.

Camouflage: The terlen has advantage on Dexterity (Stealth) checksmade to hide in underwater environments.

Surprise Attack: If the terlen surprises a creature and hits with anattack during the first round of combat, the target takes 12 (2d8+3) extradamage from the attack.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 12(2d8+3) piercing damage, and the target is grappled (escape DC 14).Until the grapple ends, the target is restrained, and the terlen can’t usethat attack against another creature.

Reactions

Adaptative Resistance: When the terlen takes acid, cold, fire,lightning, necrotic, poison or thunder damage, it gains resistance to thatenergy until it uses that trait again.

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MONSTERS OF THE SCARRED LANDS volume 3. Sea Monsters

Chapter 2

Use in the Scarred Lands

This chapter provides additional details on how to insert new monstersin a Scarred Lands campaign. These are only examples of storylines;feel free to change them or adapt them to better fit your campaign.

Blood Sea

AnguillianThe anguillian are giant mutated eels given a semblance of sentience byKadum’s blood. They delve primarily in the northern regions of theBlood Sea, notably near the Plains of Lede in Ghelspad. They aremostly controlled by the blood krakens of the Krewe of Waves andQueen Ran, but some of them have rebelled against the kraken andformed their own, albeit small, independent underwater kingdom, withthe help of the pisceans. Of course, it is only a matter of time beforeQueen Ran sends her armies north to bring them back into submission.

GolemsGolem, Coral. The coral golem is a recent creation of the piscean,which they plan to use for their next invasion of Ghelspad. Queen Ranhas sent spies to discover and steal the formula for the construction ofthese horrors, but the pisceans have foiled her plans until now. Thechurch of Manawe finds them particularly repulsive, as they are aperversion of the sea wildlife.

HammerclawThe hammerclaw are giant crustacean creatures that were transformedeven further by Kadum’s blood. They tend to prefer warm waters, andcan be found in most of the south-west regions of the Blood Sea.Fortunatly, they are not social creatures, and rarely hang in groups.Unfortunatly, they are rather aggressive, and might even go on land toattack a prey if hungry.

IxitxachitlThese frightening creatures are a product of Kadum’s corruption of theBlood Sea. They were normal manta rays before the Divine War, but thetitan’s blood has infused them with dangerous abilities. The pisceansuse ixitxachitl as their guard dogs, and the terrible Krewe of the Wavesof the Carnival of Shadows alos employs them on a regular basis.

Kelp AnglerThe kelp angler is a strand of kelp animated under the corrupt influenceof Kadum’s blood. These infest the coasts of the Rosewaters, inparticular the Shards Islands, but can be found on all coastal regionsaround the Blood Sea, including Grey Isle in Termana or the BloodrainWoods in Ghelspad.

KopruThe koprus are an ancient race that lived before the Divine War, andbuilt a strong empire in the Eastern Sea. However, their empire fell asdo all empires, after a long war against the now estinguished merfolks.The koprus left elaborate ruins in their wake, that were subsequentlytaken over either by the pisceans, or by other sea creatures.

Very few koprus were still alive when the Eastern Sea turned into theBlood Sea. However, the titan’s blood seemed to have invigorated thisancient race, and now several of their old ruins are inhabited by small,but growing, colonies of koprus. Koprus and pisceans are naturalenemies, and fight for the control of the same territories.

The koprus themselves have forgotten who their creator was, eventhough some evidence suggests it was Kadum. Regardless, the koprusworship the Father of Monsters as the one who saved their race. Asopposed to other followers of the Bleeding One, koprus don’t attempt torevive the titan, as their primary focus is rebuilding their empire, at leastfor the time being.

OozesOoze, Bloodbloater. These medusa absorbed too much of Kadum’sblood for their own good, and have therefore developed a certain taste.They can be found in warm regions of the Blood Sea, notably nearBloodport which they regularly infest.

Ooze, Reekmurk. These oozes are the result of the corruption of coralreefs by the the blood of Kadum. They can be found in most warmregions of the Blood Sea, including the Blood Sea Archipelago, near theCliffs of the Divine Faces, or in the Rosewaters near Asherak.

Ram FishThe ramfish is a cousin of the keel crusher, not as nasty nor destructive,but more common as well. Ramfishes tend to travel in packs, whichmakes them highly dangerous, even for larger ships. They are relativelyclever creatures, and wait until night before attacking.

Siege CrabThe siege crab was an eldricht creation of Queen Ran, using a mixtureof the mutagenic powers of the Blood Sea and her own arcane magic.She sent them against the city of Hedrad during the Blood Monsoon,and only the combined powers of the High Patriarch of Hedrada and thedivine intervention of the Taurosphinx saved the city. Fortunately, siegecrabs haven’t been seen since, but some adventurers have reported thatthe terrible pisceans are attempting to recreate these monstrosities fortheir own purposes.

Ghelspad

OozesOoze, Flotsam. These oozes are originating from the Devouring Reefs,where they feed on debris left by wrecked ships. They can be found inother similar regions as well in most of the Scarred Lands.

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ShaboathShaboath are creations of the terrifying aboleths, themselves spawns ofthe enigmatic slaracians. These very rare creatures can only be found inancient slaracian ruins near the southern coast of Ghelspad, typically inunderwater caves and labyrinths.

SirineSirines are feys that can be found in most isolated coasts of the ScarredLands. A colony of these creatures lives deep within Liar’s Sound, andare the cause for most shipwrecks that happen in the region. Legendsspeak of a captain who knew the truth about these creatures, andattached himself to the mast of his ship so that he could hear thebeautiful songs of the sirines.

Termana

DrownedDrowned are not tha uncommon across all the Scarred Lands, whetherin coastal areas or in lakes and rivers. Thankfully, these creatures aregenerally encountered alone, or in very small groups, but never in largebands.

Recently however, there have been coordinated attacks of drownedagainst ships sailing near Azale, Karsia, or the Crilos islands. Theseattacks might be a sign that the Ghul King is recruiting an army ofdrowned, and planning a new invasion of the human kingdoms inwestern Termana.

HippocampusThese majestic creatures used to migrate between the north and south ofTermana alongside the Charduni coast. Fortunatly for them, Kadum’sfall happened while they were still near the Gamulganjus, and thereforesurvived the Divine War mostly unscathed. To these days, some stillmigrate north towards Ehitovael, but most move toward the DragonLands when winter comes.

Ocean StriderThe ocean striders are squatic feys who live near the island of Ehitovael.Before the Divine War, they were strong allies of the elves, andaccompagnied their ships in their travel accross the Cerulean Ocean.However, Kadum’s Deluge has changed them into bitter and territorialcreatures.

Nowadays, most ocean strider remain on the bottom of the ocean, andhave refused to help the forsaken elves. Worse, they are known toattacks ships from Ehitovael, drowning all their occupants.

Octopus TreeWhen Kadum’s blood flooded central Termana, it transformed bothbeasts and plants under its wild influence. The octopus tree where treein the north of Termana, either from elvish forests in the east or what isnow known as the Grey Isle, that were animated by the blood of theFather of Monsters. Travelers that want to reach the elven realms shouldbe careful to avoid these roaming monstrosities.

While most octopus trees are solitary creatures, a grove of them hasgathered in the Blood Bayou under the devilish influence of the Jack ofTears. While they had initially pledged their alliegeance to Queen Ranand the Krewe of Waves, Demoiselle Autunes managed to convincedthem to join the Krewe of Mangroves.

Asherak

BlackskateThe blackskates are the remnants of creatures who drowned in theafternath of the Seraphic Engine, notably in the Shield Bay and near theAnagara Theopoli. Sailors speak of a giant blackskate that looms in thewaters near Kanad Thravarsus, but there hasn’t been any major shipattacks near the city since the Divine War. Unless, of course, thecreature is under the control of General Samsudatka, god-king of theChardunite city.

SeryulinThese creatures can be seen alongside sahuagins and other seatitanspawn in the western shores of Asherak. Scholars assume that theywere created by Kadum’s corruption of the Rosewaters, but tales olderthan the Divine War in the Shard Islands portray creatures similar to theseryulin.

SisiutlThe enigmatic sisiutl guards underwater caves near the island of ArishaJakim. Adventurers have reported that several portals to the outer planesare located in these caves, but it is not certain whether the sisiutlsprevent things to enter the portals, or to get out.

The Dragon Lands

Dragon EelThe monstrous dragon eel resides near the Rift, in the south of theDragon Lands. They are highly individual creatures who dislike eachother with as much hatred as they dislike true dragons. Some scholarspretend that dragon eels were created by the dragons themselves, andthat their creations went out of their control. Other argue that dragoneels were aquatic dragons long time ago, who evolved and degeneratedthrouh the centuries until their current form.

DrakesDrake, Sea. The giangantic sea drakes were created by members of theFlowing Dragons of the Deep clan as an attempt to populate seas thatwere dominated by other creatures such as krakens or the powerfulvalugas. However, the sea drakes turned themselves against theircreators, and decided that they should rule the oceans for themselves.This lead to the quasi-extermination of the sea drakes by the dragons,and most of the survivors fled in exile. Some remain near the ScatteredIsles in the north of the Dragon Lands, but are more likely to be foundfar in the Eternal Waves between the Dragon Lands and Asherak.

GiantsGiant, Ocean. The ocean giants inhabit the Eternal Waves, morespecifically around the islands of Suldoth and Ezaellea. They arepeaceful creatures who tend to prefer isolation and generally avoidcontact with humans. However, ocean giants are generally agreeablecreatures, and have saved several sailors from drowning. Occasionally,they will form a pact with Clan Seleenst to secure a traveling routethrough the waters they control.

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Fenrilik

MalasynepThe malasynep is a sea predator that roams in the south of Fenrilik. Themalasynep usually stays within the polar ice cap, so that during winters,when the ice cap descends further south, some might be seen near thenorthern coasts of Ghelspad or the Dragon Lands. Malasynep aregenerally individual creatures, but a few have been enslaved bygelicideph and other monsters of the deep to act at their guard dogs.

SeawolfThese creatures are a curse sent by Belsameth to punish the humansliving in Fenrilik. Indeed, most of the inhabitants of this frozen landwere followers of the titans who fled after the end of the Divine War,and so the gods have the right to punish them however it pleases them.Seawolves are slightly similar to lycanthropes, except that they remainmost of the time in monstrous form. They can also control when theychange, provided they don’t stay too long in human form. Entirevillages have succombed to the curse already, and it seems to progress,steadily but slowly, towards more populated regions of Fenrilik.

Other Planes of Existence

ScyllanThe scyllan is a fiend affiliated with the savant hydras. Some scholarspretend that the scyllans were spawns of Mormo who defected duringthe Titanswar when they realized the gods would win, while othermaintain the Chardun created them to rule over the few lakes and seas inhis Iron Hell. Scyllans are rarely encountered outside Chardun’s planardomain, even if tales of similar creatures living in the Blood Bayou haverecently emerged.

TerlenThe terlen is a predator that lives in Belsameth’s Black Lands, even ifthey can also be encountered in the Elemental Plane of Water, in theAbyss, or in Enkili’s Limbo. Some scholars pretend that the terlen isanother consequence of Kadum’s bleeding in the Blood Sea, and thatBelsameth "adopted" this race for her own amusement, while othersbelieve they were attempts by Belsameth to create sharkwere creatures.

Changelog

September 12, 2017• Added Giant (Ocean), Ixitxachitl, Kopru, Ocean Strider and Sirine

from Monster Manual 2.

• Added Drake (Sea), Kelp Angler, Octopus Tree, Ooze(Bloodbloater, Flotsam, Reekmurk), Selkie and Terlen from FiendFolio.

• Added Dragon Eel, Drowned, Seryulin and Siege Crab fromMonster Manual 3.

• Added Malasynep from Frostburn.

• Added Shaboath from Lords of Madness.

• Added Anguillian, Blackskate, Golem (Coral), Hammerclaw,Hippocampus, Ramfish, Scyllan, Seawolf and Sisiutl fromStormwrack.

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Monsters by Type

AberrationsKopru . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Seryulin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

ConstructsGolem, Coral . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8Shaboath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

DragonsDragon Eel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6Drake, Sea . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

FeysOcean Strider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Sirine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

FiendsScyllan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

GiantsGiant, Ocean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

MonstrositiesAnguillian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Hammerclaw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Hippocampus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Ixitxachitl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Malasynep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Ramfish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Seawolf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Siege Crab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Sisiutl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Terlen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

OozesOoze, Bloodbloater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Ooze, Flotsam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13Ooze, Reekmurk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

PlantsKelp Angler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Octopus Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12

UndeadBlackskate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Drowned . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7

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Monsters by Challenge Rating

Challenge Rating 1/2Hippocampus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

Challenge Rating 1Anguillian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Ixitxachitl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Ooze, Bloodbloater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Challenge Rating 2Kopru . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Ooze, Flotsam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13Seawolf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Sirine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Challenge Rating 3Blackskate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Hammerclaw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Ramfish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Terlen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

Challenge Rating 4Ooze, Reekmurk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Seryulin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

Challenge Rating 5Malasynep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Challenge Rating 6Drowned . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7

Challenge Rating 7Kelp Angler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Shaboath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Challenge Rating 8Dragon Eel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6Ocean Strider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Challenge Rating 9Golem, Coral . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8Octopus Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12Sisiutl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Challenge Rating 10Giant, Ocean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Challenge Rating 13Scyllan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Siege Crab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Challenge Rating 15Drake, Sea . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

DiseasesSeawolf Cuse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

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