MONSTERS OF THE SCARRED LANDS VOLUME 3. SEA MONSTERS. Alain Giorla

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1 MONSTERS OF THE SCARRED LANDS VOLUME 3. SEA MONSTERS Alain Giorla

2 Disclaimer This document provides game statistics for monsters for the Dungeons & Dragons 5th Edition roleplaying game and the Scarred Lands campaign setting, initially developed by White Wolf, and now co-owned by Onyx Path and Nocturnal Media. Monsters present in this document are converted from various sources in older editions of the game. This document does not aim to replace any of these sources. This document is not licensed under the Open Game License, the Dungeon Master Guild, nor has been authorized by Wizards of the Coast, Onyx Path or Nocturnal Media. It is intended for personal use only, and should not be reproduced without permission of the author. In addition to game statistics, this documents contains information on how to insert these monsters in the Scarred Lands setting. These story hooks 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 Sources This 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. 2

3 Contents Disclaimer List of Sources Monsters 5 Anguillian Blackskate Dragon Eel Drake, Sea Drowned Giant, Ocean Golem, Coral Hammerclaw Hippocampus Ixitxachitl Kelp Angler Kopru Malasynep Ocean Strider Octopus Tree Ooze, Bloodbloater Ooze, Flotsam Ooze, Reekmurk Ramfish Scyllan Seryulin Seawolf Seawolf Cuse Shaboath Siege Crab Sirine Sisiutl Terlen Use in the Scarred Lands 19 Blood Sea Ghelspad Termana Asherak The Dragon Lands Fenrilik Other Planes of Existence Changelog Monsters by Type 23 Monsters by Challenge Rating 25 3

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5 Chapter 1 Monsters Anguillian Blackskate Source: Stormwrack Medium monstrosity, lawful evil Hit Points: 32 (5d8+10) Speed: 20 ft, swim 40 ft Source: Stormwrack Large undead, neutral evil Hit Points: 42 (4d10+20) Speed: swim 40 ft 15 (+2) 14 (+2) 15 (+2) 10 (+0) 14 (+2) 5 (-3) Saving Throws: Str +4, Con +4 Skills: Athletics +4, Perception +4, Stealth +4, Survival +4 Senses: darkvision 90 ft, passive Perception score 14 Languages: Kraken Challenge: 1 (200 XP) Blood Drain: At the start of each of the anguillian s turn, a creature grappled by the anguillian must make a DC 12 Constitution saving throw unless the anguillian is incapacitated. On a failed save, the target takes 7 (2d6) necrotic damage. The target maximum hit points is reduced by the amount of necrotic damage taken, and the anguillian regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Hold Breath: The anguillian can hold its breath for 1 hour. Light Sensitivity: The anguillian has disadvantage on all attack rolls and Wisdom (Perception) checks when it, its target, or anything it is trying to perceive is in an area of bright light. Speak With Animals: The anguillian can communicate with eels and similar aquatic beasts. Water Breathing: The anguillian can only breathe underwater. Multiattack: The anguillian makes two Spear attacks. Alternatively, it can 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 t use that attack against another creature. Spear: Melee Weapon Attack: +4 to hit, reach 10 ft, one target. Hit: 6 (1d8+2) piercing damage. 18 (+4) 17 (+3) 20 (+5) 12 (+1) 12 (+1) 16 (+3) Skills: Perrception +3, Stealth +5 Senses: darkvision 60 ft, passive Perception score 13 Damage Resistances: bludgeoning and piercing damage from nonmagical attacks Damage Immunities: poison Condition Immunities: exhaustion, poisoned Languages: - Challenge: 3 (700 XP) Ambush: The blackskate has advantage on attack rolls against any creature it has surprised. Blood Tracker: The blackskate can smell blood in water up to 60 ft away. Once the blackskate has smelled the blood of a creature, it can use its bonus action to determine the distance and direction to that target, unless that creature has moved outside of water since then, or is protected 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 when it swims out of an enemy s reach. 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 13 Constitution saving throw. On a failed save, the target takes 7 (2d6) poison damage and becomes poisoned for 1 hour. While poisoned by this effect, the target has disadvantage on Constitution saving throw to hold its breath and on Strength (Athletics) checks to swim. When the target is able to breathe, it can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. 5

6 Dragon Eel Drake, Sea Source: Monster Manual 3 Large dragon, neutral evil Hit Points: 136 (13d10+65) Speed: 20 ft, swim 60 ft Source: Fiend Folio Gargantuan dragon, unaligned Armor Class: 17 (natural armor) Hit Points: 170 (11d20+55) Speed: 15 ft, swim 60 ft 22 (+6) 11 (+0) 21 (+5) 6 (-2) 12 (+1) 13 (+1) Saving Throws: Str +9, Con +8, Wis +4 Skills: Perception +4, Survival +4 Damage Resistances: bludgeoning, piercing and slashing damage from nonmagical attacks not made with adamantite weapons Senses: blindshight 30 ft, darkvision 60 ft, passive Perception score 14 Languages: understands Draconic but can t speak Challenge: 8 (3,900 XP) Bloodthirsty: The dragon eel can smell blood in water up to 1 mile away. Charge: If the dragon eel moves at least 30 ft straight toward a target and then hits it with a Bite attack, the attack deals 18 (4d8) additional damage. Underwater Sense: The dragon eel blindsight only functions underwater. Water Breathing: The dragon eel can only breathe underwater. 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 t use that attack against another creature. Swallow: The dragon eel makes one Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The target becomes blinded and restrained, and gains cover against all attacks and other effects from outside the dragon eel. At the start of the dragon eel turns, the target takes 10 (1d8+6) bludgeoning and 9 (2d8) acid damage. If the dragon eel takes more than 25 points of damage on a single turn from a creature it has swallowed, it must make a Constitution saving throw (DC 19) or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the dragon eel. If the dragon eel dies, a swallowed creature is no longer restrained by it and can escape by using 5 ft of movement, exiting prone. 26 (+8) 10 (+0) 21 (+5) 8 (-1) 12 (+1) 18 (+4) Saving Throws: Str +12, Con +9, Wis +5 Skills: Perception +5, Survival +5 Damage Resistances: bludgeoning, piercing and slashing damage from nonmagical attacks Condition Immunities: frightened, paralyzed Senses: darkvision 60 ft, passive Perception score 15 Languages: Draconic Challenge: 15 (13,000 XP) Amphibious: The drake can breathe air and water. Legendary Resistance (3/day): When the drake fails a saving throw, it can choose to succeed instead. Regeneration: At the start of each of its turn, the drake regenerates 10 hit points if it is in contact with water and has 1 hit point or more. Siege Engine: The drake deals double damage against objects and structures. Slippery: The drake has advantage on ability checks and saving throws to escape a grapple. 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 use that 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 smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The target becomes blinded and restrained, and gains cover against all attacks and other effects from outside the drake. At the start 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 from a creature it has swallowed, it must make a Constitution saving throw (DC 20) or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the drake. If the drake dies, a swallowed creature is no longer restrained by it and can escape by using 10 ft of movement, exiting prone. Legendary Move: The drake moves by its movement speed. Convulsions (costs 2 actions): All creatures within 5 ft of the drake must 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 ink cloud in a 30 ft radius. The cloud spreads around corners, and the area is heavily obscured for creatures other than the drake. Each creature other than the drake that ends its turn there must succeed on a DC 17 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much on a successful one. A strong current dissipates the cloud, which otherwise disappears at the end of the drake next turn. 6

7 Drowned Giant, Ocean Source: Monster Manual 3 Medium undead, chaotic evil Hit Points: 119 (14d8+56) Speed: 30 ft, swim 30 ft 20 (+5) 13 (+1) 18 (+4) 9 (-1) 10 (+0) 12 (+1) Damage Immunities: poison Condition Immunities: exhaustion, poisoned Senses: darkvision 60 ft, passive Perception score 10 Languages: understands the languages it knew in life but can t speak Challenge: 6 (2,300 XP) Drowning Aura: The drowned magically emanates an area of suffocation in a 30 ft radius around itself. Any creature that breathes air considers the area as being underwater for the purpose of being able to breathe. If a creature starts its turn in the area and is holding its breath, it must succeed a DC 12 Constitution saving throw or start suffocating. Undead Fortitude: If damage reduces the drowned to 0 hit points, it must make a Constitution saving throw (DC 5 + amount of damage taken), unless the damage is radiant or from a critical hit. On a success, the drowned drops to 1 hit points instead. 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 target has disadvantage on its next Constitution saving throw against the drowned Drowning Aura. Source: Monster Manual 2 Huge giant, any good Armor Class: 14 (natural armor) Hit Points: 161 (14d12+70) Speed: 10 ft or 40 ft (humanoid form only), swim 80 ft (natural form only) 27 (+8) 15 (+2) 20 (+5) 11 (+0) 14 (+2) 18 (+4) Saving Throws: Str +12, Con +9, Wis +6 Skills: Athletics +12, Insight +6, Perception +6 Damage Resistances: bludgeoning, cold Senses: darkvision 60 ft, passive Perception score 16 Languages: Giant Challenge: 10 (5,900 XP) Amphibious: The giant can breathe air and water. Siege Engine: The giant deals double damage against objects and structures. Shapechanger: The giant can use its action to polymorph into a a two-legged giant, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn t transformed. It reverts to its true form if it dies. 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 must make 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. 7

8 Golem, Coral Hammerclaw Source: Stormwrack Huge construct, unaligned Hit Points: 115 (10d12+50) Speed: 30 ft, swim 30 ft Source: Stormwrack Large monstrosity, neutral evil Armor Class: 17 (natural armor) Hit Points: 51 (6d10+18) Speed: 20 ft, swim 40 ft 22 (+6) 11 (+0) 20 (+5) 1 (-5) 11 (+0) 1 (-5) Damage Immunities: poison, psychic; bludgeoning, piercing and slashing damage from nonmagical attacks not made with adamantine weapons Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses: darkvision 60 ft, passive Perception score 10 Languages: understands the languages of its creator but can t speak Challenge: 9 (5,000 XP) False Appearance: While the golem is motionless, it is indistinguishable from a normal coral reef. Immutable Form: The golem is immune to any spell or effect that would alter its form. Magic Resistance: The golem has advantage on all saving throws against spells and magical effects. Magic Weapons: The golem weapon attacks are magical. 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 same turn, the target must make a DC 22 Strength saving throw or be stunned until 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, one target. Hit: 10 (1d8+6) slashing damage. 19 (+4) 10 (+0) 17 (+3) 4 (-3) 12 (+1) 8 (-1) Saving Throws: Str +7 Skills: Athletics +7, Perception +4, Survival +4 Damage Resistances: thunder Senses: blindsight 30 ft, darkvision 60 ft, passive Perception score 14 Languages: Aquan Challenge: 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 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 can only grapple up to two creatures at a time. Sonic Pulse (recharge 5-6): The hammerclaw emits a powerful sonic pulse in a 30-ft cone in front of it. All creatures in the area must succeed a 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 is within 5 ft of the hammerclaw, it is also stunned until the end of its next turn. On a successful save, the target takes half damage and is neither deafened nor stunned. 8

9 Hippocampus Ixitxachitl Source: Stormwrack Large monstrosity, unaligned Armor Class: 14 (natural armor) Hit Points: 25 (3d10+9) Speed: swim 50 ft Source: Monster Manual 2 Small monstrosity, unaligned Hit Points: 22 (5d6+5) Speed: 5 ft, swim 30 ft 16 (+3) 15 (+2) 16 (+3) 5 (-3) 13 (+1) 8 (-1) Saving Throws: Wis +3, Cha +1 Skills: Athletics +6, Perception +3 Senses: darkvision 60 ft, passive Perception score 13 Languages: Aquan Challenge: 1/2 (100 XP) 12 (+1) 16 (+3) 13 (+1) 5 (-3) 13 (+1) 7 (-2) Saving Throws: Con +3 Skills: Athletics +3, Perception +3, Stealth +5, Survival +3 Senses: darkvision 60 ft, passive Perception score 13 Languages: understands Kraken and Titanspeech but can t speak Challenge: 1 (200 XP) Kicking Retreat: If the hippocampus makes a Tail Slap attack, it can take the Disengage action as a bonus action. Water Breathing: The hippocampus can only breathe underwater. 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. 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 when it swims out of an enemy s reach. Water Breathing: The ixitxachitl can only breathe underwater. 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 DC 11 Constitution saving throw or take 7 (2d6) necrotic damage. The target s hit point maximum is reduced by the amount of necrotic damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to

10 Kelp Angler Kopru Source: Fiend Folio Large plant, unaligned Hit Points: 76 (9d10+27) Speed: 20 ft, swim 60 ft Source: Monster Manual 2 Medium aberration, chaotic evil Hit Points: 44 (8d8+8) Speed: 10 ft, swim 40 ft 18 (+4) 15 (+2) 17 (+3) 6 (-2) 11 (+0) 12 (+1) Skills: Athletics +7, Perception +3, Stealth +5, Survival +3 Damage Resistances: cold, fire, piercing Damage Immunities: bludgeoning Condition Immunities: exhaustion, prone Senses: blindsight 100 ft ft (blind beyond that radius), passive Perception score 13 Languages: - 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 is indistinguishable from a normal strand of kelp. Regeneration: At the start of each of its turn, the kelp angler regenerates 5 hit points. When it takes acid damage, it doesn t regenerate at its next turn. The kelp angler can only be destroyed if it starts its turn at 0 hit points and doesn t regenerate. Straggler: The kelp angler has advantage on attack rolls against creatures grappled by it. Furthermore, the kelp angler movement speed is not reduced when it drags or carries creatures it is grappling. Multiattack: The kelp angler makes two Tendril attacks. If both attacks hit the same creature, the kelp angler can use its Kelp Grasp if it is available. 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 only grapple 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) psychic damage and the target must succeed a DC 12 Wisdom saving throw. On a failed save, the target becomes incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the kelp angler stops grappling the target. 15 (+2) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0) Saving Throws: Str +4, Con +3, Wis +3, Cha +2 Skills: Athletics +4, History +2, Intimidation +2, Stealth +2 Senses: darkvision 60 ft, passive Perception score 11 Languages: 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 throws to escape a grapple. Stable: The kopru has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Water Breathing: The kopru can only breathe underwater. Multiattack: The kopru uses its Constrict against a creature it is already 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 (escape DC 12). Until the grapple ends, the target is restrained, and the kopru can t use that attack against another creature. Enslave (1/day): The kopru magically enslaves one creature it is grappling. The target must succeed a DC 11 Wisdom saving throw or be magically charmed by the kopru for 8 days, or until the kopru is on a different plane of existence from the target. The target charmed is under the kopru s control and can t take reactions, and the kopru and the target can communicate telepathically with each other over any distance provided they are in the same body of water. Whenever the charmed target takes damage, the target can repeat the saving throw, ending the effect on itself on a success. No more than once every 24 hours, the target can also repeat the saving throw if it is at least 1 mile away from the kopru, or outside of water. The kopru can only control one creature at a time. 10

11 Malasynep Ocean Strider Source: Frostburn Huge monstrosity, chaotic evil Hit Points: 94 (9d12+36) Speed: 10 ft, burrow 40 ft (ice and snow only), swim 40 ft Source: Monster Manual 2 Large fey, chaotic evil Hit Points: 105 (14d10+28) Speed: 50 ft, swim 60 ft 21 (+5) 14 (+2) 19 (+4) 15 (+2) 18 (+4) 18 (+4) Skills: Athletics +8, Stealth +5, Perception +7, Survival +7 Damage Vulnerabilities: fire Damage Immunities: cold Senses: blindsight 60 ft, darkvision 60 ft, passive Perception score 17 Languages: understands Aquan and Titanspeech but can t speak Challenge: 5 (1,800 XP) Amphibious: The malasynep can breathe air and water. Heat Sense: The malasynep blindsight only detects creatures and objects that emit heat. 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 is grappled (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 or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The target becomes blinded and restrained, and gains cover against all attacks and other effects from outside the malasynep. At the start of the malasynep turns, the target takes 9 (1d8+5) bludgeoning damage and 9 (2d8) cold damage. If the malasynep takes more than 20 points of damage on a single turn from a creature it has swallowed, it must make a Constitution saving throw (DC 15) or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the malasynep. If the malasynep dies, a swallowed creature is no longer restrained by it and can escape by using 5 ft of movement, exiting prone. 19 (+4) 13 (+1) 15 (+2) 16 (+3) 22 (+6) 14 (+2) Saving Throws: Str +7, Dex +4, Con +5 Skills: Athletics +7, Nature +6, Perception +9, Survival +9 Damage Resistances: bludgeoning, piercing and slashing damage from nonmagical attacks not made with cold iron weapons Senses: darkvision 60 ft, passive Perception score 19 Languages: Aquan, Elvish Challenge: 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 target and then hits it with a Ram attack, the attack deals 33 (6d10) additional damage. If the target is a creature, it must succeed a DC 16 Strength saving throw or be pushed up to 30 ft and knocked prone. Magic Resistance: The ocean strider has advantage on all saving throws against spells and magical effects. Siege Engine: The ocean strider deals double damage against objects and structures. Water Walking: The ocean strider can magically walk on water. Multiattack: The ocean strider uses its Frightful Presence, and then makes 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 pulls down creatures in a 60 ft high, 15 ft radius cylinder within 120 ft of itself. Creatures in the area and in contact with water or already underwater must succeed a DC 16 Strength saving throw. On a failed save, the target falls underwater by 60 ft. Frightful Presence: Each creature of the ocean strider choice within 14 of the ocean strider and aware of it must make a DC Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. If a creature s saving throw is successful or the effect ends for it, the creature is immune to the ocean strider Frightful Presence for the next 24 hours. 11

12 Octopus Tree Ooze, Bloodbloater Source: Fiend Folio Huge plant, neutral evil Hit Points: 138 (12d12+60) Speed: 10 ft, swim 50 ft Source: Fiend Folio Medium swarm of Tiny ooze, unaligned Armor Class: 11 Hit Points: 25 (3d8+12) Speed: 5 ft, swim 30 ft 26 (+8) 8 (-1) 20 (+5) 8 (-1) 15 (+2) 15 (+2) Skills: Athletics +12, Perception +6 Damage Resistances: acid Condition Immunities: charmed, frightened Senses: darkvision 60 ft, passive Perception score 16 Languages: understands Kraken and Titanspeech but can t speak Challenge: 9 (5,000 XP) Amphibious: The octopus tree can breathe air and water. Regeneration: At the start of each of its turn, the octopus tree regenerates 10 hit points. When it takes cold or fire damage, it doesn t regenerate at its next turn. The octopus tree can only be destroyed if it starts its turn at 0 hit points and doesn t regenerate. Siege Engine: The octopus tree deals double damage against objects and structures. Multiattack: The octopus tree uses its Frightful Presence, and then makes three Tentacle attacks. It can replace one of the Tentacle attack with 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. The octopus tree can only grapple up to 20 creatures at a time. six Fling: One Medium or smaller object or creature grappled by the octopus tree is thrown up to 60 ft in a random direction and knocked prone. If a thrown target hits a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 ft it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. Frightful Presence: Each creature of the octopus tree choice within 14 of the octopus tree and aware of it must make a DC Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. If a creature s saving throw is successful or the effect ends for it, the creature is immune to the octopus tree Frightful Presence for the next 24 hours. 10 (+0) 13 (+1) 18 (+4) 1 (-5) 7 (-2) 1 (-5) Damage Vulnerabilities: fire Damage Resistances: acid, bludgeoning, necrotic, piercing, slashing Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone, restrained, stunned Senses: blindsight 60 ft ft (blind beyond that radius), passive Perception score 8 Languages: - 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 tiny ooze. The swarm can t regain hit points or gain temporary hit points. Blood Drain: Melee Weapon Attack: +3 to hit, reach 0 ft, one creature in the swarm space. Hit: 6 (2d4+1) piercing damage and 14 (4d6) necrotic damage, or 3 (1d4+1) piercing damage and 7 (2d6) necrotic damage if the swarm is below half its maximum hit points, and the target must succeed a DC 14 Constitution saving throw or become poisoned for 1 hour. If the target was already poisoned and fails its saving throw by 5 or more, it takes one level of exhaustion as well. 12

13 Ooze, Flotsam Ooze, Reekmurk Source: Fiend Folio Medium ooze, unaligned Armor Class: 10 Hit Points: 76 (8d8+40) Speed: 10 ft, swim 30 ft Source: Fiend Folio Huge ooze, unaligned Armor Class: 5 Hit Points: 80 (7d12+35) Speed: 40 ft, swim 60 ft 14 (+2) 10 (+0) 20 (+5) 1 (-5) 5 (-3) 1 (-5) Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone Senses: blindsight 60 ft ft (blind beyond that radius), passive Perception score 7 Languages: - Challenge: 2 (400 XP) Adhesive: The ooze adheres to anything that touches it. A Large or smaller creature adhered by the ooze is also grappled by it (escape DC 12). 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 creatures grappled by it. Transparent: Even when the ooze is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot the ooze if it has neither moved nor attacked provided it is in water. A creature that tries to enter the ooze space while unaware of it is surprised by it. Multiattack: The ooze makes two Slam attacks. Alternatively, it can make 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 ooze Adhesive trait. Impale: Melee Weapon Attack: +4 to hit, reach 5 ft, one creature grappled by the ooze Adhesive trait. Hit: 16 (4d6+2) piercing damage and the target is restrained until the grapple ends. The ooze can impale only one creature at a time. 22 (+6) 1 (-5) 21 (+5) 1 (-5) 6 (-2) 1 (-5) Damage Vulnerabilities: radiant Damage Immunities: acid, cold, poison Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses: blindsight 120 ft ft (blind beyond that radius), passive Perception score 8 Languages: - 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 without squeezing. Light Sensitivity: The ooze has disadvantage on all attack rolls and Wisdom (Perception) checks when it, its target, or anything it is trying to perceive is in an area of bright light. Stench: Any creature that starts its turn within 30 ft of the ooze must make a Constitution saving throw (DC 16) or be poisoned until the start of the creature s next turn. On a successful saving throw, the creature becomes immune to this trait for 1 hour. Tendrils: While underwater, the ooze spreads its tendrils in a 5 ft radius around it unless it is incapacitated. The area is considered difficult terrain, and any creature who starts its turn in the area must succeed a DC 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 can activate or deactivate this effect with a bonus action. 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 is primarily made of wood, it must succeed a DC 16 Constitution saving throw or take an additional 21 (6d6) acid damage. 13

14 Ramfish Scyllan Source: Stormwrack Large monstrosity, unaligned Armor Class: 14 (natural armor) Hit Points: 95 (10d10+40) Speed: swim 40 ft Source: Stormwrack Huge fiend, lawful evil Armor Class: 16 (natural armor) Hit Points: 189 (14d12+98) Speed: 10 ft, swim 50 ft 21 (+5) 13 (+1) 18 (+4) 2 (-4) 14 (+2) 5 (-3) Senses: darkvision 60 ft, passive Perception score 12 Languages: - Challenge: 3 (700 XP) Charge: If the ramfish moves at least 20 ft straight toward a target and then hits it with a Gore attack, the attack deals 18 (4d8) additional damage. Siege Engine: The ramfish deals double damage against objects and structures. Water Breathing: The ramfish can only breathe underwater. 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 use that attack against another creature. Gore: Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 12 (2d6+5) piercing damage. 25 (+7) 17 (+3) 25 (+7) 13 (+1) 20 (+5) 16 (+3) Saving Throws: Str +11, Wis +9, Cha +7 Skills: Intimidation +7, Nature +5, Perception +9, Religion +5, Survival +9 Damage Resistances: bludgeoning, piercing and slashing damage from nonmagical attacks not made with silvered weapons Senses: darkvision 120 ft, passive Perception score 19 Languages: Aquan, Infernal Challenge: 13 (10,000 XP) Hold Breath: The scyllan can hold its breath for 1 hour. Innate Spellcasting (3/day): The scyllan can innately cast control water, requiring no material components. Its innate spellcasting ability is Wisdom (spell save DC 17). Magic Resistance: The scyllan has advantage on all saving throws against spells and magical effects. Magic Weapons: The scyllan weapon attacks are magical. Water Breathing: The scyllan can only breathe underwater. Multiattack: The scyllan uses its Frightful Presence, and then makes one 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. The scyllan can only grapple up to four creatures at a time. Frightful Presence: Each creature of the scyllan choice within 30 ft of the scyllan and aware of it must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. If a creature s saving throw is successful or the effect ends for it, the creature is immune to the scyllan Frightful Presence for the next 24 hours. Subjugate: The scyllan magically controls one creature already frightened 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, the target can repeat the saving throw, ending the effect on itself on a success. The scyllan must concentrate to maintain this effect, as if concentrating on a spell. It can t subjugate more than one creature at a time. 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 24 hours. 14

15 Legendary Tentacle: The scyllan makes one Tentacle attack. Cause Fear (costs 2 actions): The scyllan intimidates one creature that can see it and within 30 ft of it. The target must succeed a DC 17 Charisma saving throw. On a failed save, the target is frightened by the scyllan until the end of its next turn. On a successful save, the target becomes immune to that ability for the next 24 hours. Control Pawn (costs 3 actions): One creature subjugated by the scyllan must spend its reaction to make one attack or take another action of the scyllan choice. Seryulin Source: Monster Manual 3 Large aberration, unaligned Hit Points: 52 (7d10+14) Speed: 50 ft, swim 50 ft 18 (+4) 12 (+1) 14 (+2) 7 (-2) 14 (+2) 13 (+1) Damage Resistances: acid, bludgeoning Condition Immunities: prone Senses: blindsight 30 ft, passive Perception score 12 Languages: understands Titanspeech but can t speak Challenge: 4 (1,100 XP) Amphibious: The seryulin can breathe air and water. Freedom of Movement: The seryulin ignores difficult terrain, and magical effects can t reduce its speed or cause it to be restrained. It can spend 5 ft of movement to escape from nonmagical restraints or being grappled. 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, range 40 ft, up to 4 creatures within 20 ft of each other. Hit: The target is restrained by a sticky goo. As an action, the restrained target can make a DC 12 Strength check, bursting the goo on a success. The goo can also be attacked and destroyed (AC 10; hp 10; vulnerability to acid damage; immunity to bludgeoning, poison and psychic damage). The goo crumbles after 1 minute. Seawolf Source: Stormwrack Medium monstrosity, neutral evil Hit Points: 32 (5d8+10) Speed: 10 ft (30 ft in humanoid form), swim 40 ft (seawolf form only) 15 (+2) 17 (+3) 14 (+2) 10 (+0) 14 (+2) 12 (+1) Saving Throws: Str +4, Con +4 Skills: Athletics +4, Deception +3, Intimidation +3, Perception +4, Survival +4 Damage Immunities: bludgeoning, piercing and slashing damage from nonmagical attacks not made with silvered weapons Senses: darkvision 60 ft, passive Perception score 14 Languages: 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 a creature if at least one of the seawolf allies is within 5 ft of that creature and is not incapacitated. Shapechanger: The seawolf can use its action to polymorph into a humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn t transformed. It reverts to its true form if it dies. Water Breathing (seawolf form only): The seawolf can only breathe underwater. 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 the seawolf curse. If the target succeeds its saving throw, it can t be afflicted with 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 Cuse This magical curse affects a humanoid bitten by a seawolf. At the each new full moon after the target has been bitten, it must succeed a new DC 12 Constitution saving throw. On a failed save, the target becomes a seawolf, and looses its former personality and traits. It can still transform to its former appearance using its Shapechanger trait. As opposed to a lycanthrope, a seawolf controls when it transforms into a human. However, each night it spends as a human it must succeed a DC 10 Constitution saving throw or turn back into its natural form. This curse can be lifted using a remove curse or a similar effect, unless the creature was born a seawolf, in which case only a wish spell can free it. 15

16 Shaboath Siege Crab Source: Lords of Madness Large construct, unaligned Armor Class: 9 Hit Points: 105 (10d10+50) Speed: 20 ft, swim 30 ft 23 (+6) 9 (-1) 21 (+5) 1 (-5) 10 (+0) 1 (-5) Damage Vulnerabilities: fire Damage Immunities: acid, cold, poison; bludgeoning, piercing and slashing damage from nonmagical attacks not made with adamantine weapons Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, petrified, poisoned, prone Senses: blindsight 60 ft ft (blind beyond that radius), passive Perception score 10 Languages: understands Slaracian but can t speak Challenge: 7 (2,900 XP) Source: Monster Manual 3 Gragantuan monstrosity, unaligned or 19 if the siege crab Force Shield is active Hit Points: 170 (11d20+55) Speed: 60 ft, swim 60 ft 30 (+10) 6 (-2) 21 (+5) 1 (-5) 10 (+0) 2 (-4) Damage Resistances: bludgeoning, piercing and slashing damage from nonmagical attacks, and acid, cold, fire, lightning, thunder if the siege crab Force Shield is active Damage Immunities: bludgeoning, piercing and slashing damage from nonmagical attacks if the siege crab Force Shield is active Condition Immunities: charmed, frightened Senses: darkvision 60 ft, passive Perception score 10 Languages: understands Kraken and Titanspeech but can t speak Challenge: 13 (10,000 XP) Amorphous: The shaboath can climb any surface (including the ceiling) and move through any space as narrow as 1 ft wide without squeezing. Transparent: Even when the shaboath is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot the shaboath if it has neither moved nor attacked provided it is underwater. A creature that tries to enter the shaboath space while unaware of it is surprised by it. Multiattack: The shaboath makes two Slam attacks. If both attacks hit a Large creature or smaller, the target is grappled (escape DC 16), and the 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 by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed a DC 16 Constitution saving throw at the start of each of the shaboath turns or take 17 (2d10+6) bludgeoning damage. If the shaboath moves, the englufed creature moves with it. The shaboath can only have one creature engulfed at a time. 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 nonmagical damage becomes immunity instead. Its AC is increased by 4 and its weapon attacks are considered magical and deal force damage. If the field is dispelled, roll 1d6 at the end of each of the siege crab turn. On a roll of 6, the force shield reactivates. Shielded Compartment: The siege crab contains a compartment large enough for two Large or four Medium or smaller creatures. Any creature in the siege crab compartment is blinded and has total cover against attacks and other effects from outside the siege crab. The compartment intself is magically protected by a wall of force effect, unless the siege crab Force Shield is inactive. A creature inside the compartment can exit by spending 10 ft of movement. Siege Engine: The siege crab deals double damage against objects and structures. Multiattack: The siege crab makes three Claw attacks. It can replace any 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 Force Shield is active), and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained. The siege crab can only grapple up to four creatures at a time. Knock: Melee Weapon Attack: +14 to hit, reach 10 ft, one target not grappled by the siege crab. Hit: 18 (2d8+6) bludgeoning damage (force damage if the siege crab Force Shield is active) and the target must succeed a DC 22 Strength saving throw or be pushed back 30 ft and knocked prone. 16

17 Sirine Sisiutl Source: Monster Manual 2 Medium fey, any chaotic Armor Class: 17 (deflection) Hit Points: 36 (8d8) Speed: 30 ft, swim 60 ft Source: Stormwrack Huge monstrosity, lawful neutral Hit Points: 108 (8d12+58) Speed: swim 50 ft 10 (+0) 18 (+4) 11 (+0) 13 (+1) 16 (+3) 17 (+3) Saving Throws: Con +2, Int +3, Cha +5 Skills: Deception +5, Nature +3, Perception +5, Performance +5 Damage Resistances: bludgeoning, piercing and slashing damage from nonmagical attacks not made with cold iron weapons Senses: darkvision 60 ft, passive Perception score 15 Languages: Aquan, Sylvan Challenge: 2 (400 XP) 21 (+5) 17 (+3) 25 (+7) 16 (+3) 18 (+4) 19 (+4) Saving Throws: Dex +6, Int +6, Wis +7 Skills: History +6, Insight +7, Perception +7, Religion +6 Damage Resistances: necrotic, poison, psychic, radiant; bludgeoning, piercing and slashing damage from nonmagical attacks Senses: truesight 60 ft, passive Perception score 17 Languages: Aquan, Celestial, Draconic, Hedradian, Infernal Challenge: 9 (5,000 XP) Hold Breath: The sirine can hold its breath for 4 hours. 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, it also 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, the target has disadvantage on Intelligence saving throws, attack rolls and ability checks. Healing Touch (3/day): The sirine touches another creature. The target magically 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 humanoid within 300 ft of the sirine that can hear the song must succeed a DC 13 Wisdom saving throw or be charmed until the song ends. The sirine must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the sirine is incapacitated. While charmed by the sirine, a target is incapacitated. If the charmed target is more than 5 ft away from the sirine, it must move on its turn toward the sirine by the most direct route, trying to get within 5 ft. It doesn t avoid opportunity attacks, but before moving into damaging terrain, and whenever it takes damage from a source other than the sirine, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. A target that successfully saves become immune to the sirine s song for the next 24 hours. Magic Resistance: The sisiutl has advantage on all saving throws against spells and magical effects. Magic Weapons: The sisiutl weapon attacks are magical. Two Heads: The sisiutl has advantage on Wisdom (Perception) checks and on all saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Water Breathing: The sisiutl can only breathe underwater. Multiattack: The sisiutl makes one Constrict and two Bite attacks. It can 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 (escape DC 16). Until the grapple ends, the target is restrained, and the sisiutl can 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 sisiutl Paralyzing Gaze, it also takes 10 (3d6) psychic damage. Paralyzing Gaze: The sisiutl gazes at one creature it can see within 30 ft of it. The target must succeed a DC 15 Wisdom saving throw or become paralyzed for 1 minute. The target can repeat the saving throw at 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 ends for it, it becomes immune to the sisiutl Paralyzing Gaze for the next 24 hours. 17

18 Terlen Source: Fiend Folio Large monstrosity, neutral evil Hit Points: 60 (8d10+16) Speed: 10 ft, fly 40 ft, swim 60 ft 16 (+3) 14 (+2) 14 (+2) 3 (-4) 11 (+0) 7 (-2) Saving Throws: Str +5, Con +4 Skills: Athletics +5, Perception +2, Stealth +4 Damage Resistances: bludgeoning, piercing and slashing damage from nonmagical attacks Senses: darkvision 60 ft, passive Perception score 13 Languages: understands Infernal but can t speak Challenge: 3 (700 XP) Amphibious: The terlen can breathe air and water. Blood Frenzy: The terlen has advantage on melee attack rolls against any 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) checks made to hide in underwater environments. Surprise Attack: If the terlen surprises a creature and hits with an attack during the first round of combat, the target takes 12 (2d8+3) extra damage from the attack. 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 use that attack against another creature. Reactions Adaptative Resistance: When the terlen takes acid, cold, fire, lightning, necrotic, poison or thunder damage, it gains resistance to that energy until it uses that trait again. 18

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