Encounters at Sea 18
Voyages 2
Open Ocean......................................................................18
Wind and Weather.......................................................2 Encounters................................................................................18
Weather........................................................................................2
Wind Strength............................................................................ 3 Coastal Waters.............................................................18
Wind Direction........................................................................... 4 Encounters................................................................................18
The Day's Progress.....................................................4 Well-Traveled Waters..........................................19
Encounters................................................................................19
Naval Combat 5 Seafaring Races........................................................... 20
Maneuvering..................................................................... 5 Sea Elf........................................................................................20
Special Maneuvers.................................................................... 5 Aventi..........................................................................................22
Ships on Fire.............................................................................. 5 Darfellan....................................................................................24
Hadozee.....................................................................................25
Damage and Repairs...................................................6 Bestiary.................................................................................27
Effects of Damage......................................................................6
Restoring Ship HP.....................................................................6
Repair Costs................................................................................6
Magical Repairs..........................................................................6
Vessels and Equipment 7
Vessel Characteristics..........................................7
Propulsion................................................................................... 7
Maneuverability..........................................................................7
Statistics...................................................................................... 8
Vessels.......................................................................................8
Airship.......................................................................................... 9
Cog................................................................................................ 9
Galley......................................................................................... 10
Greatship...................................................................................10
Junk.............................................................................................11 Credits
Keelboat.....................................................................................11
Launch....................................................................................... 12
Longship....................................................................................12 Creator
Pinnace......................................................................................13 /u/RocksInMyDryer
Rowboat.....................................................................................13
Sailing Ship.............................................................................. 14 Resources
Theurgeme................................................................................14 3.5 Dungeon Master's Guide
Warship......................................................................................15 3.5 Player's Handbook
Zeppelin.....................................................................................15 5E Dungeon Master's Guide
5E Player's Handbook
Weapons................................................................................ 16 Arms and Equipment Guide
Ballista....................................................................................... 16 Eberron Campaign Setting
Catapult..................................................................................... 16 Explorer's Handbook
Bombard....................................................................................16 Forgotten Realms Campaign Setting
Firebomb...................................................................................16 Monster Manual
Ram............................................................................................ 16 Player's Guide to Eberron
Accessories....................................................................... 16 Shining South
Davit........................................................................................... 17 Stormwrack
Diving Bell ................................................................................17 Tortle Package
Firing Castle ............................................................................ 17 Volo's Guide to Monsters
Grappling Ramp ..................................................................... 17
Improved Controls ................................................................. 17 Special Thanks
Netting....................................................................................... 17 /u/Fallen Wyvern for directing me to Homebrewery, where I
Passenger Space .................................................................... 17 did the bulk of the formatting for this project.
The community of r/DnDBehindTheScreen, r/DnD,
r/dndnext, r/UnearthedArcana, and GITP for their feedback.
VOYAGES
D
uring each day of a voyage, you should check for Weather
three things: weather, encounters, and the day’s
progress. If stores or supplies are running short At the outset of the voyage, roll below to determine the
(for example, the heroes are adrift in a small current conditions. Use the column corresponding to the
boat with no food or water), you might need to climate the ship is currently in (cold, temperate, or warm).
add extra steps to track successful use of the Seasonal variations can move you to a different column—for
Survival skill, consumption of stores, etc. example, in summertime roll on the temperate column for
ships in otherwise cold climates, and on the warm column for
ships in otherwise temperate climates.
Wind and Weather The result of this roll gives you the temperature, wind
Few factors play as prominent a role in determining the strength, and precipitation for the day. Once you roll a set of
success or failure of a voyage as the weather the ship weather conditions, they persist without changing for 1d6
encounters. Fair winds make for a swift, easy crossing, but days.
storms and calms can frustrate even the most skilled sailors.
*Flying or airborne creatures are treated as one size category smaller than their actual size.
†Requires a Wisdom (Vehicle) check, even if the vessel doesn’t use sails. See below.
Checked: Creatures spend 2’ of movement for every 1’ A ship in a severe wind can sail only if the pilot succeeds
moved. Flying creatures are blown back 15’. on a DC 15 Wisdom (Vehicle) check each round, adding the
Prone: Creatures are knocked prone by the force of the pilot’s Vehicle proficiency bonus and the ship’s
wind. Flying creatures are instead blown back 30’. Air/Seaworthiness attribute. In a windstorm, a DC 18 check
Blown Away: Creatures on the ground are knocked prone is required instead. If the check fails, the ship cannot be
and rolled 15’, taking 1d6 damage. Flying creatures are controlled and is driven by the wind. Dropping anchor gives
instead blown back 60’ and take 2d6 damage due to battering advantage on this check and requires that it be made once an
and buffeting. hour instead, though this reduces the ship's sailing speed to 0.
Sail Speed: This is the multiplier used when determining Strength Save DC: This check must be made each round
the speed that a sailing ship can make given the current wind by any creature of the specified size or smaller who is
conditions. For example, a ship with a sail speed of 20’ has a exposed to the wind.
speed of 40’ under a moderate wind. In the absence of any Driven: A driven ship cannot sail or row but is instead
wind, the ship is becalmed and doesn’t have a sail speed. driven directly downwind at the end of each round at a speed
depending on wind strength. 60’ if severe. 100’ if in a
windstorm. 150’ if in a hurricane. 300’ in a dire gale.
Wind Direction Sailing into the Wind: A sailing ship cannot sail directly
at the wind; a ship sailing within one point of the wind
After determining the wind strength, check for the wind (sailing northeast into a northerly wind, for example) is
direction by rolling below. Wind direction is the origin of the reduced to half the speed the wind strength would otherwise
wind; a north wind is a wind blowing out of the north (and indicate. It’s possible to tack against the wind by alternating
therefore blowing toward the south). between northeast and northwest, and therefore making
progress to the north at a third of the ship’s sailing speed.
Table: Wind Direction
The Day's Progress
01–60 Prevailing Assuming that a ship at sea doesn’t encounter deadly weather
or meet with some ship-devouring monster, it travels some
61–65 North distance along its course each day.
66–70 Northeast In 1 hour, a ship travels a distance in nautical miles equal
71–75 East
to its speed in feet per round divided by 10. For example, a
ship sailing at a speed of 30 feet per round is making 3 knots,
76–80 Southeast and covers 3 nautical miles in an hour.
81–85 South In one day of travel, assuming the ship stops for the night
(the common practice along coastlines), a ship travels a
86–90 Southwest number of nautical miles equal to its speed in feet per round.
91–95 West A ship sailing at 30 feet per round covers 30 nautical miles in
96–00 Northwest
a day of sailing.
Captains in open waters, or captains sailing under bright
moonlight often sail around the clock. Sailing a full 24 hours
Prevailing: If the wind direction is prevailing, it means that doubles the normal distance traveled in a day of sailing, so
the wind simply blows out of whichever direction it previously the ship with a speed of 30 feet per round sails 60 nautical
did. Or if the GM prefers, it blows out of a specific direction miles over a full day.
based on the location and time of year. Sometimes contrary winds or strong currents can prevent
a ship from making progress toward its intended destination
or force it to sail in a direction other than its intended course.
NAVAL COMBAT
T
he best way to keep your game running Escape a Grapple: You can attempt to free your ship of a
smoothly during a seafaring encounter is to grappling ship and get underway again. You must succeed on
make any naval battle into a boarding action as an opposed Wisdom (Vehicle) check against the opposing
quickly as you can. Unless the PCs have pilot, but the pilot attempting to maintain the grapple has
enough firepower at their disposal to destroy a advantage on the check. If the escape attempt succeeds, the
ship before it can close, the fight will come escaping ship’s speed increases by 10’, assumes the heading
down to a furious melee across blood-slick the pilot has chosen, and is no longer grappled.
decks anyway. Generally, the sooner you get there, the better. Ram: If you are Favored and close to within 0’ of your
adversary (or could actually go past your opponent) you can
Maneuvering attempt to ram. You must equal or beat their Wisdom
(Vehicle) check. If the ramming attempt is successful, you
A ship being rowed requires that the oarsmen each use an deal ramming damage as appropriate for your ship and
action to man the oars. If the minimum number of rowers speed. For example, if your ship deals 3d6 points of damage
necessary do not spend their turns rowing, the ship’s speed per 10’ of speed and is traveling at a speed of 30’ when you
falls to 0 and the pilot cannot make heading changes. strike, you deal 9d6 points of damage. If you ram a ship
Every vessel also has some number of sailors who must which was moving in the same direction as your ship, reduce
spend an action each round operating the vessel—keeping the damage you deal and take by 50% (you were overtaking
the sails in trim and adjusting the rigging. If the minimum your foe from the rear, and have less relative speed at the
number of crew needed on watch do not use actions to attend moment of collision).
to the ship, the pilot cannot make speed changes. If your ship is equipped with a ram, your ship takes half the
Finally, the individual piloting the vessel must use an action damage you deal with your ramming attempt and your ram
each round to steer. If they fail to use an action to control the takes the other half; otherwise your ship takes the same
ship, it cannot make any heading changes. damage you deal. Both ships drop to 0 speed and are now
When rolling Initiative, each pilot also rolls a special grappled.
Wisdom (Vehicle) check, adding the pilot’s Vehicle proficiency Shear: If you are Favored and close to within 10’ of your
bonus and the ship’s Shiphandling attribute. The winner of adversary (or actually go past your opponent), you can
this roll is Favored. attempt to shear off its oars, if it has any. You must equal or
If a pilot uses their action to do anything other than control beat their Wisdom (Vehicle) check. If you successfully shear
their vessel, their opponent becomes favored and this check your opponent’s oars, their speed is reduced to zero, and they
is rerolled once a pilot is at the helm of each vessel again. cannot change speed until they put out new oars, which takes
At the end of every round, the following things happen in three rounds. The ship can still change heading, but it is
order, from top to bottom: spinning in place and not making any headway.
The non-favored pilot declares their heading and speed Ships on Fire
The favored pilot declares their heading and speed
The ships move in relation to one another A ship has a chance of igniting when struck by a spell which
The non-favored pilot may declare a special maneuver deals fire or lightning damage. To determine whether this
The favored pilot may declare a special maneuver occurs, make a fire save by rolling a d20, modified only by the
If the favored pilot chose a special maneuver, it occurs ship’s Air/Seaworthiness with a DC of 10 + spell level. A ship’s
If the non-favored pilot chose a special maneuver, it occurs rigging has disadvantage on this roll. Most other sources of
fire damage automatically start a fire when specifically
Special Maneuvers targeting a ship.
Come About: You put the helm hard over and try to change When a ship catches fire, half of the squares exposed to the
your course quickly. Reduce your speed by 10’ and choose a attack (minimum 1 square) ignite. A burning square is on fire,
new heading. If you are not currently Favored, make a DC 10 dealing 2d4 fire damage at the end of each round to the ship
Dexterity check. If successful, you force an immediate reroll and and to any character who enters the square or starts its
of the Wisdom (Vehicle) check to establish the Favored pilot. turn there.
Grapple: If you are Favored and are within 20' of your At end of turn, a fire spreads to a random adjacent 5’
adversary’s vessel you can attempt to grapple. If the opposing square for every four squares that comprise the fire.
pilot accepts the grapple, the attempt is automatically For each 5’ square which is on fire, an adjacent creature
successful. If the opposing pilot does not want to be grappled, can extinguish it by using its action to make a DC 10
you make an opposed Wisdom (Vehicle) check. If you equal Dexterity check or a DC 15 Strength check to extinguish 2
or beat your opponent’s check, the two ships are grappled. squares (assuming there are water barrels nearby). A spell or
Grappled ships fall to zero speed. During the next movement effect which creates water extinguishes 1 square per 4
step, your ships will be adjacent to each other (enthusiastic gallons created.
boarders can try to swing, swim, or jump the gap between the
vessels in the round before the ships are adjacent).
Docked: Once a ship is docked and the crew has full
Damage and Repairs access to the hull, the ship can be repaired above 60% of its
Controlling damage and patching or repairing damaged max HP. At this point, the ability check for repairs can only be
sections of the hull is a crucial task on board any ship. Such made once per hour but the difficulty of the ability check is
repairs can be done on the fly, even during a naval battle, but reduced to DC 9. For each point by which the DC is exceeded,
eventually a ship will need to be docked to be fully repaired. 1 HP is repaired.
Full access to a ship's hull and proper materials is vital for Drydocked: If the crew can secure access to a drydock
long-term repairs. (where a waterborne vehicle is hoisted out of the water) or a
particularly large vehicle repair facility, the ship can be more
Effects of Damage efficiently repaired. The difficulty of the ability check is still
made once per hour at DC 9. But for each point by which the
Ship HP: A ship reduced to 50% or less of its HP loses 5’ DC is exceeded, 2 HP are repaired.
from its base speed. A ship with 25% or less of its HP loses
another 5’ from its base speed. Repair Costs
A ship with 0 HP is holed and its pilot must make a DC 10 Materials: 1 HP worth of materials to repair a ship costs
Wisdom (Vehicle) check, adding the pilot’s Vehicle proficiency 20 gp and weighs 50 lbs.
bonus and the ship’s Air/Seaworthiness attribute, or it begins Laborers: A skilled laborer to help with repairs costs 2 gp
to sink. A ship takes 1d20 minutes to be fully submerged. per day.
Every instance of damage it takes after the ship reaches 0 Drydock: Access to a drydock is generally only available at
HP requires another check with +2 to its DC. Every hour, a town or city and costs 10 gp per day.
another check using the highest DC reached must be made
until the ship sinks or reaches shore.
Rigging HP: The number of hit points and the AC of the Magical Repairs
masts and/or rigging. If the rigging is reduced to 50% or less Mending: Any crew member who knows the Mending
of its HP, the ship loses 5’ from its base speed. Rigging with cantrip can use it to restore 1 HP to a ship or rigging with
25% or less of its HP, the wind is also treated as category each casting.
lighter than its actual strength; the ship doesn’t capture the This spell cannot bring a ship above 30% of its max HP.
wind as well as it should. This type of magical repair can only be used to fix the most
If the rigging is reduced to 0 HP, the ship is dismasted and visibly extreme of damage.
can no longer sail. Fabricate: A crew member who casts the Fabricate spell
can repair up to 25 HP of ship or rigging damage, though
Restoring Ship HP they still require access to the appropriate amount of
There are several levels of repair that a ship can receive, material for this repair. The materials are consumed.
depending on where and how the repairs are taking place. Creation: Any crew member who casts the Creation spell
Each method has its own DC, but they all use the same ability can use it to repair 25 HP of damage to a ship or its rigging,
check. but due to the nature of this spell, the repair is temporary.
Repairing any damage to a vessel requires an Intelligence After 24 hours, the ship loses these temporary HP. Multiple
(Tools) check, using Carpenter's Tools to repair the ship's HP castings of this spell can be used on the same ship.
or Weaving Tools to repair the rigging HP. Proficiency with When this spell is cast using a spell slot of 6th level or
the tools isn't required, but access to such tools is. higher, it repairs another temporary 25 HP of damage for
Any repairs require at least one person, with one additional each slot level above 5th.
crew member needed per size category above Large of the
vessel (2 crew members for a Huge ship, 3 for a Gargantuan
one, 4 for a Colossal ship). The character leading the repairs
is the only one who makes an ability check, but any assisting
crew member with the appropriate Tool proficiency grants
advantage to the roll.
On The Fly: This kind of repair can be performed
anywhere, but is typically done at sea, sometimes even in the
midst of battle. The check can be made once a minute with a
DC of 14, after the necessary number of crew members have
used 10 actions each (or one less person for every additional
action available to them). For each point by which the DC is
exceeded, 1 HP is repaired as long as enough materials are
available for use.
Any repairs done at sea cannot bring a ship above 60% of
its max HP. On-the-fly repair is good enough to mitigate any
penalties to speed that the ship has incurred, but little more
can be done until the ship is docked.
VESSELS AND EQUIPMENT
A
dventurers exploring the seas or islands of the Oars and Sails: Some vessels have both sails and oars.
world need a good ship—a vessel swift enough The ship uses either its rowing speed or its sailing speed, as
to go in harm’s way and sturdy enough to stand the master chooses. Changing propulsion modes requires 1
up to mighty sea monsters, terrible storms, full round.
pirate attacks, and other hazards one meets on
the water. Maneuverability
Boats and ships don’t turn on a silver piece and lack anything
Vessel Characteristics like a brake. More than one captain has been carried to
disaster by virtue of the fact that they were unable to turn
Any vehicle is an inanimate, unattended object, even if their ship aside from danger in time.
manned by hundreds of crewmembers. They are immune to
poison and psychic damage. A ship’s rigging is vulnerable to
fire damage. Since player characters usually rely on a ship to Table: Maneuverability
get them from place to place across stretches of water and
keep them from drowning when they’re in the middle of the Good Average Poor
ocean, knowing how ships are damaged and how they move Maximum speed change 20’ 10’ 5’
is important.
The exact characteristics of the players’ boat or ship play Reverse* 10’ 5’ 5’
an important role in an aquatic or seafaring adventure. This Turn 45º/30’ 45º/60’ 45º/120’
section therefore describes several distinct ship and boat
types commonly found on the rivers and seas of the D&D Turn in place* 180º 90º 45º
world. Maximum turn 90º 45º 45º
Fly up† Any/x1 45º/half 45º/half
Propulsion
Fly down† Any/x2 Any/x2 45º/x2
While some crude rafts or barges might not have any ability
to move under their own power, most vessels are designed to *Available only to oared vessels
travel as their crews direct. This requires some sort of motive †Available only to flying vessels
force—sails, oars, paddlewheels, propellers, or even draft Maximum Speed Change: The maximum amount by
animals. The most important types are sails and oars. Some which the vessel can change its speed (either speeding up or
vessels have both. slowing down) in a single round. A vessel cannot exceed its
Sails: A sailing ship’s speed varies with the wind maximum speed given the current wind strength and
conditions. As long as the vessel is steering downwind or direction.
across the wind (within 90º of downwind), its maximum Reverse: Only oared vessels can travel in reverse. A vessel
speed is equal to the speed given in the vessel’s statistics cannot go backwards unless its speed was zero in the
block multiplied by the speed multiplier for wind strength preceding round, and a vessel moving in reverse must first
(see Wind and Weather). For example, if the wind is out of the come to a dead stop for 1 round before moving forward
northwest, a ship sailing northeast, east, southeast, south, or again.
southwest can move up to its maximum speed. Turn: How much the vessel can turn after covering the
A sailing ship steering within 45º to 90º of the wind— stated distance.
north or west, in the example given here—is reduced to half Turn in Place: Normally, oared vessels are the only vessels
speed. Finally, a sailing ship cannot sail directly into the wind; that can turn in place. The vessel must begin the round with
its speed is reduced to zero if it tries to do so, although a ship a speed of zero to turn in place. A sailing ship can turn in
can tack close to the wind and make good a course to the place only when its speed is zero and its bow is pointing into
northwest by alternating between sailing north and sailing the wind (the ship raises enough sail to fall off the wind and
west, in the example above. This allows it to move into the assume a new direction that will permit it to sail in the
wind at a third speed. following round).
A sailing ship with its nose pointing into the wind isn’t Maximum Turn: How much the vessel can turn in any one
stuck there forever. The pilot can “turn in place” 45º in one turn.
full round in order to fall off the wind and begin making way Fly Up: Only flying vessels can travel upward. The angle
again. and speed at which the vessel can climb.
Oars: Vessels with rowers need not worry much about Fly Down: Only flying vessels can travel downward. They
wind direction. They simply move their given speed in any descend at double speed.
direction the pilot sees fit to steer.
Statistics
Each of the vessels presented in this section includes a short
statistics block describing the vessel. A ship’s statistics block
includes the following entries:
Size: The size of the vehicle, using the same size
categories as creatures do.
Air/Seaworthiness: The ship’s overall sturdiness. This
modifier is applied to any Wisdom (Vehicle) checks the pilot
makes in order to avoid foundering, sinking, and hazards that
large, well-built vessels avoid more easily than small and frail
ones.
Shiphandling: The ship’s agility and nimbleness. This
modifier is applied to any Wisdom (Vehicle) checks the pilot
makes in order to avoid collisions, come about, sail close to Vessels
the wind, and other situations that small, swift vessels avoid The following boats and ships are only a small sample of the
more easily than large and clumsy ones. types most typically found on the seas, lakes, and rivers of a
Speed: The ship’s speed and its maneuverability rating. fantasy world.
Wind: Sailing vessels have a base speed, which is then
modified by the wind strength. For example, a ship with a
speed of wind × 15’ has a speed of 15’ if the wind speed Table: Boats and Ships
modifier is ×1, a speed of 30’ if the modifier is ×2, or a speed
of 45’ if the modifier is ×3. Vessel Complement Speed Cost
Oars: The ship’s speed while being rowed.
Flying: The ship's speed while traveling through the air. Airship 80/10 5 mph flying 160,000 gp
Unless the statistics block says otherwise, a flying vessel's Cog 20/4 2 mph* 6,000 gp
speed is only affected by the strongest of winds. Galley 300/10/160 1.5 mph* or 2 30,000 gp
AC: The armor class of the ship. mph
HP: The number of max hit points of the ship.
Rigging HP: The number of hit points and the AC of the Greatship 500/20 2.5 mph* 60,000 gp
masts and/or rigging. Junk 50/7 1.5 mph* 15,000 gp
DR: The damage reduction of a ship. Damage from non-
magical attacks is reduced by this amount. Generally rigging Keelboat 16/3/12 1 mph* or 1 mph 3,000 gp
has DR 0. Launch 8/1/2 1.5 mph 500 gp
Ram: The damage dealt by the vehicle per 10’ of speed it Longship 60/3/40 1.5 mph* or 2 10,000 gp
currently possesses if it rams another object. For example, a mph
ship with a base ram damage of 3d6 deals 3d6 points of
damage if moving at a speed of 10’, 6d6 at a speed of 20’, 9d6 Pinnace 15/3/8 3 mph* or 0.5
mph
4,500 gp
at a speed of 30’, and so on.
Mounts: The number of weapons the ship can mount. A Rowboat 4/1 1 mph 50 gp
light mount is suitable for a ballista or catapult. A heavy Sailing 30/7 3 mph* 10,000 gp
mount is suitable for a bombard. Ship
Space: The length and width of the area taken up by the
ship. Theurgeme 40/1 3.5 mph 120,000 gp
Height: The height of the main deck above the waterline. Warship 200/7/100 2 mph* or 3 mph 25,000 gp
Most large vessels will have deckhouses, forecastles, or Zeppelin 30/10 2 mph flying* 40,000 gp
sterncastles that are above this level.
Crew: The number of crewmembers necessary to make *Base sailing speed in light winds (×1 speed multiple)
course changes, adjust for wind changes, and generally Complement: The first number in this entry is the ship’s
handle the ship. Usually the crew consists of a lookout or complement, or the total number of Small or Medium
two, and a small number of deckhands who can go aloft to humanoids that can normally be carried on board as crew
change the set of the sails as necessary. On an oar-powered and passengers. The second number is the ship’s crew
vessel, the crew includes the number of rowers necessary for requirement, or the minimum number of people necessary to
the ship to make use of its full oared speed. control the ship without penalty. The third number, when
Complement: The number of crewmembers, passengers, present, indicates the number of rowers required in addition
and soldiers who can be carried by the vessel for extended to the normal crew; a ship doesn’t need rowers to sail, but
voyaging. For a short voyage (a day or less) a ship might be does need rowers to use its oared movement rate.
able to cram two or three times this number of people on Speed: The ship’s sailing speed. Sailing vessels have an
board. asterisked speed entry, since the actual sailing speed varies
Cargo: The capacity of the vehicle’s hold, in tons (1 ton = with the wind speed and direction.
2,000 pounds). Most ships are slowed if carrying half this Cost: The ship’s cost in gold pieces.
load or more.
Cost: The vehicle’s cost in gold pieces.
Airship Cog
An airship looks similar to an oceangoing ship, but is replete The cog is the basic medieval-era sailing ship. It is a single-
with control fins and rudders rather than sails. A fire masted sailing ship with a round, sturdy hull. It has a partial
elemental is bound into a ring around the hull, suspended on deck (the waist of the ship is not decked over, but the ends
four struts jutting outward, and controlled by a Khyber shard. are) and raised bow and stern platforms that are open, as
While the elemental bound to the airship is crucial for opposed to being enclosed like a true forecastle or
propulsion, the vessel's soarwood hull provides its lighter- sterncastle. It is seaworthy, but not very handy in adverse
than-air buoyancy. winds. Nefs, roundships, or knorrs use these same statistics.
Airships cannot actually land; the ring of the elemental A knorr or roundship also has an oar speed of 5' in addition
prevents the bottom of the hull from getting closer than 10' to to the sailing speed.
the ground. Docking towers are generally used to load or
unload passengers in major cities, while rope ladders allow
passengers to disembark in smaller centers or open terrain. Cog
Loading or unloading any cargo too large to be carried
requires a docking tower. The pilot may spend an action to Colossal Vehicle (Water)
suppress the elemental. With it suppressed, the ship remains Seaworthiness +2
aloft but its flying speed becomes 10’. The pilot always Shiphandling -2
suppresses the elemental before docking. Speed Wind x 20' (poor)
The burning fire elemental bound into a 110’ diameter ring Armor Class 15
around the middle of the vessel grants the ship resistance to Hit Points 400 (DR 10)
fire damage and deals 1d10 fire damage to any creature or Rigging 150 HP, 13 AC
object passing it touches, which also catches fire.
In addition to the normal effects of ship damage, if the Ram 4d6 per 10'
airship sustains damage, the following occurs: at 50% or less Space 40' by 20'
of its HP, it descends 10’ at the end of every round. At 25% or Height 10' (draft 10')
less of its HP, its descent increases to 60’. If the ship is Complement 20
reduced to 0 HP, it begins to freefall 500’ each round. Crew 4
Cargo 40 tons (speed wind x 10' if 20 tons or
more)
Cost: 6,000 gp
Airship
Colossal Vehicle (Air) Mounts: 1 light, 1 heavy
Airworthiness +6
Shiphandling -4
Speed 50' Flying (poor)
Armor Class 15
Hit Points 300 (DR 10)
Mounts: 1 Light
Galley Greatship
Also known as the quinquireme, or great galley, this is the Fitted with a towering forecastle and sterncastle, this huge,
largest oared vessel normally built. It is fully decked, with a broad-beamed sailing ship is almost a seagoing castle. It has
complicated arrangement of oars in multiple banks. Great four masts and is not remotely nimble, but it is large and
galleys are usually warships, vessels whose primary purpose sturdy and can carry hundreds of sailors and soldiers. It has
is service in a fleet. multiple decks, and the mainmast often has one or more
fighting tops, small platforms suitable for archers to fire
down at other ships.
Galley Greatships are sometimes called carracks.
Colossal Vehicle (Water)
Seaworthiness +0
Shiphandling -2
Greatship
Colossal Vehicle (Water)
Speed Wind x 15' or oars 20' (poor)
Armor Class 15 Seaworthiness +6
Hit Points 400 (DR 10) Shiphandling -4
Rigging 150 HP, 13 AC Speed Wind x 25' (poor)
Armor Class 15
Ram 4d6 per 10' Hit Points 400 (DR 10)
Space 130' by 20' Rigging 200 HP, 13 AC
Height 15' (draft 15')
Complement 300 Ram 6d6 per 10'
Crew 10 plus 160 rowers Space 150' by 40'
Cargo 150 tons (speed wind x 10' or oars 15' if 75 Height 20' (draft 20')
tons or more) Complement 500
Cost: 30,000 gp Crew 20
Cargo 500 tons (speed wind x 15' if 250 tons or
Mounts: 6 light, 3 heavy, ram more)
Cost: 60,000 gp
Keelboat
Junk Gargantuan Vehicle (Water)
Colossal Vehicle (Water)
Seaworthiness -2
Seaworthiness +4 Shiphandling +2
Shiphandling +0 Speed Wind x 10' or oars 10' (good)
Speed Wind x 15' (average) Armor Class 15
Armor Class 15 Hit Points 250 (DR 10)
Hit Points 250 (DR 10) Rigging 150 HP, 13 AC
Rigging 200 GP, 13 AC
Ram 3d6 per 10'
Ram 4d6 per 10' Space 30' by 10'
Space 80' by 20' Height 5' (draft 5')
Height 10' (draft 10') Complement 16
Complement 50 Crew 2 plus 8 rowers
Crew 7 Cargo 20 tons (speed wind x 5' or oars 5' if 10 tons
Cargo 160 tons (speed wind x 10' if 80 tons or or more)
more) Cost: 3,000 gp
Cost: 15,000 gp
Mounts: 1 light
Mounts: 2 light, 2 heavy
Launch Longship
Also known as a whaleboat, the launch is a large, open The longship is a sturdy vessel with a single mast. It does not
dinghy with a stout, round-bottomed hull that can stand up to have a deck, although some longships are built with small
surprisingly rough seas. Launches are often carried by larger walks or platforms at the stern and bow. The shallow draft of
ships for use in landing in places where the larger ship can’t a longship allows it to enter rivers or land on beaches that
go. other vessels couldn’t manage.
Launch Longship
Huge Vehicle (Water) Colossal Vehicle (Water)
Seaworthiness +0 Seaworthiness +2
Shiphandling +2 Shiphandling +0
Speed Oars x 15' (good) Speed Wind x 15' or oars 20' (average)
Armor Class 15 Armor Class 15
Hit Points 250 (DR 10) Hit Points 250 (DR 10)
Rigging 150 HP, 13 AC
Ram 2d6 per 10'
Space 15' by 5' Ram 4d6 per 10'
Height 5' (draft 2.5') Space 70 by 20'
Complement 8 Height 5' (draft 2.5')
Crew 1 plus 2 rowers Complement 60
Cargo 4 tons (speed oars 10' if 2 tons or more) Crew 3 plus 40 rowers
Cost: 500 gp Cargo 40 tons (speed wind x 10' or oars 15' if 20
tons or more)
Cost: 10,000 gp
Mounts: 2 light
Pinnace Rowboat
The pinnace is a small, two-masted sailing vessel. It’s sturdy Also called a skiff, punt, or pirogue, this is a flat-bottomed
enough to undertake long open-water voyages and handy boat for use in calm waters.
enough to use close to shore. A pinnace is fully decked, but its
sterncastle is hardly worthy of the name; it’s little more than a
cramped cabin. Rowboat
Large Vehicle (Water)
Pinnace Seaworthiness -4
Shiphandling +2
Gargantuan Vehicle (Water)
Speed Oars 10' (good)
Seaworthiness +2 Armor Class 16
Shiphandling +2 Hit Points 150 (DR 10)
Speed Wind x 30' or oars 5' (good)
Armor Class 15 Ram 1d6 per 10'
Hit Points 250 (DR 10) Space 10' by 5'
Rigging 150 HP, 13 AC Height 2.5' (draft 2.5')
Complement 4
Ram 3d6 per 10' Crew 1
Space 30' by 10' Cargo 1,000 pounds (speed oars 5' if 500 pounds
Height 10' (draft 5') or more)
Complement 15 Cost: 50 gp
Crew 3 plus 8 rowers
Cargo 30 tons (speed wind x 20' if 15 tons or
more)
Cost: 4,500 gp
Mounts: 2 light
Sailing Ship Theurgeme
The sailing ship is a seaworthy, nimble ship that can handle The theurgeme is a vessel powered by magic. Without sails
long ocean crossings. It has a small forecastle and or rowers it moves swiftly and tirelessly across the water.
sterncastle, and three masts. A sailing ship is a smooth- Theurgemes can be powered in a variety of ways, but the
hulled, full-decked vessel built on a strong internal frame. It is most common design is a simple paddlewheel or set of
a relatively advanced design, and not every seafaring people mechanical oars turned or driven by a magical construct,
have the skills and knowledge to build one. mindless undead, or even a bound elemental. Many
theurgemes are luxuriously appointed with comfortable
cabins and exotic décor, as befits the wealthy wizards who
Sailing Ship most likely own such vessels.
Colossal Vehicle (Water)
Seaworthiness +4
Shiphandling +2
Theurgeme
Colossal Vehicle (Water)
Speed Wind x 30' (average)
Armor Class 15 Seaworthiness +2
Hit Points 400 (DR 10) Shiphandling +2
Rigging 200 HP, 13 AC Speed 35' (good)
Armor Class 15
Ram 4d6 per 10' Hit Points 750 (DR 15)
Space 60' by 20'
Height 10' (draft 10') Ram 4d6 per 10'
Complement 30 Space 70' by 20'
Crew 7 Height 10' (draft 10')
Cargo 120 tons (speed wind x 15' if 60 tons or Complement 40
more) Crew 1
Cost: 10,000 gp Cargo 100 tons (speed 20' if 50 tons or more)
Cost: 120,000 gp
Mounts: 2 light, 1 heavy
Mounts: 4 light, 2 heavy, ram
Warship Zeppelin
The warship is a medium-sized galley that is fast, nimble, and Flying vessels are generally mistrusted by the masses, with
eminently suitable for warfare. It has two masts and sails good reason. Most of them are rickety contraptions, and the
better than it rows with any kind of favorable wind. It is fully consequences of failure are drastic. However, creating a
decked, and the rowers are covered from attack. The warship stable flying machine is an all-consuming quest for many
usually has a small deckhouse or fighting platform at the gnomes, who are the forerunners in the field of non-magically
stern. The warship is the most advanced galley design, and powered flight.
not many seafaring folk have the expertise and skills to build The zeppelin relies on hot air trapped in a massive balloon
a warship. for lift and animated propellers for propulsion. Because it
flies, it is light in weight and vulnerable to wind conditions
(thus it’s treated as a wind-powered vehicle even though it
Warship doesn’t have sails). The balloon that provides lift is segmented
so that one puncture isn’t disastrous.
Colossal Vehicle (Water) A zeppelin which sustains damage doesn't have its speed
Seaworthiness +0
reduced as normal, nor does it become holed. Instead, it loses
Shiphandling +2 5' from its base speed at 0 HP due to the propeller damage.
Speed Wind x 20' or oars 30' (average) In addition to the normal effects of damaged rigging, if the
Armor Class 15 zeppelin’s rigging sustains damage, the following occurs: at
Hit Points 400 (DR 10) 50% or less of its max rigging HP, it descends 10’ at the end
Rigging 200 HP, 13 AC of every round. At 25% or less of its max rigging HP, its
descent increases to 60’. If the rigging is reduced to 0 HP, the
Ram 4d6 per 10' ship begins to freefall 500’ each round.
Space 100' by 20'
Height 15' (draft 15')
Complement 200
Crew 7 plus 100 rowers Zeppelin
Cargo 150 tons (speed wind x 10' or oars 15' if 75 Colossal Vehicle (Air)
tons or more)
Cost: 25,000 gp Airworthiness +2
Shiphandling -4
Speed Wind x 20' flying (average)
Mounts: 4 light, 2 heavy, ram
Armor Class 15
Hit Points 150 (DR 10)
Rigging 500 HP, 13 AC
Mounts: 1 light
Weapons
Shipboard weapons require specific mounts, or hardpoints, where heavy equipment can be securely installed on the deck. Most of
the ship descriptions in the preceding section state a number of heavy and light mounts available for carrying weapons (or other
heavy gear). The limitations in the number of mounts available stem from the ship’s basic design—each one must be reinforced
with heavy timbers, and requires a certain amount of clear deck space for use. You can install a weapon requiring a light mount in
a heavy mount, but not vice-versa. All such weapons are immune to poison and psychic damage.
Table: Ship Weapons
Item AC HP Damage Range Mount Cost Weight
Ballista 15 50 3d10 120/480 Light 500 gp 500 lb.
Bolt 1 gp 4 lb.
Bombard 18 75 8d10 400/1600 Heavy 8,000 gp 2,000 lb.
Smokepowder 500 gp 20 lb.
Catapult 15 100 5d10 50-200/600 Light 550 gp 2,000 lb.
Firebomb 3d6 fire 50 gp 40 lb.
Ram 15 100 0 Ram 2000 gp 3000 lb.
Ballista Ram
A ballista is a massive crossbow that fires heavy bolts which The ram is essentially an underwater prolongation of the bow
deal piercing damage. Before it can be fired, it must be of the ship to form an armoured beak. This is meant to be
loaded and aimed. It takes one action to load the weapon, one driven into the hull of an enemy ship in order to puncture it
action to aim it, and one action to fire it. and thus sink, or at least disable, the vessel.
It requires a ram mount to install and allows a ship
Catapult performing the ram maneuver to take half damage from it,
whlie the ram itself takes the other half. A ram is repaired by
A catapult is a weapon that hurls heavy projectiles in a high the same means as the rest of the ship.
arc which deal bludgeoning damage. This payload can hit
targets behind cover. Before the catapult can be fired, it must
be loaded aimed. It takes two actions to load the weapon, two Accessories
actions to aim it, and one action to fire it. In addition to the weapons carried by most vessels, a number
of special accessories are available, some of which repurpose
Bombard weapon mounts.
The bombard is sometimes referred to as a basilisk. It Table: Ship Accessories
generally uses an expensive alchemical ingredient known as
smokepowder to propel heavy balls of cast iron through the
air at destructive speeds, which deal bludgeoning damage. Item Cost Weight
Each charge of smokepowder is enough to fire a single round. Davit, Large 500 gp 300 lb.
Before it can be fired, it must be loaded and aimed. It takes Davit, Huge 1,500 gp 600 lb.
one action to load the weapon, one action to aim it, and one
action to fire it. Diving Bell 7,000 gp 1,000 lb.
If gunpowder is commonplace in your campaign, the Firing Castle 1,000 gp 8,000 lb.
bombard doesn’t have a notable cost to fire.
Grappling Ramp 500 gp 1,000 lb.
Firebomb Improved Controls, Huge 1,200 gp 0 lb.
The firebomb is a special type of ammunition suitable for Improved Controls, Gargantuan 2,400 gp 0 lb.
catapult or bombard shot. It is a small cask filled with Improved Controls, Colossal 4,800 gp 0 lb.
alchemist’s fire, designed to set the target ship afire. When
the firebomb hits its target, it bursts open and deals 3d6 Netting, Large 50 gp 15 lb.
points of fire damage in a 10-foot radius, DC 15 Reflex save Netting, Huge 150 gp 30 lb.
for half. A creature who fails its Reflex save against a Netting, Gargantuan 300 gp 60 lb.
firebomb catches fire and takes 1d4 fire damage at the start
of each of its turns. A creature can end this damage by using Netting, Colossal 500 gp 120 lb.
its action to make a DC 10 Dexterity check to extinguish the Passenger Space 200 gp 2000 lb.
flames.
A struck ship cannot make a save against this attack and
catches on fire, see “Ships on Fire”.
Davit Firing Castle
A davit is a special hoist and cradle designed to carry small A bunker attached to the deck of a vehicle, the firing castle
boats on the deck of a larger ship. Most ships carry a skiff or provides protection for defenders and serves as a platform for
two stowed on deck, but a davit can accommodate a fairly siege engines. Four medium-size defenders benefit from
large boat, and makes launching and recovering the vessel three-quarters cover (+5 AC and Dexterity saves) in the firing
much easier. A large davit can hold a boat of Large size or castle itself, which is 10’ by 10’, and another four get half
smaller, and requires a light mount; a huge davit can hold a cover (+2 AC and Dexterity saves) behind the crenellations on
boat of Huge size or smaller, and requires a heavy mount. its roof. The firing castle’s walls are 1’ thick masonry (HP 90,
Launching a boat with a davit requires only a single action DR 10). A firing castle can be installed on a heavy mount, and
from one crew member; recovering a boat requires 1 minute a heavy mount exists atop it.
and two crew members for a Large boat or eight crew
members for a Huge boat. The cost of the davit does not Grappling Ramp
include the craft carried in the davit. This structure is a long ramp and frame that resembles a
Diving Bell small drawbridge. When an enemy ship is near, the grappling
ramp is dropped, so that it forms a bridge to the other vessel.
The diving bell is a sturdy weighted barrel or sphere of wood The top end of the grappling ramp is usually fitted with iron
and iron, fitted with several thick glass portholes.It can hold spikes, cleats, or grapnels so that its drop drives the ramp
up to two Medium creatures or four Small creatures. The bell into the enemy vessel’s deck, holding it fast. A grappling ramp
descends on a stout cable from the ship above, and can’t gives you a +4 bonus on Wisdom (Vehicle) checks to initiate a
move horizontally—it can only ascend or descend at a rate of grapple with another ship or to maintain a grapple from a foe
10' per round. The bell can descend to a maximum depth of who wants to escape, but no bonus on resisting another
200'. ship’s attempt to grapple your own vessel. It also creates a 5’
Bells can be left open on the bottom, allowing a swimmer wide bridge to the other vessel’s deck.
to easily enter or exit the bell. The air inside the bell will A grappling ramp has a space of 10' and weighs 1,000
prevent the water from completely filling the bell, although pounds. It requires a heavy mount.
the deeper you descend, the less headroom you’ll have. An
open bell can descend to a maximum depth of 100', at which Improved Controls
point everyone inside will be neck-deep in water. With a finely tuned wheel that allows delicate adjustments to
The diving bell apparatus includes a davit or hoist on the the rudder, it’s possible to get more performance out of a
ship’s deck for raising or lowering the bell, and a crude hand- vehicle by improving its control system. Improved controls
powered air pump and waterproofed hose of canvas or provide a +2 bonus to a vessel’s Shiphandling attribute. The
leather to provide fresh air to the bell. It takes 2 cost depends on the vehicle’s size (its weight does not
crewmembers to work the pumps, and 4 crewmembers to change).
operate the winch to raise or lower the bell.
The bell itself weighs 1,000 pounds. The hoist on deck
takes up a 10’ space and uses a heavy mount. The price of the Netting
diving bell includes the air pump, hoist, and bell. Designed to hinder boarders, ship’s netting consists of a
sturdy net of tarred rope that is rigged 10' or more above the
gunwales. A creature attempting to climb over the rail or
Diving Bell gunwale and board the ship (or attempting to leave the ship,
Medium Vehicle (Water)
for that matter) can’t pass through the netting, but it’s
perfectly feasible to make attacks through the netting.
Seaworthiness +0 Piercing weapons or ranged weapons can be used through
Armor Class 17 the netting at no penalty; slashing or bludgeoning weapons
Hit Points 80 (DR 5) can only be used against foes adjacent to the netting, and
have disadvantage on attack rolls.
Space 5' by 5' A 5-foot section of netting has 20 hit points and resistance
Height 0' (draft 5') to bludgeoning and piercing damage.
Complement 2 Rigging ship’s netting takes 1 hour of work. The number of
Cargo 200 pounds crewmembers required depends on the size of the netting: 1
Cost: 4,000 gp for bell or 7,000 gp for bell, pump crewmember for Large, 4 for Huge, 8 for Gargantuan, and 12
and hoist for Colossal.
Passenger Space
Available cargo space can be converted for passenger use;
one ton of lost cargo space provides a +2 bonus to a vessel’s
Complement.
ENCOUNTERS AT SEA
T
errible sea demons guard great treasures in Encounters
the vaults of drowned cities. Sahuagin
warbands terrorize the towns and villages of CR 0: Commoner, Crab, Eagle
the coast. Malevolent wizards lurk on distant CR 1/8: Bandit, Bloodhawk, Giant Crab, Guard, Kobold,
islands, leaving the wretched spawn of their Poisonous Snake, Stirge, Tribal Warrior
experiments to prey on any who pass near. CR 1/4: Dimetrodon (VG), Giant Lizard, Giant Wolf Spider,
Bold explorers roam the seas in search of new Pseudodragon, Pteranodon, Winged Kobold
lands and marvels never before seen by human eyes, while CR 1/2: Scout
cruel pirates plunder their way across the watery divides. CR 1: Giant Eagle, Giant Toad, Harpy,
Deadly aberrations lurk in the ebon seas of the underground CR 2: Bandit Captain, Berserker, Druid, Griffon, Ogre,
realm, and swift, lightless rivers cascade down through Quetzalcoatlus (VG),
dungeon chasms into unimaginable depths below. CR 3: Manticore, Swashbuckler (VG), Veteran
The following are a list of potential encounters. Any entry CR 5: Kraken Priest (VG)
without notation is from the Monster Manual. Otherwise, the CR 6: Cyclops
monster's source will be in parenthesis. CR 8: Young Bronze Dragon
(TP): The Tortle Package CR 9: Young Blue Dragon
(VG): Volo's Guide to Monsters CR 10: Stone Giant Dreamwalker (VG)
There are two regions that make up the sea: Open Ocean CR 11: Djinni, Roc
and Coastal Waters. CR 12: Frost Giant Everlasting One (VG), Ki-rin (VG)
CR 15: Adult Bronze Dragon
CR 16: Adult Blue Dragon, Storm Giant Quintessent (VG)
Open Ocean CR 22: Ancient Bronze Dragon
Waters more than 50 miles from the nearest shore are CR 23: Ancient Blue Dragon
considered open ocean. The ocean is vast and desolate by
any standard, and ships can go many days between
encounters with other ships or dangerous sea creatures.
A ship in the open ocean has about a 10% chance each day
of an encounter occurring.
Encounters
CR 0: Quipper
CR 1/8: Dolphin (VG), Merfolk
CR 1/4: Constrictor Snake, Steam Mephit
CR 1/2: Giant Sea Horse, Reef Shark, Sahuagin
CR 1: Giant Octopus, Sea Spawn (VG), Swarm of
Quippers
CR 2: Giant Constrictor Snake, Hunter Shark, Merrow,
Plesiosaurus, Sahuagin Priestess, Sea Hag
CR 3: Deep Scion (VG), Killer Whale
CR 5: Giant Shark, Sahuagin Baron, Water Elemental
CR 11: Marid, Morkoth (VG)
CR 12: Archdruid (VG)
CR 13: Storm Giant
CR 17: Dragon Turtle
CR 23: Kraken
Coastal Waters
Waters within 50 miles of shore count as coastal waters, even
if the coast is desolate or unsettled.
A ship in coastal waters has a 30% chance each day of an
encounter occurring. The same encounters that exist in open
ocean exist here, but with several additional monsters.
Any humanoids or giants on the list are likely members of a
ship's crew.
CR 3: Archer (VG), Bugbear Chief, Githyanki Warrior,
Well-Traveled Waters Hobgoblin Captain, Illusionist (VG), Knight, Kuo-toa Monitor,
Within 20 miles of human-settled lands and kingdoms, a Martial Arts Adept (VG), Orc Red Fang of Shargaas (VG),
steady traffic of merchant vessels and warships plies the Quaggoth Thonot, Werewolf
waters between busy ports. CR 4: Ettin, Gnoll Fang of Yeenoghu, Hobgoblin
A ship in well-traveled waters has about a 50% chance Devastator (VG), Lizard King/Queen, Orc Blade of Ilneval
each day of an encounter occurring. The same encounters (VG), Orc War Chief, Warlock of the Archfey (VG), Wereboar,
that exist in open ocean and coastal waters exist here, but Weretiger
with the addition of a large variety of creatures which could CR 5: Drow Elite Warrior, Enchanter (VG), Gladiator, Half-
have a ship, or be made to serve upon one. Red Dragon Veteran, Hill Giant, Master Thief (VG),
Transmuter (VG), Troll, Werebear
Encounters CR 6: Conjurer (VG), Githzerai Zerth, Hobgoblin Warlord,
Kuo-toa Archpriest, Mage, Mouth of Grolantor (VG), Warlock
CR 1/8: Cultist, Noble, Xvart (VG), Xvart Speaker (VG) of the Great Old One (VG)
CR 1/4: Aarakocra, Acolyte, Apprentice Wizard (VG), CR 7: Drow Mage, Oni, Stone Giant, Warlock of the Fiend
Bullywug, Drow, Goblin, Grimlock, Grung (VG), Kenku, (VG)
Kobold Inventor (VG), Kuo-toa, Tortle (TP), Troglodyte CR 8: Assassin, Blackguard (VG), Diviner (VG), Drow,
CR 1/2: Deep Gnome, Firenewt Warrior (VG), Gnoll, Gnoll Fomorian, Frost Giant, Priestess of Lolth, Githyanki Knight
Hunter (VG), Hobgoblin, Jackalwere, Lizardfolk, Orc, Orc CR 9: Abjurer (VG), Champion (VG), Cloud Giant, Evoker
Nurtured One of Yurtrus (VG), Thug (VG), Fire Giant, Flind (VG), Necromancer (VG), War Priest
CR 1: Bugbear, Duergar, Firenewt Warlock of Imix (VG), (VG)
Gnoll Flesh Gnawer (VG), Goblin Boss, Grung Wildling (VG), CR 10: Stone Giant Dreamwalker (VG)
Half-Ogre, Kobold Dragonshield (VG), Kobold Scale Sorcerer CR 11: Cloud Giant Smiling One (VG)
(VG), Kuo-toa Whip, Nilbog (VG), Spy, Thri-kreen, Xvart CR 12: Archdruid (VG), Archmage, Warlord (VG)
Warlock of Raxivort (VG), Yuan-ti Pureblood CR 14: Fire Giant Dreadnought (VG)
CR 2: Bard (VG), Cult Fanatic, Githzerai Monk, Gnoll Pack
Lord, Grung Elite Warrior (VG), Hobgoblin Iron Shadow (VG),
Lizardfolk Shaman, Ogre, Orc Claw of Luthic (VG), Orc Eye
of Gruumsh, Orc Hand of Yurtrus (VG), Orog, Priest,
Quaggoth, Tortle Druid (TP), Wererat, Yuan-ti Broodguard
(VG)
SEAFARING RACES
A
ll places are possessed of life, and the seas are Sea elves are very striking in appearance, with skin that
no exception. Many cultures have made their ranges between a light blue to a dark green. They usually
fortunes with a brisk sea trade, and those who have black hair and their eyes are oddly colored, ranging from
are capable of sailing the blue seas are highly an iridescent blue to gold to a white-silver hue that shines like
valued. Likewise, there are many settlements mother-of-pearl. Their hands and feet are webbed and they
built along the shorelines of a great sea to take boast a set of gills that runs along their collarbones and down
advantage of precisely that kind of trade, as well their ribcages.
as the natural bounty of the sea itself. Characters of very
nearly any race can be found on the seas. Though some
races, such as dwarves, have little use as a culture for sailing
vessels and the open sea, there can always be found that one
odd fellow who takes to the sea as though he were born to it.
Beneath the waves lie wonders only dreamed of by land
dwellers who hesitantly venture out on the waters in their
great wooden vessels. Entire cultures and civilizations of
marine races lie under the waves, engaged in their own
commerce and beset by their own unique perils. The great
kingdoms of the merfolk and sea elves are well known even
among surface dwellers, and most sailors know which
stretches of water are claimed by the locathah or sahuagin.
Characters of almost any race might travel for a time over
(or through) the water, but sea elves, merfolk, sahuagin, and
the like are true natives of this environment. Perfectly
adapted to a life underwater, they build their cities and fight
their wars in a world of dazzling white sands, rainbow-
colored reefs, cold black rifts, and drifting kelp forests. Some
of these folk are inclined to leave the sea and take up
adventure on the nearby lands, but most rarely stray far from
the waters of their home.
Other folk are not true denizens of the undersea world but
are intimately associated with the sea and are found
exclusively along (or above) its waters. The hadozee, for
example, are rarely encountered far from the ocean, despite
the fact that they are landgoing folk.
Sea Elf
“Aid me in my endeavor, surface-dweller, and Deep Sashelas
will surely favor you through all your journeys upon the face
of his ocean.”
—Xiphalia Brightwave
A
ll sailors know that the world’s seas—whether
on the surface or far from the light of the sun—
are filled with countless terrible monsters, Anguillan
ranging from mysterious fey to titanic Medium aberration, lawful evil
leviathans that can drag a whole ship down to a
watery doom. Coastal towns and lonely islands Armor Class 14 (natural armor)
are harried by slimy things that creep ashore in Hit Points 39 (6d8 + 12)
search of human blood. Sinister hunters lurk in the shallows Speed 20 ft., swim 40 ft.
awaiting unwary travelers, and great sea monsters as old as
the world itself haunt certain straits and passages, destroying STR DEX CON INT WIS CHA
any who are foolhardy enough to venture within their grasp.
The following are a collection of seafaring monsters from 15 (+2) 14 (+2) 15 (+2) 10 (+0) 14 (+2) 6 (-2)
previous editions of D&D which have been adapted to 5E
using the guidelines in the Dungeon Master's Guide. Skills Perception +4
Damage Vulnerabilities fire
Senses darkvision 90 ft., passive Perception 14
Anguillan Languages Sahuagin, Aquan
Challenge 3 (700 XP)
Anguillians are aquatic hunters that inhabit the blackwater
abysses of cold seas. An adult anguillian is about 6 feet long
and weighs 180 pounds. Hold Breath. While out of water, the anguillan can
Predator of the Deep. Their favorite prey is whales and hold its breath for 1 hour.
giant squid, which they hunt down in large parties. They are
scavengers too when need be, willing to eat any kind of flesh Speak with Eels. The anguillan can communicate
—even that of their own dead. They can’t tolerate bright light simple concepts to eels when it speaks sahuagin.
and dare the surface only on moonless nights, to raid island Sunlight Sensitivity. While in sunlight, the anguillan
shores or passing ships. During such brief sojourns out of the has disadvantage on attack rolls, as well as on
water, they wield crude spears of bone and coral in their Wisdom (Perception) checks that rely on sight.
pincers. Underwater Camouflage. The anguillan has
Powerful Leader. A community of anguillians is a advantage on Dexterity (Stealth) checks made while
patriarchal hierarchy. A high chief rules and is served by underwater.
numerous chieftains, who hold administrative positions, and
subchiefs, who lead small hunting or battle groups. A leader Water Breathing. The anguillan can breathe only
faces frequent challenges from young males, for strength is underwater.
the only measure of leadership anguillians recognize. Actions
Tactical Hunters. A group of anguillians surround the
opponent in all dimensions, darting in and attacking, then Multiattack. The anguillan makes three attacks: one
withdrawing as others move in. with its bite and two with its pincers or spear.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage, and
the target's Constitution score is reduced by 1d4.
The target dies if this reduces its Constitution to 0.
Otherwise, the reduction lasts until the target
finishes a short or long rest.
Pincer. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) slashing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 6
(1d8 + 2) piercing damage.
Aventi Sergeant
Medium humanoid (human), lawful good
Actions
Multiattack. The aventi sergeant makes three melee
attacks.
The being before you seems human at first glance, but his
hair has a slight greenish tinge, and his forearms and calves Trident. Melee Weapon Attack: +6 to hit, reach 5 ft.
have tough spines lying flat along his skin. He wears leather or range 20/60 ft., one target. Hit: 8 (1d8 + 4)
armor and carries a spear. slashing damage.
Blackskate Blackskate
A blackskate is made up of cast-off bits of flesh, bone, scale, Large undead, neutral evil
and cartilage that settle to the ocean floor. Somehow this
organic detritus mixes with the dark currents of the Armor Class 16 (natural armor)
blackwater trenches and a terrible undead creature is Hit Points 110 (13d10 + 39)
created. A blackskate’s body is difficult to damage: the best Speed 0 ft., swim 40 ft.
way to destroy one is to hack it to pieces, which isn’t an easy
task in the water.
Undead Predator. A blackskate seeks out living, warm- STR DEX CON INT WIS CHA
blooded creatures. Though it does not consume blood the 20 (+5) 17 (+3) 16 (+3) 12 (+1) 12 (+1) 16 (+3)
way vampires and their ilk do, warm blood drives a
blackskate into what merfolk call the blood rage—a state in Skills Perception +4, Stealth +6, Survival +4
which the creature becomes even more formidable. Damage Resistances bludgeoning and slashing from
Tireless Tracker. A blackskate is capable of inexorably nonmagical weapons
tracking anyone whose blood it has scented (that is, anyone Damage Immunities poison
whose blood has been shed near it in the water). It can follow Condition Immunities charmed, exhaustion,
any such trail infallibly, as long as its quarry remains in the paralyzed, poisoned, stunned
same body of water as the blackskate, unless the quarry uses Senses darkvision 60 ft., passive Perception 14
some magical means of concealing its path. Languages —
Ambush Hunter. A blackskate prefers to lie in wait, Challenge 8 (1,800 XP)
concealing itself beneath a thin layer of sand and silt much
like a living stingray, and uses its deadly tail attack on the first
creature that comes near it, allowing it to enter its blood Blood Frenzy. The blackskate has advantage on
frenzy at the first opportunity. melee attack rolls against any creature that doesn't
Deadly Poison. A blackskate’s venomous stinger is have all its hit points.
capable of administering a necrotic poison that causes flesh False Appearance. While the blackskate remains
to quickly wither and slough off. motionless along the seafloor, it is
indistinguishable from sand and silt.
Keen Tracker. The blackskate has advantage on
Wisdom checks to track prey whose blood it has
tasted.
Actions
Multiattack. The blackskate makes two attacks: one
with its bite and one with its stinger.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage.
Stinger. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage. The
target must make a DC 15 Charisma saving throw,
taking 28 (8d6) necrotic damage on a failed save,
or half as much damage on a successful one.
The thing before you undulates in the currents, moving
winglike projections at its sides like a pallid manta ray. Its
body is an amalgamation of tattered flesh. Its is face made up
of shattered pieces of bone roughly pulled together into a
mismatched puzzle, as is the tail that now arcs scorpionlike
over its back
Caller From The Deeps Caller From The Deeps
In the deep, black places of the ocean, strange things come to Huge elemental, neutral evil
rest. Corpses, cast-offs magics, even light itself is pulled into
these places and consumed. Little wonder then that Saving Throws Dex +3, Con +14
sometimes, in such places, a malevolence grows. Impelled by Armor Class 17 (natural armor)
the rot of the things of the light and driven by a horrible Hit Points 198 (12d12 + 120)
hunger, this thing becomes impatient waiting for the tides of Speed 0 ft., swim 50 ft.
the sea to pull the world above it down into its ravenous maw.
It forms for itself a body out of the black, cold waters where it
found its genesis and leaves the blackwater trenches of the STR DEX CON INT WIS CHA
deep oceans, seeking life and light to consume. 22 (+6) 9 (-1) 30 (+10) 15 (+2) 12 (+1) 14 (+2)
Siren's Call. A caller from the deeps has the ability to call
things to itself, so that it can consume them. It often lures Skills Perception +4, Stealth +2
sailors overboard with its call, enwrapping them as they leap Damage Resistances bludgeoning, piercing, and
into the cold water and feeding on their life’s warmth. When slashing from nonmagical weapons
endangered, a caller from the deeps has the ability to Damage Immunities poison
summon aquatic creatures to defend it. Condition Immunities exhaustion, paralyzed,
Fearsome Foe. A caller from the deeps maintains a very poisoned, prone, stunned
simple technique for hunting. It begins by calling its prey to Senses darkvision 60 ft., passive Perception 14
itself, using siren’s call. It then grapples those who enter the Languages telepathy 120 ft.
water, drowning them. Should any manage to put up enough Challenge 11 (7,200 XP)
of a fight to endanger its serenity, it summons a creature to
defend itself and distract any adversaries. Only if its Actions
opponents fight their way past this summoned minion or Multiattack. The caller from the deeps makes two
manage to directly engage the caller itself will this creature melee attacks.
focus its full attention and might on them.
Enervating Grip. While dealing damage in a grapple, a Tentacle. Melee Weapon Attack: +9 to hit, reach 15
caller from the deeps also drains the vitality of its target. ft., one target. Hit: 24 (4d8 + 6) bludgeoning
damage. If the target is a creature, it is grappled
(escape DC 16) and takes 10 (3d6) necrotic
damage at the start of each of its turns until the
grapple ends. The caller from the deeps can have
up to four targets grappled at a time.
Siren's Call (Recharge 5-6). The caller from the deeps
causes anyone nearby to hear a distant song that
instills in them a longing for the sea. Each creature
within 30 feet of the caller from the deeps must
succeed on a DC 17 Wisdom saving throw or move
immediately toward the nearest stretch of ocean
that it can find and attempt to completely
submerge itself in the water. A creature that can't
be charmed automatically succeeds on the saving
throw. The target can repeat the saving throw at the
end ofeach of its turns, ending the effect on itself
on a success.
Summon Watery Ally (1/short rest). The caller from
the deeps magically summons a water elemental.
The summoned water elemental appears in an
unoccupied space within 60 feet of its summoner,
acts as an ally of its summoner, and can't summon
other water elementals. It remains for 10 minutes,
until it or its summoner dies, or until its summoner
dismisses it as an action.
Armor Class 13 (natural armor) STR DEX CON INT WIS CHA
Hit Points 13 (3d6 + 3)
Speed 20 ft. 15 (+2) 11 (+0) 13 (+1) 2 (-4) 11 (+0) 2 (-4)
Ichthyosaur
Large beast, neutral
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 20 (4d6 + 6) piercing damage.
Mosasaurus
Huge beast, neutral
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13 This fearsome reptilian creature has a long, crocodilian
Challenge 5 (1,800 XP) body, with flippers instead of feet and a finned tail. Its huge
jaws are filled with sharp teeth.
Hold Breath. The mosasaurus can hold its breath for
15 minutes. Dire Animals
Actions Dire animals are larger, tougher, meaner versions of ordinary
animals. Each kind tends to have a feral, prehistoric, or even
Multiattack. The mosasaurus makes two attacks:
one with its bite or swallow and one with its tail.
demonic appearance.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., Dire Barracuda
one target. Hit: 17 (2d10 + 6) piercing damage,
and the target is grappled (escape DC 15) if it is a
The dire barracuda is about 10 feet long and weighs around
Large or smaller creature. Until this grapple ends,
300 pounds. It has bony protrusions along the spine and a
the target is restrained, and the mosasaurus can't mouth full of outsize teeth.
use its bite attack on another target. Intensely Combative. The dire barracuda is much more
aggressive than its smaller cousin and sometimes hurls itself
Swallow. The mosasaurus makes one bite attack out of the water to attack.
against a Medium 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 mosasaurus, and it takes
10 (3d6) acid damage at the start of each of the
mosasaurus's turns.
The mosasaurus's gullet can hold up to two
creatures at a time. If the mosasaurus takes 10
damage or more on a single turn from a creature
inside it, the mosasaurus must succeed on a DC 16
Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, each of which
falls prone in a space within 10 feet of the
mosasaurus. If the mosasaurus dies, a swallowed
creature is no longer restrained by it and can
escape from the corpse using 10 feet of
movement, exiting prone.
Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., This very long, narrow-bodied fish flashes through the
one target. Hit: 13 (2d6 + 6) bludgeoning damage. water, razor-sharp teeth snapping.
Dire Barracuda
Large beast, neutral
Elves, Sea
Sea elves are also known as sea elves. Other than skin and
hair color, they resemble their terrestrial kin, but the gill slits
Dire Eel beneath their ears and the delicate webbing of fingers and
The dire eel is a moraylike animal of unusual size. It can toes proclaims their marine nature.
reach lengths of 20 feet or more and weigh up to 500 pounds. Sahaguin Antipathy. Sea elves are peaceful by nature and
It resembles its smaller relations in other respects. love to roam the open seas, in the company of aquatic
animals such as porpoises and whales. However, they loathe
the sahuagin and above all the foul malenti who mock their
elven form. The presence of sahuagin sends an entire sea elf
Dire Eel community to battle, and the fighting does not end until one
Large beast, neutral side or the other is eradicated.
Aquatic Allies. Porpoises, and occasionally orcas, are
Armor Class 13 (natural armor) never far from a sea elf village, and the community’s druids
Hit Points 37 (5d10 + 10) are especially attentive to these creatures, seeing them as
Speed 0 ft., swim 30 ft. emissaries of the water spirits. The animals also assist in
defending the settlement. Sea elves often ride trained
STR DEX CON INT WIS CHA hippocampi into battle.
Brutal Strategists. When sea elves fight, they are ruthless
19 (+4) 13 (+1) 14 (+2) 1 (-5) 12 (+1) 2 (-4) and clever. In water, they start by charging from below
(especially against foes not used to fighting in three
Skills Perception +3 dimensions). They sometimes try to drive an aquatic enemy
Senses passive Perception 13 on shore to render it helpless. Battles between sea elves and
Challenge 1 (200 XP) sahuagin also include large numbers of porpoises and
sharks. Sea elf warriors favor light armor, usually “leather”
Actions crafted from eel or shark skins, or from fish scales sewn onto
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., thick cloth.
one target. Hit: 13 (2d8 + 4) piercing damage, and Mysterious Domain. Sea elves cherish privacy and
the eel attaches to the target. While attached to the freedom. Their communities are built in coral caves or
target, the eel can attack no other creature except seaweed-filled lagoon bottoms, camouflaged to avoid notice.
the target but has advantage on its attack rolls. The Druids and rangers keep watch on the settlement and use
eel can detach itself by spending 5 feet of its magic to further hide its existence, along with snares and
movement. A creature, including the target, can traps to discourage exploration. A typical sea elf settlement
take its action to detach the eel by succeeding on a contains several hundred inhabitants, and communities stay
DC 13 Strength check. in touch through a system of messengers, often riding
hippocampi.
Faithful Followers. Eadro, the patron deity of merfolk,
tritons, and locathah, receives some worship, but most sea
elves honor Deep Sashelas.
Sea Elf Druid
Medium humanoid (elf), neutral good
Actions
Trident. Melee Weapon Attack: +4 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 6 (1d8 + 2)
slashing damage.
Golem, Coral Coral Golem
Golems are made from humble materials-clay, flesh and Huge construct, neutral
bones, iron, or stone-but they possess astonishing power and
durability. A golem has no ambitions, needs no sustenance, Armor Class 15 (natural armor)
feels no pain, and knows no remorse. An unstoppable Hit Points 147 (14d12 + 56)
juggernaut, it exists to follow its creator's orders, and it Speed 20 ft., swim 30 ft.
protects or attacks as that creator demands.
Coral golems are dazzlingly beautiful creations, built to
guard undersea lairs and sunken treasure troves. They can STR DEX CON INT WIS CHA
be constructed from coral of any color. 20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 2 (-4)
A coral golem stands 20 feet tall but is largely hollow and
weighs a mere 3,000 pounds. Damage Immunities poison, psychic; bludgeoning,
Silent But Deadly. A coral golem cannot speak or make piercing, and slashing from non magical weapons
any vocal noise. It moves with a ponderous but smooth gait, that aren't adamantine
and it crackles and crunches with each heavy step. Condition Immunities charmed, exhaustion,
A coral golem’s lurching gait belies its deadly accuracy in frightened, paralyzed, petrified, poisoned
battle. It attacks with four heavy limbs and can break off Senses darkvision 60 ft., passive Perception 9
small, star-shaped fragments of its body and hurl them at Languages understands the languages of its creator
opponents. A damaged coral golem regrows lost coral but can't speak
quickly, giving it an effectively unlimited supply of coral stars. Challenge 9 (5,000 XP)
Power At A Price. To create a golem, one requires a
manual of golems (see the Dungeon Master's Guide). The
comprehensive illustrations and instructions in a manual Immutable Form. The golem is immune to any spell
detail the process for creating a golem of a particular type. or effect that would alter its form.
A coral golem’s ornate body is sculpted from beds of Magic Resistance. The golem has advantage on
harvested coral. The raw materials needed to assemble a saving throws against spells and other magical
coral golem cost 16,000 gp. effects.
A coral golem of more than CR 8 can be created, but each
additional CR adds +1,000 gp to the cost of raw materials Magic Weapons. The golem's weapon attacks are
magical.
and +2,500 gp to the market price.
The coral from a destroyed coral golem can be salvaged Regeneration. The golem regains 10 hit points at
and sold for 1,000 gp per CR of the golem. The coral the start of its turn if it has at least 1 hit point.
recovered from a destroyed coral golem cannot be used to
fashion a new coral golem. Actions
Constructed Nature. A golem doesn't require air, food, Multiattack. The golem makes two slam attacks.
drink, or sleep.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 16 (2d10 + 5) bludgeoning
damage. If the target is a creature, it must succeed
on a DC 14 Constitution saving throw or be
stunned until the start of the golem's next turn.
Coral Star. Ranged Weapon Attack: +8 to hit, range
30/120 ft., one target. Hit: 14 (2d8 + 5) piercing
damage.
Hadozee Warrior
Medium humanoid (hadozee), neutral
Skills
Senses passive Perception
Challenge ( XP)
Actions
Scimitar. Melee Weapon Attack: + to hit, reach 5 ft.,
one target. Hit: (d + ) slashing damage.
Template
Medium beast, neutral
Skills
Senses passive Perception
Challenge ( XP)
Actions
Slam. Melee Weapon Attack: + to hit, reach 5 ft.,
one target. Hit: (d + ) bludgeoning damage.