Lord Nomic's Nautical Compendium: Resources for Seaborne Adventures in DnD 5th Edition

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1 Lord Nomic's Nautical Compendium: Resources for Seaborne Adventures in DnD 5th Edition

2 Foreword Fighting Style: Aquatic Fighting Feat: Mariner Spells Black Smoke Casting time: Range: Components: Duration: Mucus Film Casting Time: Range: Components: Duration: The Bends Casting Time: Range: Components: Duration: Water Glide Cast Time: Range: Components: Duration: At Higher Levels: Water Shield Casting Time: Range: Components: Duration: At Higher Levels:

3 Equipment Diving Bell Armor Class: Hit Points: Damage Immunities: Diving Suit Armored Diving Suit Under Pressure In the real world, water pressure becomes a major issue when attempting deep dives. Water pressure increases by one atmosphere for roughly every 33 feet of depth. If the GM wishes to impose more realism, here are some useful figures: 100 feet: Maximum depth an unprotected human can safely descend before the pressure becomes too great. 200 to 500 feet: Early 20th century armored diving suits could descend this deep. 2,300 feet: Modern armored diving suits (atmospheric diving suits) can descend this deep. A magic armored diving suit might be able to do the same. Beebe's Brilliant Bathysphere Wondrous item, legendary Armor Class: Hit Points: Speed: Damage Immunities:

4 Aquatic Races Merfolk Merfolk Traits Ability Score Increase. Age. Alignment. Size. Speed. Languages. Amphibious. Subrace. Oceanic Merfolk Ability Score Increase. Merfolk Weapon Training. Siren Song. Freshwater Merfolk Ability Score Increase. Darkvision. Strong Tail. Deep Sea Merfolk Ability Score Increase. Bite. Superior Darkvision. Light Sensitivity Bioluminescence. Swallow. Aquatic Elves

5 Aquatic Elf Subrace Traits Ability Score Increase. Sea Elf Weapon Training. Amphibious. Swimming Speed. Class Variants Druid Circle: Circle of the Sea Aquatic Wild Shape Natural Recovery Circle Spells Circle of the Sea Spells Druid Level Circle Spells 3rd 5th 7th 9th mirror image, misty step water breathing, water walk control water, freedom of movement conjure elemental, scrying Sea Stride Nature's Ward Nature's Sanctuary Cleric Divine Domain: Water Water Domain Spells Cleric Level Spells 1st 3rd 5th 7th 9th create or destroy water, fog cloud, gust of wind, misty step water breathing, water walk control water, freedom of movement destructive wave, conjure elemental Bonus Proficiency Ocean Guide Channel Divinity: Tidal Surge

6 Bounty of the Ocean Divine Strike Command Aquatic Creatures Warlock Patron: The Depths Below Depths Below Expanded Spells Spell Level Spells 1st 2nd 3rd 4th 5th Hunter of the Seas create or destroy water, fog cloud darkvision, gust of wind water walk, water breathing control water, ice storm cone of cold, destructive wave Ghostly Fog Chill of the Depths The Depths' Own

7 Sea Monsters O Shallow Water M Miscellaneous Creatures Barracuda Small beast, unaligned Armor Class 12 Hit Points 7 (2d6) Speed 0 ft., swim 60 ft. 7 (-2) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 4 (-3) Senses blindsight 30 ft., darkvision 60 ft., passive Perception 10 Challenge 1/8 (25 XP) Water Breathing. The barracuda can breathe only underwater. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Barracuda Giant Cone Snail Large beast, unaligned Armor Class 16 (natural armor) Hit Points 54(6d ) Speed 5 ft., climb 5 ft. 12 (+1) 14 (+2) 16 (+3) 1 (-5) 8 (-1) 1 (-5) Skills Stealth +4 Condition Immunities blinded, deafened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Challenge 2 (450 XP) Spider Climb. The cone snail can climb difficult surfaces, including upside down on ceilings, without needing to make ability checks, Water Breathing. The cone snail can breathe only underwater. Sting. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit 5 (1d6 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much on a successful one. If the poison reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way.

8 Cone snails Giant Mantis Shrimp Large beast, unaligned Armor Class 15 (natural armor) Hit Points 78 (12d ) Speed 30 ft., swim 30 ft. 16 (+3) 15 (+2) 13 (+1) 2 (-4) 16 (+3) 3 (-4) Skills Perception +7 Senses blindsight 30 ft., truesight 120 ft., passive Perception 17 Challenge 3 (700 XP) Keen Sight. The mantis shrimp has advantage on Wisdom (Perception) checks that rely on sight. Water Breathing. The mantis shrimp can breathe only underwater. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone and stunned for 1 round. Variant: Spearing Mantis Shrimp Some mantis shrimp are armed with spiny appendages topped with barbed tips. Their melee weapon attacks deal piercing damage instead of bludgeoning. Giant Moray Eel Medium beast, unaligned Armor Class 12 Hit Points 13(3d8) Speed 0 ft., swim 40 ft. 14 (+2) 14 (+2) 10 (+0) 3 (-4) 10 (+0) 3 (-4) Skills Stealth +4 Senses passive Perception 10 Challenge 1/4 (50 XP) Keen Smell. The moray eel has advantage on Wisdom (Perception) checks that rely on smell. Water Breathing. The moray eel can breathe only underwater. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (Escape DC 13). Until this grapple ends the moray eel can't use its bite on another target. Moray eels Mantis shrimp

9 Giant Stingray Large beast, unaligned Armor Class 12 Hit Points 39 (6d10 + 6) Speed 0 ft. swim 30 ft. Sea Snake Small beast, unaligned Armor Class 13 Hit Points 7(2d6) Speed 5 ft., swim 40 ft. 12 (+1) 15 (+2) 13 (+1) 2 (-4) 10 (+0) 2 (-4) Skills Stealth +4 Senses blindsight 60 ft., passive Perception 5 Challenge 1 (200 XP) Sand Camouflage. The stingray has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Water Breathing. The stingray can breathe only underwater. String. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much on a successful one. Stingrays 2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4) Senses blindsight 10 ft., passive Perception 10 Challenge 1/4 (50 XP) Hold Breaths. The sea snake can hold its breath for 1 hour. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (4d4) poison damage on a failed save, or half as much on a successful one. If the poison reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way. Sea snakes

10 Scrag Scrag Large giant, chaotic evil Armor Class 16 (natural armor) Hit Points 84 (8d ) Speed 20 ft., swim 40 ft. 18 (+4) 14 (+2) 20 (+5) 6 (-2) 9 (-1) 6 (-2) Skills Perception +1 Senses darkvision 60 ft., passive Perception 11 Languages Giant Challenge 5 (1,800 XP) Amphibious. The scrag can breathe air and water. Keen Smell. The scrag has advantage on Wisdom (Perception) checks that rely on smell. Aquatic Regeneration. The scrag regains 10 hit points at the start of its turn if it is mostly immersed in water. If the scrag takes acid or fire damage, this trait doesn't function at the start of the scrag's next turn. The scrag dies only if it starts its turn with 0 hit points and doesn't regenerate. Rend. Once per turn, if the scrag hits a target with two claw attacks, the target takes extra 11 (2d6 + 4) slashing damage. Multiattack. The scrag makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage damage. Triton Elemental Beings. Reclusive Undersea Dwellers. Triton Medium elemental, neutral good Armor Class 16 (natural armor) Hit Points 33(6d8 + 6) Speed 20 ft., swim 40 ft. 12 (+1) 10 (+0) 12 (+1) 13 (+1) 13 (+1) 11 (+0) Damage Resistances acid Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Aquan Challenge 2 (450 XP) Amphibious. The triton can breathe air and water. Conch Horn. The triton blows a horn made from a conch shell, the sound of which frightens aquatic animals. Any beast with the Amphibious or Water Breathing special trait within 60 feet of the triton that can hear the horn must succeed on a Wisdom saving throw (DC 13), or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 triton's Conch Horn for the next 24 hours. Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft., or range 20/60 ft., one target. Hit 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

11 Merfolk Noble Medium humanoid (merfolk), neutral Armor Class 13 Hit Points 52 (8d8 + 16) Speed 10 ft., swim 40 ft. 14 (+2) 16 (+3) 15 (+2) 11 (+0) 13 (+1) 14 (+2) Skills Perception +3 Senses passive Perception 13 Languages Aquan, Common Challenge 1 (200 XP) Amphibious. The merfolk can breathe air and water. Multiattack. The merfolk makes two melee attacks. Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. Merfolk Tidecaller Medium humanoid (merfolk), neutral Armor Class 11 Hit Points 27 (5d8 + 5) Speed 10 ft., swim 40 ft. 10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 15 (+2) Skills Perception +3, Performance +4 Senses passive Perception 13 Languages Aquan, Common Challenge 2 (450 XP) Amphibious. The merfolk can breathe air and water. Spellcasting. The merfolk is a 5th level spellcasters. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The merfolk has the following bard spells prepared: Cantrips (at will): dancing lights, mage hand, minor illusion 1st level (4 slots): charm person, healing word 2nd level (3 slots): calm emotions, enthrall 3rd level (2 slots): bestow curse, hypnotic pattern Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. Change Shape (Recharges after a Short or Long Rest). The merfolk magically polymorphs into a human, remaining in that form for up to 24 hours. It can revert to its true form as a bonus action. Its statistics are the same in each form, except the human form has movement speed of 30 feet. It reverts to its true form if it dies or gets wet.

12 Open Ocean T Miscellaneous Creatures Baleen Whale Gargantuan beast, unaligned Armor Class 16 (natural armor) Hit Points 205 (10d ) Speed 0 ft., swim 40 ft. 30 (+10) 13 (+1) 30 (+10) 3 (-4) 12 (+1) 7 (-2) Skills Perception +4 Senses blindsight 120 ft., passive Perception 14 Challenge 6 (2,600 XP) Echolocation. The whale can't use its blindsight while deafened. Hold Breath. The whale can hold its breath for 1 hour. Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing. Tail Slap. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 33 (4d ) bludgeoning damage. Dolphin Large beast, unaligned Armor Class 13 Hit Points 26(4d10 + 4) Speed 0 ft., swim 60 ft. 11 (+0) 17 (+3) 13 (+1) 3 (-4) 12 (+1) 8 (-1) Skills Perception +3 Senses blindsight 120 ft., passive Perception 13 Challenge 1/2 (100 XP) Echolocation. The dolphin can't use its blindsight while deafened. Hold Breath. The dolphin can hold its breath for 30 minutes. Keen Hearing. The dolphin has advantage on Wisdom (Perception) checks that rely on hearing. Pack Tactics. The dolphin has advantage on attack rolls against a creature if at least one of the dolphin's allies is within 5 feet of the creature and the ally isn't incapacitated. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage. Dolphins Baleen Whales

13 Sailfish Large beast, unaligned Armor Class 12 Hit Points 45(6d ) Speed 0 ft., swim 100 ft. Squid Small beast, unaligned Armor Class 12 Hit Points 5 (2d4) Speed 0 ft., swim 40 ft. 14 (+2) 14 (+2) 15 (+2) 2 (-4) 12 (+1) 4 (-3) Skills Perception +3 Senses passive Perception 13 Challenge 2 (450 XP) Standing Leap. The sailfish's long jump is 20 feet and its high jump is up to 10 feet, with or without running (or swimming, as it may be) start. Impale. If the sailfish moves 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes extra 4 (1d8) piercing damage. The extra damage increases to 9 (2d8) if the sailfish moves 40 feet, 13 (3d8) if it moves 60 feet, 18 (4d8) if it moves 80 feet, and 22 (5d8) if it moves 100 feet. Water Breathing. The sailfish can breathe only in water. Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Sailfish 10 (+0) 14 (+2) 10 (+0) 2 (-4) 14 (+2) 4 (-3) Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Challenge 1/8 (25 XP) Pack Tactics. The squid has advantage on attack rolls against a creature if at least one of the squid's allies is within 5 feet of the creature and the ally isn't incapacitated. Water Breathing. The squid can breathe only underwater Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, and the target is grappled (Escape check DC 10) if it is a Medium or smaller creature. Until the grapple ends, the squid can't use its tentacles on another target. Ink Cloud (Recharge after a Short or Long Rest). A 5-footradius cloud of ink extends all around the squid if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the squid can use the Dash action as a bonus action. Squids

14 Mosasaurus Mosasaurus Gargantuan beast, unaligned Armor Class 13 (natural armor) Hit Points 247(15d ) Speed 0 ft., swim 50 ft. 28 (+9) 10 (+0) 22 (+6) 2 (-4) 10 (+0) 9 (-1) Skills Stealth +5 Senses passive Perception 10 Challenge 15 (13,000 XP) Hold Breath. The mosasaurus can hold its breath for 1 hour. Ramming Charge. If the mosasaurus moves at least 20 feet straight towards a creature and then hits it with a ram attack on the same turn, the target must succeed on a DC 19 Strength saving throw or be stunned for 1 round. Multiattack. The mosasaurus makes two attacks: one with its ram and one with its bite. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the mosasaurus. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the mosasaurus, and it takes 21 (6d6) acid damage at the start of each of the mosasaurus's turn. If the mosasaurus takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 21 Constitution save at the end of that turn or regurgitate all swallowed creatures, which falls prone within 10 feet of the mosasaurus. If the mosasaurus dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 20 feet of movement, exiting prone. Ram. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.

15 The Deep Sea O Deep Sea Fish Anglerfish Black Swallower Gulper Eel Viperfish

16 Giant Anglerfish Medium beast, unaligned Armor Class 11 Hit Points 45(10d8) Speed 0 ft., swim 20 ft. 10 (+0) 12 (+1) 10 (+0) 2 (-4) 12 (+1) 3 (-4) Skills Stealth +5, Perception +3 Senses blindsight 120 ft., darkvision 120 ft., passive Perception 13 Challenge 1 (200 XP) Darkness Camouflage. The Anglerfish has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Water Breathing. The anglerfish can breathe only underwater. Hypnotic Lure. The anglerfish's lure emits pulses of light with hypnotic effect. Creatures within 60 feet of the anglerfish that can see the light it emits must succeed on a DC 13 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature must move toward the anglerfish, if possible. If the anglerfish attacks the creature, the charm effect ends immediately Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage, and ff the target is Large or smaller, and the anglerfish does not have another target swallowed, the target must succeed on a DC 13 Dexterity saving throw or be swallowed. A swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the anglerfish, and it takes 10 (3d6) acid damage at the start of each of the anglerfish's turns. If the anglerfish dies, a swallowed creature is no longer restrained and can escape from the corpse using 5 feet of movement, exiting prone. Giant Black Swallower Small beast, unaligned Armor Class 12 Hit Points 10 (3d6) Speed 0 ft., swim 30 ft. 7 (-2) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 4 (-3) Skills Stealth +6, Perception +2 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12 Challenge 1/4 (50 XP) Darkness Camouflage. The black swallower has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Water Breathing. The black swallower can breathe only underwater. 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 13) if the black swallower doesn't already have a creature grappled. Swallow. The black swallower makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. If the target is Large, the black swallower must immediately make a DC 20 Constitution saving throw. If the save is failed, the black swallower takes 7 (2d6) slashing damage and regurgitates the target, which falls prone in a space within 5 foot of the black swallower. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the black swallower, and it takes 7 (2d6) acid damage at the start of each of the black swallower's turn. The black swallower can only have one target swallowed at a time. If the black swallower dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 1 foot of movement, exiting prone.

17 Giant Gulper Eel Huge beast, unaligned Armor Class 12 Hit Points 95 (10d ) Speed 0 ft., swim 20 ft. 13 (+1) 14 (+2) 16 (+3) 1 (-5) 13 (+1) 3 (-4) Skills Stealth +8, Perception +4 Senses blindsight 120 ft., passive Perception 14 Challenge 5 (1,800 XP) Darkness Camouflage. The gulper eel has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Water Breathing. The gulper eel can breathe only underwater. Gulp. A Huge or smaller target within 5 feet of the gulper eel that it can see must succeed on a DC 15 Dexterity saving throw or be swallowed by the gulper eel. A swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the gulper eel, and it takes 21 (6d6) acid damage at the start of each of the gulper eel's turn. If the gulper eel takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 15 Constitution save at the end of that turn or regurgitate all swallowed creatures, which falls prone within 10 feet of the gulper eel. If the gulper eel dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 15 feet of movement, exiting prone. Giant Viperfish Large beast, unaligned Armor Class 13 Hit Points 39(6d10 + 6) Speed 0 ft., swim 40 ft. 13 (+1) 16 (+3) 12 (+1) 2 (-4) 14 (+2) 4 (-3) Skills Stealth +7, Perception +4 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 14 Challenge 2 (450 XP) Darkness Camouflage. The viperfish has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Water Breathing. The viperfish can breathe only underwater. 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 13). Until this grapple ends, the target is restrained, and the viperfish can't bite another target. Swallow. The viperfish makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the viperfish, and it takes 10 (3d6) acid damage at the start of each of the viperfish's turn. The viperfish can only have one target swallowed at a time. If the viperfish dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 10 feet of movement, exiting prone.

18 Deep Sea Merfolk Adapted to the Depths. Extreme dimorphism. Deep Sea Merfolk (female) Medium humanoid (merfolk), neutral Armor Class 11 Hit Points 65 (10d8 + 20) Speed 10 ft. swim 40 ft. 10 (+0) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 9 (-1) Skills Perception +3, Stealth +5 Senses darkvision 120 ft., passive Perception 13 Languages Aquan Challenge 1 (200 XP) Amphibious. The deep sea merfolk can breathe air and water. Deep Sea Merfolk Society. Darkness Camouflage. The deep sea merfolk has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the deep sea merfolk can't bite another target. Swallow. The deep sea merfolk makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the deep sea merfolk, and it takes 10 (3d6) acid damage at the start of each of the deep sea merfolk's turn. The deep sea merfolk can only have one target swallowed at a time. If the deep sea merfolk dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 5 feet of movement, exiting prone.

19 Deep Sea Merfolk (Male) Tiny humanoid (merfolks), neutral Armor Class 13 Hit Points 1 (1d4-1) Speed 0 ft., swim 50 ft. 1 (-5) 16 (+3) 8 (-1) 8 (-1) 18 (+4) 8 (-1) Skills Perception +8, Stealth +5 Senses blindsight 120 ft., darkvision 120 ft., passive Perception 18 Languages understands Aquan but can't speak, telepathy 120 ft. Challenge 0 (10 XP) Darkness Camouflage. The deep sea merfolk has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness Keen Senses. The deep sea merfolk has advantage on Wisdom (perception checks) Water Breathing. The deep sea merfolk can breathe only underwater. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. If the target is a female deep sea merfolk, the male deep sea merfolk fuses with her body, and she can benefit from his senses, Perception bonus and telepathy. Variant: Psionic Male Deep Sea Merfolk Some male deep sea merfolk manifest psionic abilities beyond telepathy. Their CR increase to 1/4 (50 XP) and they gain the following trait: Innate Spellcaster (Psionics). The deep sea merfolk's innate spellcasting ability is Intelligence (spell save DC 9). It can innately cast the following spells, requiring no components: At will: detect thoughts, mage hand, message 1/day each: charm person, dissonant whispers Deep Sea Merfolk Shaman Medium humanoid (merfolk), neutral Armor Class 12 Hit Points 97 (13d8 + 39) Speed 10 ft. swim 40 ft. 12 (+2) 15 (+2) 16 (+3) 10 (+0) 16 (+3) 10 (+0) Skills Perception +6, Stealth +5 Senses darkvision 120 ft., passive Perception 16 Languages Aquan Challenge 6 (2,300 XP) Amphibious. Deep sea merfolk can breathe air and water. Darkness Camouflage. The deep sea merfolk has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Spellcasting. The deep sea merfolk is a 10th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It does not require material components to cast its spells (or the component listed in the PHB are replaced with ones that could be found in the deep sea) It has the following druid spells prepared: Cantrips (at will) druidcraft, guidance, poison spray 1st level (4 slots): animal friendship, faerie fire, goodberry 2nd level (3 slots): locate animals or plants, pass without trace 3rd level (3 slots): daylight, protection from energy 4th level (3 slots): control water, dominate beast 5th level (2 slots): antilife shell, mass cure wounds Multiattack. The deep sea merfolk makes two attacks: one with its spear and one with its bite. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the deep sea merfolk can't bite another target. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. Swallow. The deep sea merfolk makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the deep sea merfolk, and it takes 14 (4d6) acid damage at the start of each of the deep sea merfolk's turn. The deep sea merfolk can only have one target swallowed at a time. If the deep sea merfolk takes 30 damage or more on a single turn from the swallowed creature, it must succeed on a DC 15 Constitution save at the end of that turn or regurgitate the swallowed creature, which falls prone within 10 feet of the deep sea merfolk. If the deep sea merfolk dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 5 feet of movement, exiting prone.

20 Eye of the Deep Eye of the Deep Large aberration, lawful evil Armor Class 16 (natural armor) Hit Points 90 (12d ) Speed 0 ft., swim 20 ft., fly 10 ft. (hover) 15 (+2) 14 (+2) 14 (+2) 14 (+2) 11 (+1) 14 (+2) Saving Throws Int +5, Wis +4, Cha +5 Skills Perception +4 Condition Immunities prone Senses darkvision 60 ft., passive Perception 14 Languages Deep Speech, Undercommon Challenge 8 (3,900 XP) Water Breathing. The eye of the deep can breathe only underwater. Multiattack. The eye of the deep makes two pincer attacks. If the eye of the deep is grappling a creature, it can also use its bit once. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (4d6+2) piercing damage. Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage. The target is grappled (escape DC 16) if it is a Large or smaller creature and the eye of the deep doesn't already have two other creatures grappled. Central Eye Flash (Recharge 5-6). The eye of the deep's central eye emits bright light in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, or be stunned for 1 round and blinded for 1 minute. Creatures that are immune to being blinded or have total cover from the eye of the deep are unaffected. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Eye Rays. The eye of the deep shoots up to two of the following magical rays at one or two targets it can see within 120 feet of it. It can use each ray only once on a turn. Left Eye: Paralyzing Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be paralyzed 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. Right Eye: Cold Ray. The targeted creature must make a Constitution saving throw. A creature takes 36 (8d8) cold damage on a failed save, or half as much on a successful one. Both Eyes: Illusion Ray. The eye of the deep creates an illusion of a Medium or smaller object or creature in an occupied space. The illusion can be animate, bu can't produce noise. The illusion lasts until the end of the eye of the deep's next turn. A creature that succeeds in a DC 16 Wisdom (Insight) check can see through the illusion. The eye of the deep can't use this eye ray and the other two during the same turn.

21 Giant Squid Giant Squid Large beast, unaligned Armor Class 14 Hit Points 105 (14d ) Speed 0 ft., swim 40 ft. 15 (+2) 17 (+4) 14 (+2) 2 (-4) 14 (+2) 4 (-3) Skills Perception +8 Senses darkvision 120 ft., passive Perception 18 Challenge 5 (1,800 XP) Keen Sight. The giant squid has advantage on Wisdom (Perception) checks that rely on sight. Water Breathing. The giant squid can breathe only underwater Multiattack. The giant squid makes two attacks with its tentacles. Tentacles. Melee Weapon Attack: +7 to hit, reach 25 ft., one target. Hit: 16 (2d6 + 2) bludgeoning damage, and the target is grappled (Escape check DC 15) if the giant squid doesn't already have two other targets grappled. Until this grapple ends, the target is restrained. Ink Cloud (Recharge after a Short or Long Rest). A 40- foot-radius cloud of ink extends all around the giant squid if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the giant squid can use the Dash action as a bonus action. Giant Giant Squid* Huge beast, unaligned Armor Class 15 Hit Points 147 (14d ) Speed 0 ft., swim 40 ft. 17 (+3) 20 (+5) 18 (+4) 2 (-4) 16 (+3) 4 (-3) Skills Perception +11 Senses darkvision 120 ft., passive Perception 21 Challenge 9 (5,000 XP) Keen Sight. The giant squid has advantage on Wisdom (Perception) checks that rely on sight. Water Breathing. The giant squid can breathe only underwater Multiattack. The giant squid makes two attacks with its tentacles. Tentacles. Melee Weapon Attack: +9 to hit, reach 50 ft., one target. Hit: 17 (2d6 + 3) bludgeoning damage, and the target is grappled (Escape check DC 16) if the giant squid doesn't already have two other targets grappled. Until this grapple ends, the target is restrained. Ink Cloud (Recharge after a Short or Long Rest). A 60- foot-radius cloud of ink extends all around the giant squid if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the giant squid can use the Dash action as a bonus action. *That is to say, it's a giant version of the animal known as the giant squid.

22 Naval Combat T Ship Sizes The Pilot Sailing Check: Moving a Ship in Combat Movement per Round Ship Movement Speed table Ship Top Speed( ft./round) Rowboat 75 Keelboat 50 Longship 150 Sailing Ship 100 Galley 200 Warship 125 Moving and Maneuvering Collisions Variant: Playing on a Grid Because ships are rather large and fast, using the standard 5-foot square size on a grid is not very practical. Instead, assume that each square represents 25 feet. Special Maneuvers Full Ahead/Heave To

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