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Seafaring in Fifth Edition

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.

Table: Weather, Wind, and Precipitation


Cold Temp Warm Temperature Wind Precipitation
— — 01–03 Severe heat Fair Clear
— — 04–05 Severe heat Varies Clear
— 01–02 06–14 Hot Fair Clear
— 03 15–19 Hot Fair Rain
— 04–05 20–25 Hot Varies Clear
01–03 06–15 26–50 Warm Fair Clear
04 16–19 51–65 Warm Fair Rain
05–07 20–29 66–70 Warm Varies Clear
08 30–32 71–76 Warm Varies Rain
09 33–35 77–80 Warm Storm Rain
10–17 36–59 81–87 Moderate Fair Clear
18–21 60–63 88–89 Moderate Fair Fog
22–24 64–70 90–91 Moderate Fair Rain
25–30 71–80 92–96 Moderate Varies Clear
31–32 81–83 97–98 Moderate Varies Rain
33–34 84–85 99–00 Moderate Storm Rain
35–57 86–91 — Cold Fair Clear
58–62 92–93 — Cold Fair Fog
63–66 94 — Cold Fair Snow
67–82 95–98 — Cold Varies Clear
83–86 99 — Cold Varies Snow
87–89 00 — Cold Storm Snow
90–94 — — Severe cold Fair Clear
95–98 — — Severe cold Varies Clear
99–00 — — Severe cold Storm Clear
    Rain/Snow: Everything is lightly obscured, and creatures Severe Heat: A creature in direct sunlight or engaged in
in the area have disadvantage on Perception checks that rely any strenuous activity (manning a ship, combat, etc.) must
on sight. succeed on a Constitution save at the end of each hour or
Heavy rain also extinguishes open flames and imposes gain one level of exhaustion. The DC is 5 for the first check
disadvantage on Perception checks that rely on hearing, and increases by 1 for each consecutive hour. Creatures
whereas snow creates difficult terrain in any area that's wearing medium or heavy armor, or who are clad in heavy
exposed to the sky. clothing, have disadvantage on the save. Creatures with
Fog: Obscures all sight, including darkvision, beyond 5’. resistance or immunity to fire damage automatically succeed
Any creatures in this area effectively suffer from the blinded on the save, as do creatures naturally adapted to hot climates.
condition (the creature can’t see and automatically fails any Severe Cold: A creature directly exposed to the cold must
ability check that requires sight; attack rolls against the succeed on a DC 10 Constitution save at the end of each hour
creature have advantage; and the creature’s attack rolls have or gain one level of exhaustion. Creatures with resistance or
disadvantage). immunity to cold damage automatically succeed on the save,
as do creatures wearing cold weather gear (thick coats,
gloves, and the like) and creatures naturally adapted to cold
climates.
Wind Strength
To determine the specific wind strength and direction, use the general wind condition indicated by the result of Table: Weather,
Wind, and Precipitation and roll on the corresponding column on Table: Wind Strength. Wind strengths can have various effects
on ships, their crew, and any ranged attacks they perform. Even siege weapons are affected by strong winds.

Table: Wind Strength


Fair Varies Storm Strength Ranged Attacks/Siege Sail Speed Strength Save DC*
01–10  —        —       None — — —
11–65 01–20  —  Light — ×1 —
66–90 21–65  —  Moderate — ×2 —
91–99 66–85 01–10 Strong -2/-0 ×3 DC 10: Tiny prone
00 86–98 11–50 Severe Disadvantage/-0 ×3† DC 15: Tiny blown away, Small prone,
Medium checked
      —       99–00 51–90   Windstorm   Impossible/-2 ×3† DC 18: Small blown away, Medium
prone, Large checked
 —        —       91–99 Hurricane   Impossible/Disadvantage      Driven    DC 20: Medium blown away, Large
prone, Huge checked
 —   —  00 Dire gale Impossible/Impossible Driven DC 30: Large blown away, Huge prone,
Gargantuan/Colossal checked

*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)

Ram 12d6 per 10'


Space 200' by 60'
Height 50'
Complement 80
Crew 10
Cargo 30 tons
Cost: 160,000 gp

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

Mounts: 12 light, 4 heavy


Junk Keelboat
A junk is a large sailing ship often found in eastern waters. It This flat-bottomed boat is built for use on rivers and lakes. It
has a flat bottom, no keel, and a high stern, with three masts is fully decked, with a large deckhouse that takes up most of
and a sail reinforced with bamboo ribs. The junk’s hull is the boat’s center or stern depending on the design. It has a
partitioned into a number of small, watertight compartments, small sail and eight or more oars for traveling upstream.
which makes it unusually seaworthy.

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

Ram 4d6 per 10'


Space 40' by 10'
Height 10'
Complement 30
Crew 10
Cargo 10 tons (speed wind x 15' if 5 tons or more)
Cost: 40,000 gp

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

Although surface elves are renowned as daring and skillful


seafarers above the waves, the greatest legacy of elves and
sea lies below the surface of the ocean. The nations of the
sea elves are as ancient and powerful as those of their land-
dwelling cousins. The children of Deep Sashelas, sea elves
dwell in the shallower parts of the ocean, usually within a few
miles of a coast, for the deeper parts of the sea tend to be not
only too cold and lightless for their taste, but also home to
their blood enemies, the sahuagin.
Lands Clan Names: Anterome (Brightwave), Danlianthol
(Silverpearl), Garinlastil (Scarletleaf), Gyrashiil (Joybringer),
Sea elf cities are wonders to behold, crafted as they are of Iandaal (Brightwhisper), Leriantol (Kinwatcher), Oromae
living coral just as many elf cities on land are made from still- (Silvercoral), Perlantasil (Nightwater).
living trees. They gleam with mother of pearl and shells
scoured bright, and among them swim fish of a thousand Sea Elf Traits
colors. The borders of these cities are guarded by soldiers When you create an elf character, you may choose the sea elf
with tridents, spears, and nets, as are the hunter-gatherer as an alternative to the other subraces. For your convenience,
parties sent out to retrieve food among the fish and carefully the traits of the elf and the sea elf are combined here.
cultivated fields of food plants nearby. Ability Score Increase. Your Dexterity score increases by
Sea elves are ruled by a loose feudal system, with clans of 2, and your Constitution score increases by 1.
sea elves swearing fealty to noble houses who take oaths to Age. Although sea elves reach physical maturity at about
protect those clans beneath them. All it takes to confer the same age as humans, the elven understanding of
nobility upon a clan is to have another clan swear fealty to it, adulthood goes beyond physical growth to encompass
so most clans have had times in their histories when they worldly experience. An sea elf typically claims adulthood and
were considered nobility. an adult name around the age of 100 and can live to be 750
Religion years old.
Alignment. Like most elves, sea elves maintain a love of
Sea elves revere Deep Sashelas first and foremost. His freedom and personal expression, considering most laws and
temples, usually built of solid stone and decorated by governments to simply be methods of control. They favor
everyone in the community, serve not only as centers of faith good and chaotic alignments.
but as the heart of sea elf communities. Size. Sea elves range from under 5 to over 6 feet tall and
Deep Sashelas’s clergy serve as the advisors of the sea elf have slender builds. Your size is Medium.
people, often acting as counselors, healers, mediators, and Speed. Your base walking speed is 30 feet, and you have a
defenders of their communities. swimming speed of 30 feet.
At some point in an sea elf’s adult life, she is expected to Darkvision. Accustomed to the twilit sea and the night sky,
undertake an endeavor for the local temple where her you have superior vision in dark and dim conditions. You can
adulthood celebration was held. Each sea elf chooses her see in dim light within 60 feet of you as if it were bright light,
own endeavor, one that either relates to that elf’s vocation or and in darkness as if it were dim light. You can’t discern color
something that symbolizes her personality. in darkness, only shades of gray.
These endeavors aren’t about doing something the temple Keen Senses. You have proficiency in the Perception skill.
needs to have done. They are about allowing the elf to Fey Ancestry. You have advantage on saving throws
express her sense of uniqueness in a way that directly against being charmed, and magic can’t put you to sleep.
benefits the temple and reaffirms her choices in life. Trance. Elves don’t need to sleep. Instead, they meditate
deeply, remaining semiconscious, for 4 hours a day. (The
Relations Common word for such meditation is “trance.”) While
Sea elves have long memories and they do not trust quickly. meditating, you can dream after a fashion; such dreams are
However, they have long maintained alliances with the actually mental exercises that have become reflexive through
honorable aventi. They are more than happy to allow tribes of years of practice. After resting in this way, you gain the same
merfolk to wander into their territories and even stay for a benefit that a human does from 8 hours of sleep.
while, but locathah and other such beings are not permitted Child of the Sea. You can breathe air and water.
within a day’s swim of sea elf cities. Friend of the Sea. Using gestures and sounds, you can
communicate simple ideas with any beast that has an innate
swimming speed.
Personality Sea Elf Training. You have proficiency with the spear,
Sea elves tend to be seen as standoffish creatures hesitant to trident, light crossbow, and net.
trust outsiders, and this is true to some extent. Sea elves Languages. You can speak, read, and write Common,
understand the value and importance of community in their Elvish, and Aquan. The elvish dialect of sea elves has
survival beneath the waves. They are very suspicious of borrowed many words and inflections from the Aquan
strangers, especially those who come from the surface world. tongue, so that their speech tends to seem oddly accented to
Nonetheless, they know the value of a strong alliance and, others who speak the language.
once their fears are allayed, make staunch compatriots.
Sea Elf Names
Each sea elf clan has a name that is often translated into
Common around non-elves, similar to the surnames of other
elves. Personal names are given at birth and maintained
throughout the life of the sea elf.
Male Names: Arvastan, Balthonlis, Barishlin, Deranthil,
Ervastath, Kerithlan, Perilastanor, Poldanlin.
Female Names: Avashtana, Bihalisha, Deirastane,
Firiashe, Iridansa, Tiliashanna, Xiphalia, Yrashiae.
Aventi Beliefs
“Your petty human kingdoms are amusing, but they pale Most aventi revere the mighty sea god Aventernus as their
against the splendors of ancient Aventus—either before the patron and savior, for it was by his hand that they did not
great waves came, or after.” perish in the long-ago catastrophe that befell their kingdom.
The temple hierarchy of Aventernus is a pillar of any aventi
—Boral Adirishol, aventi warlord-in-exile community, and high priests often serve as the principal
advisors to aventi kings and lords. Evil aventi are sometimes
Citizens of an ancient empire that sank beneath the ocean, lured by the promises and power offered by sinister deities
the aventi adapted to their new home and now adventure such as Sekolah or Umberlee.
both at sea and on land. A proud people who hold personal
honor in high regard, the aventi can be found anywhere from Relations
the human-settled coasts to the deepest trenches of the ocean
floor. Aventi have excellent relations with merfolk, sea elves, and
Aventi coloration tends toward very pale, almost bluish tritons, often banding together with them to fight off threats
skin to a lighter tan, with blue and green eyes and hair that from land folk or aquatic threats. They are fascinated by the
ranges between a light brown to a very pale blonde. The merfolk and their culture’s apparent lack of structure, so
calves and forearms of aventi feature small swimming fins unlike the aventi way. Aventi are dedicated enemies of the
that fold almost flat when the aventi leaves the water. sahuagin and monstrous sea creatures such as merrows and
Aventi dress is very plain and sparse—most wear just scrags.
enough to maintain their modesty, and some wear less than Of all the sea-dwelling folk, the aventi are the most likely to
that. They are fond of pearls and soft metals that can be engage in regular commerce and trade with coastal and
worked without heat, such as gold. seafaring land dwellers. Sometimes they conceal their true
origins from the humans they deal with, appearing as
Society mysterious sea traders who rarely venture far from the ocean.
In other places aventi kings are staunch allies of human lords
Long ago in the misty dawn of humankind, the mighty island ruling over coastal cities, and the two races freely mix.
nation of Aventus ruled the waves. The patron of this nation Human-aventi marriages are not uncommon in such places;
was a god of the sea, and it was only by this god’s graces that the children of these unions are aventi, although they might
the aventi exist today, for a terrible cataclysm befell that have features and coloration that are quite unusual for their
island nation. Some say that cataclysm was the working of a race.
goddess who was the sea god’s rival, while others claim that it
was the result of the nation’s own toying with terrible magics. Personality
Regardless of the cause, Aventus was laid low by the
cataclysm and the island nation sank beneath the waves. Aventi are, first and foremost, a very devout people—they
Though the sea god wasn’t able to save the island, he literally owe their existence to their patron sea god, after all.
transformed its people into the aventi, humans capable of Aventi are also a very proud people, sometimes to the extent
breathing water. of being considered prickly about things such as their honor.
Now aventi emerge from the sea only occasionally, for they They are not quick to take insult, but they are very particular
are an insular people. In many cases, those who meet aventi about their own honorable behavior. They expect less out of
do not know that they are dealing with a sea-dwelling other races, though are pleasantly surprised when one of the
creature, for the aventi do not look drastically different from land folk matches their standards for honor, courtesy, and
humans and can easily pass for one in most cases. Those duty.
aventi who need to venture onto the surface world simply do Aventi culture is very tradition-bound and ordered. This
so, engage in whatever trading they might need, and then go sense of tradition is expressed among the aventi as the
their way with few being any the wiser. Twelve Virtues: honor, loyalty, bravery, piety, civility, strength,
perseverance, dedication, humility, obligation (specifically, to
Lands and Settlements the family), respect, and peacefulness. Of course, these are
ideals to which individual aventi strive, but the assumption of
Most aventi know the place where their original homeland these virtues as being the norm colors everyday aventi life.
sank beneath the waves. However, a generation or so after
their transformation they were forced to abandon it. Some Behaviors
say it was because disease spread among them, while others
claim that the sahuagin armies of a mighty kraken lord Aventi culture is regimented enough that even rebels, misfits,
claimed the great city. exiles, and other adventurers tend to go about their daily
Currently, aventi live in small enclaves of up to a thousand routines in an organized, mindful fashion. Devout aventi
members. Each enclave is ruled by a king, who is often a undertake many small rituals of thanks and
paladin or cleric of the sea god. These enclaves are guarded acknowledgement through their day, and nearly every aventi
by a militia led by the elite Order of the Pearl. Once a decade, recites his or her lineage before going to sleep each night
the kings of all the settlements gather for a Royal Moot (even those who can’t stand their families).
hosted by one of the kings, wherein the kings reaffirm their
treaties and alliances with one another.
Adventuring Aventi Speed. Your base land speed is 30 feet, and you have a
swimming speed of 30 feet.
Most aventi adventurers undertake missions on behalf of Amphibious. You can breathe air and water.
their family or aventi community—reestablishing connections Human Blood. For all effects related to race, an aventi is
among the widely scattered aventi settlements, fighting bitter considered a human. You are just as vulnerable to special
blood feuds against rival families, or rediscovering lore lost in effects that affect humans as humans are, and you can use
the great cataclysm that transformed the aventi race. magic items that are only usable by humans.
But other aventi adventurers are more independent. Underwater Weapon Training. You have proficiency with
There’s a long tradition in aventi society—a cultural safety the dagger, javelin, shortsword, spear, and trident.
valve of sorts—where aventi who don’t fit in choose a period Water Magic. You know the shape water cantrip. Wisdom
of self-exile, during which they wander the seas. Your is your spellcasting ability for it.
character might have chafed at the bounds of regimented Languages. You can speak, read, and write Common, and
aventi society, choosing exile rather than a stifled life among one extra language of your choice. Aventi typically learn the
your people. Or maybe it wasn’t voluntary; a real or trumped- languages of those civilizations around them. Many Elven
up crime or conflict might have resulted in your exile. words have found their way into the aventi Common, due to
Whether you seek to regain your place in aventi society or the influence of the sea elves on aventi civilization.
forge a new destiny for yourself is up to you. Additionally, many aventi learn the Aquan tongue, often with
Taken as a whole, aventi are as likely to become a merfolk accent.
adventurers as any other race, though land folk rarely hear of
their exploits. Many aventi adventurers perform mighty
exploits below the waves but only rarely venture out of the
sea. Those who undertake those adventures that lead them
out of the ocean are likely to find fellow adventurers who are
more familiar with the surface world.
Aventi Names
Aventi keep the names they are given at birth, even after
marriage. When among other races, aventi do not give their
family names, instead taking the name of their settlement as
a substitute surname (as in “Ralin of Deepingpearl” rather
than “Ralin Ubanishol”). Given names among aventi always
begin with consonants, while family names always begin with
vowel sounds.
Male Names: Boral, Damash, Daneth, Kanal, Ghenor,
Nimor, Ralin, Relvin, Tagren.
Female Names: Boshira, Dahara, Daratha, Ganelle, Janna,
Naliatha, Nimora, Paranna, Shara.
Family Names: Adirishol, Anayasha, Eriskan, Iricha,
Olbareth, Ubanishol, Uvarilith, Ygranneth.
Aventi Traits
Your aventi character has the following racial traits.
Ability Score Increase. Two different ability scores of your
choice increase by 1.
Age. Aventi, like humans, reach adulthood in their late
teens and rarely live more than a century.
Alignment. Respectful of tradition and personal honor,
aventi tend to be lawful. Aventi do not have any need for
stringent legal codes and expansive laws. Each member of
their society is assumed to act with honor and integrity,
seeking the best outcome for the most people. Dishonorable
behavior is dealt with on a familial level—a family is expected
to deal appropriately with anyone in their midst whose
behavior reflects badly on the community, whether through
shaming them into proper behavior or ensuring that this
family member makes amends and then keeping a close eye
on him or her to prevent such behavior again.
Size. Aventi are little different from humans in appearance.
Aventi usually stand from 5 feet to a little over 6 feet in height
and weigh from 125 to 250 pounds, with men noticeably
taller and heavier than women. Regardless of your build, your
size is Medium.
Darfellans believe that tribal organization will continue
Darfellan until a darfellan known in prophecies as the Deep Dweller
“For too long we were the prey. Now we are the hunters, and emerges to restore the race to vitality. His or her appearance
no more shall we mourn.” would immediately draw the allegiance of darfellans
gathering from far and near, because the remaining
—Akilu Sea-Slayer darfellans regard tales of the Deep Dweller with messianic
fervor.
The darfellans were once a peaceful race of hunter-gatherers
who lived among the surf and sea stacks of forbidding Beliefs and Relations
coastlines. Then the sahuagin discovered them, beginning a
century-long struggle that almost ended in the extinction of Darfellans tend to worship one of the gods of the sea—if they
the darfellan race. The remaining darfellans are brooding haven’t turned their backs on religion entirely. Many
wanderers who crave the chance to exact a final measure of darfellans feel that their prayers and supplications went
vengeance against the sahuagin who wiped out their kin. unanswered during the sahuagin’s genocidal attacks, so they
A darfellan’s most striking feature is his or her jet-black believe that the gods themselves have spurned the darfellan
skin, glossy and hairless, broken by varied white markings. race.
The size, shape, and location of the white areas distinguish Tribes of darfellans like to keep themselves hidden, but
family groups and quickly identify an individual’s heritage to sometimes a darfellan community will develop a trading or
other darfellans and those who know how to read darfellan mutual defense relationship with nearby merfolk, coastal
markings. Occasionally individuals are born who are entirely humans, or sea elves. But such relationships rarely blossom
black or, much more rarely, wholly white. Such births are into outright friendship because of secrecy on the darfellans’
always seen as portentous, and the children are destined to part; they tend to be businesslike arrangements where the
hold positions of importance among the people—whether two races remain at arm’s length.
they are so inclined or not. The appearance of an entirely
white darfellan is taken as a sign of great events, and the Personality and Behaviors
people’s history is filled with stories of the upheavals that Darfellans tend to brood on the tragic history of their race,
followed such births. regarding it with equal parts pride and sorrow. You might be
embittered by your lot in life, or you can make a point of
Society behaving nobly no matter how dire the situation.
Repeated hunts from the sahuagin have reduced the darfellan At its height, darfellan society was a complex caste-based
population to scattered villages and isolated families on culture, but now too few survivors remain for a caste system
remote stretches of coastline. Once the darfellans had a rich, to work. Still, darfellans are apt to categorize people by their
vibrant, clan-based culture. But now most of those clans are occupation or function; learning someone’s job is more
just names known to a few darfellan elders, and much important than learning someone’s name.
darfellan art and history exists only in the memories of the
oldest darfellan survivors.
Lands and Settlements
Darfellan communities once dotted the coastlines of the
world. From the ice floes of the arctic to the tropical
archipelagos, darfellans could be found wherever ocean and
land meet. Some darfellans even lived among the land
dwellers, but the urge to swim among the crashing waves
drew most back to their ocean home.
A typical darfellan settlement is hidden in cliffside sea
caves, some above the tide line and some below. Nearby is a
dependable food source, often a kelp forest, a river with
periodic salmon runs, or a coral reef rich with marine life.
While the sahuagin have stopped organized hunts of the
darfellans, the darfellans are still careful to keep their lairs
concealed from those who would hunt them. Darfellans
wandering the seas of the world are careful to say little of
their shoreline homes.
Power Groups
The darfellans are a race of refugees; no remaining power
groups exist among them. Many darfellans have retreated to
their sea caves, where they live hidden away from the
sahuagin and other dangers. Others roam the seas in small
hunting bands, looking for sahuagin to slay. Either way, the
darfellans are organized like a tribe, with a single chieftain or
shaman making all the important decisions.
Adventuring Darfellans Hadozee
As a typical darfellan adventurer, you were probably raised in “So far we’ve charted a new island in the Spice Archipelago,
a hidden community on a forbidding ocean shore fished for dragon turtles, visited the Pearl Citadel of the sea-
somewhere, only to lose kith and kin in a savage sahuagin elves, and escaped from pirates no less than seven times. And
attack. Now you wander the coastal waters seeking this voyage isn’t over yet. What fun!”
vengeance for your family and to honor the memory of the
fallen darfellans. —Bansh Midnightchild, Hadozee deckhand
If your home community still survives, you might be its
representative to the outside world, or an exile who can’t A race of simianlike humanoids, hadozee are often referred
come home until a particular wrong is righted. to as “winged deck apes.” It’s easy to see where they would
Darfellans hold hunters in great esteem, especially those come by such a moniker: they are covered in fur, with a
who battle sahuagin. If you can explain your adventuring slightly stooped posture, a shaggy mane, and a fanged
career in terms of fighting sahuagin or hunting, other muzzle. Their eyes are black and glitter brightly, and their fur
darfellans will laud your career choice. can range in color from a light tawny golden brown to a deep
chocolate.
Darfellan Names Most fascinating of all, however, is a hadozee’s patagial
flaps—flaps of skin between legs and arms, similar to those
Akilu, Ekitilooit, Fee’itii!, Keitilili, Likiki!ta, Ootiliktik, of a flying squirrel. With these patagia, a hadozee can launch
Shooki!alui, Silooti!oo, Weililkoo. themself into the air and glide for significant distances. It is
not uncommon for hadozee in the rigging of ships not to
Darfellan Traits bother climbing down, but simply throw themselves into the
Your Darfellan character has the following racial traits. air and glide to another part of the ship.
Ability Score Increase. Your Strength score increases by Hadozee do not really need clothing due to their fur
2, and your Constitution score increases by 1. covering, though many who work aboard ships wear
Age. Darfellans have lifespans comparable to humans. harnesses and belts for their tools and weapons. Because
They enter adulthood in their late teens, though they typically they’re also good climbers and balancers, hadozee are
live no longer than 80 years. particularly suited for life aboard a ship sailing the seas of
Alignment. Darfellans can be of any alignment. Many adventure.
younger darfellans have an affinity for chaotic alignments
because they’ve never lived in an ordered society. Society
Size. A typical darfellan has a hulking, muscular build with Most hadozee are raised communally in port towns; parents
a broad back, powerful arms, and a wide neck and head. A think nothing of leaving children with adults who share the
darfellan stands not much over 6 feet tall and weighs nearly same ship-name for weeks or even months at a time.
200 pounds. Your size is Medium. Hadozee tend to congregate into shared living quarters,
Speed. Your base land speed is 25 feet, and you have a pitching in to afford and maintain large dwellings so that
swimming speed of 35 feet. Darfellan webbed feet are more visiting hadozee immediately have a place to hang their
suited for moving through water than on land. hammocks. Hadozee are very communally minded when it
Bite. Your jaws are a natural weapon, which you can use to comes to these dwellings. A hadozee who visits a port to
make unarmed strikes. If you hit with it, you deal piercing discover a communal house in need of repairs or about to be
damage equal to 1d6 + your Strength modifier, instead of the taken away from those who live there due to lack of funds
bludgeoning damage normal for an unarmed strike. makes sure she leaves the place in a much better condition,
Echolocation. In the water, a darfellan can emit a series of often spending all her available funds to ensure its survival.
whistles, then instinctively pinpoint nearby creatures by Many hadozee remember these communal homes from
hearing the echo. You have blindsight up to a radius of 30 their childhoods as happy places constantly playing host to
feet, but the blindsight doesn’t extend beyond the water. new hadozee with interesting stories. Unhappy is the
Hold Breath. You can hold your breath for up to 15 hadozee sailor who visits a strange port and discovers there
minutes at a time. are no other hadozee there. When faced with such an option,
Racial Hatred. A darfellan normally exudes a brooding most hadozee simply remain aboard their ships.
calm, but the mere presence of a sahuagin is enough to send Hadozee have long been hired on as sailors, for they are
the darfellan into a blood-mad fury. You gain advantage on known as hard workers and skilled warriors. They like
attack rolls when fighting sahuagin. working on elf ships or alongside an elf crewmate. Hadozee
Languages. You can speak, read, and write Common and are rarely found aboard ships that remain in arctic or
Darfellan. The Darfellan language has many compound and temperate conditions, for they prefer warmer, tropical
multisyllabic words, so it can take a long time to say climates.
something. A mix of aggressive consonants, long vowels, and
clicks gives the Darfellan tongue an animated, heavily
enunciated quality.
Hadozee enjoy working aboard ships and do not consider
their shipboard chores as inconveniences, often actually
looking forward to them. Some unscrupulous captains take
undue advantage of this trait, but for the most part, hadozee
are well thought of and highly sought after as crew by the
majority of captains.
Hadozee Names
Hadozee take great pride in the ships that they serve aboard,
and will often incorporate part of that ship’s name into their
own. Thus, Garsh, who has served aboard the Dream of the
Night, might call himself Garsh Nightdream. This “ship-
name” often binds hadozee together in ways that family or
clan names do for other races.
Male Names: Bansh, Darsh, Falth, Garsh, Grath, Groh,
Harth, Krath, Marn, Polth.
Female Names: Bahasha, Bannithi, Dashi, Kalla, Kasha,
Mara, Risha, Yasha, Yetha.
Ship-Names: The following names are examples of some
ship-names known among hadozee, including (in
parenthesis) the name of the ship they served aboard to get
that name. When the name of the ship includes a term that
denotes a woman, hadozee ship-names replace it with some
form of “son” or “child” or “daughter,” indicating that they feel
Lands and Settlements some kinship to the ship, as a child might to a mother.
Although the hadozee do have a homeland, they no longer Hadozee don’t change their name for every ship that they
know (or care) where it is. As far as any of them can serve aboard—the captain, crew, or adventure must be of
remember, they have simply always traveled among other such a quality as to inspire such a name change.
races, working aboard their beloved ships and seeing what Midnightchild (The Midnight Lady), Pearldaughter (The
the horizon held. Accordingly, they’re almost always found Lady of the Pearl), Swiftson (The Swift Lady), Swordstorm
near the coasts and at sea. (The Sword in the Storm), Wavedancer (The Wave Dancer).
In port cities where hadozee can be found, they live
communally whenever possible. New mothers, those Hadozee Traits
recovering from injuries, and anyone temporarily between Your hadozee character has the following racial traits.
berths keep up the local Hadozee House and raise whatever Ability Score Increase. Your Dexterity score increases by
young have been left there. 2, and your Strength score increases by 1.
Age. Hadozee generally have about the same lifespan as
Beliefs humans, though they are considered adults a little earlier.
The hadozee are not particularly religious, though Alignment. Hadozee have little room in their lives for
moderately respectful of those gods of the sea whom they higher philosophies of morality and ethics. They simply wish
learn about from other sailors. A shipboard cleric of a sea god to be left alone to do their work and enjoy their lives, and
can sometimes leave quite an impression on a hadozee—a prefer to leave others alone to do the same. Hadozee tend
hadozee who worships and swears by only one god is likely toward neutrality as a result.
the result of such a meeting. Size. Hadozee stand at about 5–1/2 to 6 feet tall, though
they always seem slightly shorter due to their natural stooped
Relations posture. They tend to weigh between 200 and 250 pounds,
most of that weight being solid muscle. Your size is Medium.
Hadozee genuinely adore elves, almost to the point of Speed. Your base land speed is 30 feet.
fawning over them. They get along well with most other Gliding. Hadozee can use their arm-flaps to glide, negating
races, though they dislike those races who, for whatever damage from a fall of any height and allowing them to glide
reason, seem incapable of putting in an honest day’s work on short distances. You have a flying speed of 30 feet but fall if
deck. Hadozee and wavecrest gnomes who work together on you end your turn in the air and nothing else is holding you
the same ship often form very strong bonds, and hadozee are aloft. To use this feature, you can't be wearing heavy armor.
fascinated with the wavecrest gnome’s ability to speak with Natural Climber. You can climb unimpeded while holding
sea birds. something in one hand.
Languages. You can speak, read, and write Common and
Behaviors Hadozee. The Hadozee tongue is composed primarily of
Hadozee are known as very intense, prone to expressing hoots, barks, and low vocalizations, with minimal and easily
themselves exuberantly—when a hadozee is enjoying herself, learned body language. Hadozee are capable linguists,
she is likely to chuckle or even whoop aloud; when angry, she however, and delight in learning new languages, though they
bares her fangs and snarls. In general, though, they are a very react positively when they meet nonhadozee who have
peaceable folk who fight only when they must. learned their tongue.
BESTIARY

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.

This creature resembles a cross between a humanoid and


an eel, with two fleshy appendages tipped with bony pincers,
two stubby hind legs, and a hideous circular mouth filled with
rings of teeth.
Aventi
The aventi are a race of aquatic humanoids very closely Aventi Warrior
related to humans—in fact, they were human before their Medium humanoid (human), lawful good
transformation at the hands of Aventernus, their god, who Armor Class 13 (studded leather)
sought to preserve his people in the face of a terrible Hit Points 11 (2d8 + 2)
cataclysm. They live in kingdoms ruled by paladin-kings of Speed 30 ft., swim 30 ft.
their god and protected by elite fighters and paladins,
including the Order of the Pearl, knights clad in shimmering
pearlsteel. STR DEX CON INT WIS CHA
Human Blood. Aventi are of human height and 14 (+2) 12 (+1) 12 (+1) 10 (+0) 9 (-1) 8 (-1)
proportions, with human features (excepting their hair color,
which tends toward green or bluish tints). They have folding Skills Perception +1
spurs or spines on the forearms and calves that anchor Senses passive Perception 11
swimming fins; when the spines lie flat, they are not very Languages Common, Aquan
noticeable. An aventi can easily pass for human by covering Challenge 1/4 (50 XP)
his legs and arms in long clothing.
Tactical Warriors. Aventi are clever warriors who think in
three dimensions, preferring to flank opponents by Amphibious. The aventi can breathe air and water.
approaching them from both above and below, which tends to
confuse surface-dwellers. They usually wear leather armor Actions
studded with copper rivets or tough shells, and wield piercing
weapons such as spears and short swords, which are not Spear. Melee or Ranged Weapon Attack: +4 to hit,
affected by water resistance. reach 5 ft. or range 20/60 ft., one target. Hit: 6
(1d8 + 2) piercing damage.

Aventi Sergeant
Medium humanoid (human), lawful good

Saving Throws Wis +1


Armor Class 14 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 14 (+2) 10 (+0) 8 (-1) 12 (+1)

Skills Intimidate +3, Perception +1


Senses passive Perception 11
Languages Common, Aquan
Challenge 4 (1,100 XP)

Amphibious. The aventi can breathe air and water.


Improved Critical. The aventi's weapon attacks score
a critical hit on a roll of 19 or 20.

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.

An inky blot of cold black water, this horrific tentacled


mass ripples and seethes in the water.
Crabs, Monstrous
Monstrous crabs range in size from Small to Huge. They are Medium Monstrous
voracious scavengers that will eat anything, living or dead, Crab
they come across. Medium beast, neutral

Armor Class 13 (natural armor)


Small Monstrous Crab Hit Points 33 (6d8 + 6)
Speed 20 ft.
Small beast, neutral

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)

Skills Stealth +2, Perception +2


STR DEX CON INT WIS CHA Senses darkvision 30 ft., passive Perception 12
12 (+1) 11 (+0) 12 (+1) 2 (-4) 11 (+0) 2 (-4) Challenge 2 (450 XP)

Skills Stealth +2, Perception +2


Amphibious. The crab can breathe air and water.
Senses darkvision 30 ft., passive Perception 12
Challenge 1/2 (100 XP)
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Amphibious. The crab can breathe air and water. one target. Hit: 9 (2d6 + 2) slashing damage, and
the target is grappled (escape DC 13) if it is a
Actions Medium or smaller creature. Until the grapple ends,
the target takes 16 (4d6 + 2) bludgeoning damage
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., at the start of each of the crab's turns. The crab has
one target. Hit: 4 (1d6 + 1) slashing damage, and two claws, each of which can grapple only one
the target is grappled (escape DC 13) if it is a Small target.
or smaller creature. Until the grapple ends, the
target takes 8 (2d6 + 1) bludgeoning damage at the
start of each of the crab's turns. The crab has two
claws, each of which can grapple only one target.
Darfellans
Large Monstrous Crab Darfellans are descended from orca lycanthropes and lead a
Large beast, neutral simple hunting lifestyle. Their settlements are usually along
rocky, forested coasts.
Armor Class 14 (natural armor) Untamed Folk. Darfellans are a somewhat wild people
Hit Points 67 (9d10 + 18) who enjoy swimming, playing, and hunting in the coastal
Speed 30 ft. waters, sometimes in the company of orcas. They love song,
dance, and story and hold frequent gatherings to share
STR DEX CON INT WIS CHA traditional tales and new lore. They are the dedicated foes of
any who hunt and kill whales.
21 (+5) 11 (+0) 14 (+2) 2 (-4) 11 (+0) 2 (-4) Ancestral Guardians. Although they can be violent,
darfellans do not usually initiate a battle, though they attack
Skills Stealth +2, Perception +2 whale hunters without hesitation. They prefer to fight in the
Senses darkvision 30 ft., passive Perception 12 water, surrounding an enemy while darting in to make
Challenge 4 (1,100 XP) attacks. Out of water, they begin with ranged harpoon
attacks, hoping to impale and then reel in enemies.
Gerontocratic Culture. Darfellans inhabit small coastal
Amphibious. The crab can breathe air and water. settlements consisting of related family groups. Their society
is not hierarchical, although the elders have great influence in
Actions matters affecting a community. Each village is self-contained,
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., but darfellans have frequent gatherings in which the
one target. Hit: 14 (2d8 + 5) slashing damage, and inhabitants of an area exchange news and participate in
the target is grappled (escape DC 14) if it is a Large athletic and artistic activities.
or smaller creature. Until the grapple ends, the
target takes 23 (4d8 + 5) bludgeoning damage at
the start of each of the crab's turns. The crab has
two claws, each of which can grapple only one Darfellan Warrior
target. Medium humanoid (darfellan), chaotic neutral

Armor Class 12 (hide armor)


Hit Points 22 (4d8 + 4)
Speed 25 ft., swim 35 ft.
Huge Monstrous Crab
Huge beast, neutral STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 13 (+1) 10 (+0) 9 (-1) 8 (-1)
Armor Class 15 (natural armor)
Hit Points 119 (14d12 + 28)
Speed 30 ft. Skills Animal Handling +1, Athletics +4
Senses blindsight 30 ft., passive Perception 9
Languages Common, Darfellan
STR DEX CON INT WIS CHA Challenge 1/2 (100 XP)
26 (+8) 11 (+0) 15 (+2) 2 (-4) 11 (+0) 2 (-4)
Amphibious. The darfellan can breathe air and water.
Skills Stealth +3, Perception +3
Senses darkvision 30 ft., passive Perception 13 Echolocation. The darfellan can't use its blindsight
Challenge 7 (2,900 XP) while deafened or out of water.
Hold Breath. The darfellan can hold its breath for 15
minutes.
Amphibious. The crab can breathe air and water.
Actions
Actions Multiattack. The darfellan makes two attacks: one
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., with its bite and one with its harpoon.
one target. Hit: 19 (2d10 + 8) slashing damage,
and the target is grappled (escape DC 15) if it is a Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Huge or smaller creature. Until the grapple ends, one target. Hit: 5 (1d6 + 2) piercing damage.
the target takes 30 (4d10 + 8) bludgeoning Harpoon. Melee Weapon Attack: +4 to hit, reach 5
damage at the start of each of the crab's turns. The ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2)
crab has two claws, each of which can grapple only piercing damage. If the target is a Large or smaller
one target. creature, it must succeed on a Strength contest
against the darfellan or be pulled up to 20 feet
toward the darfellan.
Darfellan Barbarian
Medium humanoid (darfellan), chaotic neutral

Armor Class 15 (monstrous crab chitin mail)


Hit Points 60 (8d8 + 24)
Speed 25 ft., swim 35 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 10 (+0)

Saving Throws Str +5, Con +5


Skills Animal Handling +3, Athletics +5,
Perception +3, Survival +3
Senses blindsight 30 ft., passive Perception 9
Languages Common, Darfellan
Challenge 3 (700 XP)

Amphibious. The darfellan can breathe air and water.


Echolocation. The darfellan can't use its blindsight
while deafened or out of water.
Hold Breath. The darfellan can hold its breath for 15
minutes.
Rage (Recharges after a Short or Long Rest). As a
bonus action, the darfellan can enter a rage at the
start of its turn. The rage lasts for 1 minute or until
the darfellan is incapacitated. While raging, the This humanoid is blocky in build, with a thick neck and a
darfellan gains the following benefits: bullet-shaped head. Her skin is glossy black, broken by
irregular white markings, and her wide mouth shows pointed
The darfellan has advantage on Strength checks teeth.
and Strength saving throws
When it makes a melee weapon attack, the
darfellan gains a +2 bonus to the damage roll.
The darfellan has resistance to bludgeoning,
piercing, and slashing damage.
Dinosaurs
Dating back to the very dawn of the world, marine dinosaurs
Actions still hunt remote islands, uncharted seas, and hidden cavern-
Multiattack. The darfellan makes two attacks: one
worlds deep in the Underdark. Large, powerful, and all-too-
with its bite and one with its harpoon.
often blessed with savage and territorial dispositions, these
creatures match the largest and hungriest sharks in terms of
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., the threat they pose to adventurers in or around water.
one target. Hit: 6 (1d6 + 3) piercing damage or 8 The four creatures described here are not dinosaurs per
(1d6 + 5) piercing damage while raging. se; they’re actually marine reptiles who are often found near
Harpoon. Melee Weapon Attack: +5 to hit, reach 5 lands where dinosaurs exist.
ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3)
piercing damage or 8 (1d6 + 5) piercing damage Archelon
while raging. If the target is a Large or smaller
creature, it must succeed on a Strength contest
Commonly referred to as a giant snapper, the archelon is a
against the darfellan or be pulled up to 20 feet
large, primitive sea turtle. While it often feeds on floating
toward the darfellan. carrion or shellfish it digs up out of the mud, it is highly
aggressive and is not afraid to come up out of the water in
order to reach a meal on shore.
Powerful Build. Weighing as much as 5,000 pounds, the
archelon has an exceedingly powerful bite, and doesn't
hesitate to use it to deter aquatic nuisances.
Reptile Matriarch. Like other sea turtles, female
archelons come ashore to lay and bury their eggs in sandy
beaches, preferably facing deep water and without coral
reefs. Once done, they return to the sea, leaving their eggs
defenseless.
Ichthyosaur
The ichthyosaur, or maultooth as it's commonly known, is a
fast marine reptile. Like a dolphin or killer whale, it is
completely adapted to life in the water; it has fins instead of
feet and a powerful tail for swimming. It is every bit as
dangerous as a shark of the same size.
Swift Carnivore. An ichthyosaur’s jaws are designed for
catching small fish with ease. Against a larger foe, such as a
swimming adventurer, it uses hit-and-run tactics, racing in to
snap and slash with its long, fang-studded jaws.

Ichthyosaur
Large beast, neutral

Armor Class 15 (natural armor)


Hit Points 68 (8d10 + 24)
Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA


This huge turtle is easily 15 feet from nose to tail, with a 19 (+4) 17 (+3) 16 (+3) 2 (-4) 12 (+1) 7 (-2)
powerful beaked jaw. Its feet are large, paddlelike flippers.
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Challenge 3 (1,100 XP)
Archelon
Huge beast, neutral
Hold Breath. The ichthyosaur can hold its breath for
Armor Class 14 (natural armor) 15 minutes.
Hit Points 76 (8d12 + 24) Swim-By Attack. The quetzalcoatlus doesn't provoke
Speed 20 ft., swim 30 ft. an opportunity attack when it swims out of an
enemy's reach.
STR DEX CON INT WIS CHA
Actions
22 (+6) 7 (-2) 17 (+3) 2 (-4) 13 (+1) 7 (-2)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 17 (3d8 + 4) piercing damage.
Skills Perception +3
Senses passive Perception 13
Challenge 4 (1,100 XP)

Hold Breath. The archelon can hold its breath for 30


minutes.

Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 20 (4d6 + 6) piercing damage.

Dolphinlike in appearance, this creature has a long, narrow


jaw filled with countless small, sharp teeth. It is large and
fast, with a single vertical fin in the center of its back.
Mosasaurus
The mosasaurus, usually called a sea render by the locals, is
a voracious beast that tries to make a meal out of anything
smaller that it comes across. It can grow to a length of 40 feet
or more, counting its long tail.
Strong Predator. A mosasaur attacks with its huge, gaping
jaws, and can deliver powerful slaps of its crocodilian tail as
well.

Mosasaurus
Huge beast, neutral

Armor Class 14 (natural armor)


Hit Points 94 (9d12 + 36)
Speed 10 ft., swim 50 ft.

STR DEX CON INT WIS CHA


23 (+6) 11 (+0) 19 (+4) 2 (-4) 11 (+0) 7 (-2)

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

Armor Class 15 (natural armor)


Hit Points 45 (6d10 + 12)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 15 (+2) 14 (+2) 1 (-5) 12 (+1) 2 (-4)

Skills Athletics +6, Perception +3


Senses passive Perception 13
Challenge 2 (450 XP)

Actions This elongated, cylindrical creature slithers through the


Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., water, a sharp, square mouth at the end of its snout.
one target. Hit: 13 (2d8 + 4) piercing damage.

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

Armor Class 14 (sharkhide armor)


Hit Points 52 (10d8 + 20)
Speed 25 ft., swim 35 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 15 (+2) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Int +2, Wis +4


Skills Animal Handling +4, Perception +4,
Survival +4
Senses darkvision 120 ft., passive Perception 14
Languages Common, Druidic, Elvish
Challenge 4 (1,100 XP)

Fey Ancestry. The elf has advantage on saving


throws against being charmed, and magic can't put
the elf to sleep.
Hold Breath. While out of water, the elf can hold its
This humanoid is slender and slightly shorter than a breath for 12 hours.
human. He has pale, greenish-silver skin and emerald-green Spellcasting. The elf is a 5th-level spellcaster. Its
hair. His ears are pointed, and his fingers and toes are spellcasting ability is Wisdom (spell save DC 12, +4
partially webbed. to hit with spell attacks). It has the following druid
spells prepared:
Cantrips (at will): druidcraft, mending, thorn whip
1st level (4 slots): healing word, speak with
Sea Elf Warrior animals, thunderwave
Medium humanoid (elf), chaotic good
2nd level (3 slots): animal messenger, barkskin
Armor Class 12 (leather armor) 3rd level (2 slots): conjure animals, dispel magic
Hit Points 22 (4d8 + 4)
Speed 25 ft., swim 35 ft. Water Breathing. The elf can breathe only
underwater.

STR DEX CON INT WIS CHA Actions


14 (+2) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 8 (-1) Change Shape (Recharges after a Short or Long Rest).
The elf magically polymorphs into a beast that has a
challenge rating of 1 or lower, remaining in that
Skills Perception +1 form for up to 2 hours. It can revert to its true form
Senses darkvision 120 ft., passive Perception 11 as a bonus action. Its statistics, other than its size,
Languages Common, Elvish are the same in each form. Any equipment it is
Challenge 1/2 (100 XP) wearing or carrying isn't transformed. It reverts to
its true form if it dies.
Fey Ancestry. The elf has advantage on saving Trident. Melee Weapon Attack: +5 to hit, reach 5 ft.
throws against being charmed, and magic can't put or range 20/60 ft., one target. Hit: 7 (1d8 + 3)
the elf to sleep. slashing damage.
Hold Breath. While out of water, the elf can hold its
breath for 12 hours.
Water Breathing. The elf can breathe only
underwater.

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.

A creature composed of beautiful, sharp coral lurches


forward with four thick coral legs. Stemming from its core
are four semi-hollow coral arms bristling with sharp, colorful
flanges.
Hadozee Hadozee First Mate
Hadozee are a race of humanoid wanderers and sailors. Medium humanoid (hadozee), neutral
Though simian in appearance, they are just as intelligent as
humans; only those who do not know better treat them as Armor Class (natural armor)
“deck apes.” They are known the world over for their skill as Hit Points (d8 + )
sailors and their love of the sea and the vessels that sail upon Speed ft., swim ft.
it.
Hadozee are about human in height, though they seem
slightly shorter due to a tendency to stoop forward. Their STR DEX CON INT WIS CHA
arms and legs are well muscled and excellent for climbing, 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
aided by prehensile toes. Most interestingly of all, hadozee
sport a set of patagia, flaps of loose, strong skin that stretches Skills
between their legs and arms. Using these flaps, they can Senses passive Perception
achieve a gliding flight. It isn’t uncommon to see hadozee Challenge ( XP)
aboard a ship scrambling nimbly up into the rigging using
hands and feet, then launching themselves into the air to
return to the deck. .
Though normally peaceful, hadozee enjoy a good scrap and
a friendly brawl. When combat breaks out in their vicinity, Actions
they usually join in with gusto. Hadozee are fond of
scrambling up to seize the high ground, then leaping or Rapier. Melee Weapon Attack: + to hit, reach 5 ft.,
gliding down on top of their opponents. They prefer nonlethal one target. Hit: (d + ) piercing damage.
fights to blood-baths and seldom hold grudges.

Hadozee Warrior
Medium humanoid (hadozee), neutral

Armor Class (natural armor)


Hit Points (d8 + )
Speed ft., swim ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Skills
Senses passive Perception
Challenge ( XP)

Actions
Scimitar. Melee Weapon Attack: + to hit, reach 5 ft.,
one target. Hit: (d + ) slashing damage.

The creature looks like a simian of some kind, covered in


tawny fur, with a muzzle full of small, sharp teeth. He has
wide winglike flaps of skin joining his wrists to his ankles,
and wears a simple leather harness with a cutlass at his hip.
Template
Info.

Template
Medium beast, neutral

Armor Class (natural armor)


Hit Points (d8 + )
Speed ft., swim ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Skills
Senses passive Perception
Challenge ( XP)

Actions
Slam. Melee Weapon Attack: + to hit, reach 5 ft.,
one target. Hit: (d + ) bludgeoning damage.

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