Tag: coastal

  • Old Raena

    Old Raena lurks in her sea-stranded tavern, using her Fey magic to lure ship captains to their doom. Her matted hair and long fingernails hide beneath her brown cloak until it’s too late.

    Medium Fey, Neutral Evil

    Armor Class 16

    Hit Points 152 (18d8 + 72)

    Speed 30 ft.

    Initiative +6 (16)


    STR 13 (+1) (+1)

    DEX 14 (+2) (+6)

    CON 18 (+4) (+8)

    INT 15 (+2) (+2)

    WIS 14 (+2) (+6)

    CHA 19 (+4) (+4)


    Skills Perception + 6, Stealth + 6

    Resistances Cold

    Senses Darkvision 60 ft.; Passive Perception 16

    Languages Common, Sylvan, Primordial

    Challenge 10 (5,900 XP), Proficiency Bonus +4


    Traits


    Legendary Resistance (3/Day). If Raena fails a saving throw, she can choose to succeed instead.

    Actions


    Multiattack. Raena makes three Oceanic Burst attacks. 

    Oceanic Burst. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 120 ft. Hit: 14 (3d6 + 4) Cold damage, and the target’s Speed is reduced by 10 feet until the end of its next turn.

    Surging Waves. Dexterity Saving Throw: DC 16, each creature in a 30-foot Emanation originating from Raena. Failure: 36 (8d8) Cold damage, and the target’s Speed is reduced to 0 until the end of its next turn. Success: Half damage only.

    Reactions


    Blessing of the Depths. Trigger: Raena is hit by an attack roll and takes damage. Response: Raena reduces the damage she takes from the attack by 11 (2d10) and teleports up to 30 feet to an unoccupied space she can see.

    Legendary Actions


    Legendary Action Uses: 3. Immediately after another creature’s turn, Raena can expend a use to take one of the following actions. Raena regains all expended uses at the start of each of her turns.

    Raging Seas. Raena makes one Oceanic Burst attack. 

    Plunder Spirit. Wisdom Saving Throw: DC 16, one creature Raena can see within 90 feet. Failure: 13 (3d8) Psychic damage, the target has the Incapacitated condition until the end of its next turn, and Raena gains Temporary Hit Points equal to the damage dealt. Failure or Success: Raena can’t take this action again until the start of her next turn.

    Credit: Inti Navia and Ivo Hoying

  • Lure of Alaq’Oatin

    The lure appears as a bloated corpse crawling on the beach at night, its legs long rotted away. A tendril juts from its back, connecting it to the unknown horror of Alaq’Oatin beneath the waves.

    Medium Aberration, Chaotic Evil

    Armor Class 18

    Hit Points 297 (35d8 + 140)

    Speed 30 ft.

    Initiative +7 (17)


    STR 19 (+4) (+4)

    DEX 15 (+2) (+7)

    CON 19 (+4) (+9)

    INT 3 (-4) (-4)

    WIS 18 (+4) (+4)

    CHA 6 (-2) (-2)


    Skills Perception +7

    Resistances Fire

    Immunities Cold, Lightning

    Senses Blindsight 30 ft.; Passive Perception 17

    Languages Deep Speech, Primordial, Telepathy 60 ft.

    Challenge 14 (11,500 XP), Proficiency Bonus +5


    Traits


    Legendary Resistance (3/Day). If the lure fails a saving throw, it can choose to succeed instead. 

    Maddening Presence. Wisdom Saving Throw: DC 17, any creature that starts its turn within 20 feet of the lure. Failure: The target can’t take Bonus Actions or Reactions and subtracts 1d4 from any d20 Tests it makes until the start of its next turn. Success: The target is immune to the lure’s Maddening Presence for 1 hour. 

    Unnatural Regeneration. If the lure is defeated, it reforms in 1d4 hours unless all 8 sacrificial chains are in place. 

    Actions


    Multiattack. The lure uses Psionic Bellow and makes two Sunder attacks.

    Sunder. Melee Attack Roll: +9, reach 5 ft. Hit: 23 (3d12 + 4) Slashing damage. 

    Psionic Bellow. Intelligence Saving Throw: DC 17, each creature within 60 feet of the lure that can hear it. Failure: 17 (5d6) Psychic damage, and the target has the Incapacitated condition until the end of the lure’s next turn. Success: Half damage only.

    Legendary Actions


    Legendary Action Uses: 3. Immediately after another creature’s turn, the lure can expend a use to take one of the following actions. The lure regains all expended uses at the start of each of its turns.

    Maim. The lure makes one Sunder attack. 

    Piranha Surge. Dexterity Saving Throw: DC 17, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 20 (8d4) Piercing damage, and the target has the Blinded Condition until the end of its next turn. Failure or Success: The lure can’t take this action again until the end of its next turn. 

    Lightning Strike. Dexterity Saving Throw: DC 17, one creature the lure can see within 120 feet. Failure: 27 (5d10) Lightning damage, and the target has the Stunned condition until the end of its next turn. Failure or Success: The lure can’t take this action again until the end of its next turn. 

    Credit: Inti Navia and Ivo Hoying

  • Crustachnid

    Crustachnids are large spider-like crabs, dwelling in ocean grottos and coastal caves. They wait for unsuspecting prey to wander into their den, before using their long hairy legs and noxious stinger to make them their next meal.

    Large Monstrosity, Unaligned

    Armor Class 17

    Hit Points 93 (11d10+33)

    Speed 30 ft., Climb 30 ft.

    Initiative +3 (13)


    STR 20 (+5) (+5)

    DEX 10 (+0) (+3)

    CON 16 (+3) (+3)

    INT 2 (-4) (-4)

    WIS 12 (+1) (+1)

    CHA 3 (-4) (-4)


    Resistances Fire

    Senses Blindsight 30 ft.; Passive Perception 11

    Languages

    Challenge 5 (2,300 XP), Proficiency Bonus +3


    Amphibious. The crustachnid can breathe air and water.

    Actions


    Multiattack. The crustachnid makes two Claw attacks and uses Noxious Stinger.


    Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.


    Noxious Stinger. Constitution Saving Throw: DC 14, one creature Grappled by the crustachnid. Failure: 10 (4d4) Poison damage, and the target has the Poisoned condition, repeating the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target takes 5 (2d4) Poison damage at the start of each of its turns.

    Credit: Inti Navia and Ivo Hoying