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Pirate Campaign Compendium

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100% found this document useful (9 votes)
4K views450 pages

Pirate Campaign Compendium

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 450

Credits Editing and Development: Jason Nelson, Alistair

J. Rigg
Lead Designer: Jason Nelson 5E Editing and Development: Ismael Alvarez,
Authors: Alex Augunas, Jeff Gomez, Matt James-Levi Cooke, Richard Crookes, Robert J.
Goodall, Jim Groves, Tim Hitchcock, Victoria Grady, Jeff Ibach, Matt Kimmel, Jeff Lee, John
Jaczko, Jonathan H. Keith, Lyz Liddell, Thomas Lynch, Megan Maricle, Mike Kimmel Marshall,
J. Phillips, Alistair J. Rigg, Alex Riggs, Loren Michael Mifsud, Alex Riggs, David N. Ross, Scott
Sieg, Neil Spicer, Todd Stewart, Rachel Ventura, D. Young
Michael D. Welham, Linda Zayas-Palmer. Design and Layout: Liz Courts
Additional Material By: James F.D. Graham, James Legendary Games Team Members: Anthony Adam,
Jacobs, Rob McCreary, Joshua Root, Geoffrey Roy Alex Augunas, Kate Baker, Jesse Benner, Clinton
Artists: Simon Aan, Luka Arh, Hanyo Arte, J. Boomer, Robert Brookes, Benjamin Bruck,
Bruno Balixa, Kenneth Camaro, Tyler Clark, Carl Cramer, Paris Crenshaw, Joel Flank, Jeff
Art Deepmind, Ivan Dixon, Carlos Eulefi, Tawny Gomez, Matthew Goodall, Jim Groves, Amanda
Fritz, Michele Giorgi, William Hendershot, Frank Hamon Kunz, Steve Helt, Thurston Hillman, Tim
Hessefort, Jacqueline Hines, Cristian Huerta, Hitchcock, Victoria Jaczko, Jenny Jarzabski, N.
Michael Jaecks, Jason Juta, Chris Kimball, Tim Jolly, Jonathan H. Keith, Michael Kortes, Jeff Lee,
Kings-Lynne, Matthias Kinnigkeit, Jethro Lentle, Lyz Liddell, Nicolas Logue, Will McCardell, Julian
Mike Lowe, Dio Mahesa, Matthew Manghi, Chris Neale, Jason Nelson, Jen Page, Richard Pett, Tom
McFann, Andrea Montano, Evan Surya Nugraha, Phillips, Alistair Rigg, Alex Riggs, David N. Ross,
Tamires Para, Beatrice Pelagatti, Peyeyo, Dylan Wendall Roy, Amber Scott, Mark Seifter, Tork
Reader, Arrahman Rendi, Julio Rocha, Tanyaporn Shaw, Mike Shel, Loren Sieg, Neil Spicer, Todd
Sangsnit, Banu Satrio, Chris Smith, Bob Storrar, Stewart, Russ Taylor, Greg A. Vaughan, Rachel
Takashi Tan, Jon Tonello, Rian Trost, Justin Ventura, Mike Welham, George “Loki” Williams,
Tumey, Steve Wood Linda Zayas-Palmer, and Clark Peterson
Cover Artist: Luka Arh Publisher: Jason Nelson
Cartography: Pedro Coelho, Jason Juta, Michael Executive Partner: Neil Spicer
Tumey Business Director: Rachel Ventura

Pirate Campaign Compendium © 2018, Legendary


Games; Lead Designer Jason Nelson. Authors: Alex
Augunas, Jeff Gomez, Matt Goodall, Jim Groves,
Tim Hitchcock, Victoria Jaczko, Jonathan H. Legendary Games
Keith, Lyz Liddell, Thomas J. Phillips, 3734 SW 99th St.
Alistair J. Rigg, Alex Riggs, Loren Seattle, WA 98126-4026
Sieg, Neil Spicer, Todd Stewart, makeyourgamelegendary.com
Rachel Ventura, Michael D.
Welham, Linda Zayas-Palmer.
First publication September 2018.
Isbn: 978-0-9861035-8-2
Printed in China.

ii
Special Electronic Features
We've hyperlinked this product internally from the Table of Contents and externally with references
to the official System Reference Document (Srd) and 5eSRD. If it is in the core 5E rules, we generally
didn't link to it unless the rule is an obscure one. The point is not to supersede the game books, but
rather to help support you, the player, in accessing the rules, especially those from newer books or that
you may not have memorized.

About Legendary Games


Legendary Games is an all-star team of authors and designers, founded by Clark Peterson of
Necromancer Games and coordinated by Jason Nelson. Legendary Games uses a cooperative, team-
based approach to bring you the best expansion material for your game. We are gamers and storytellers
first, and we believe that passion shows in our products. Check us out and Make Your Game Legendary!
Visit us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.
com.

Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games
product designated as Open Game Content is the rules content (creature stat blocks and names of skills, etc., taken
from the Srd) as defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter,
introduction and Credits page, as well all other parts of this product including all text not specifically designated as
Open Game Content is not Open Game Content. No portion of this work other than the material designated as Open
Game Content may be reproduced in any form without written permission.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
1.0a, Section 1(e), and are not Open Content: Legendary Games, Legendary Planet, the Legendary Games Logo,
Adventure Path Plug-In, Pirate Campaign Compendium (5E), as well as all trademarks, registered trademarks, proper
names (including the names of each character, location, item or monster unique to this product), dialogue, plots,
storylines, locations, characters, artworks, and trade dress, but excluding any content that is Product Identity of
Wizards of the Coast. (Elements that have previously been designated as Open Game Content are not included in this
declaration.)
Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by
others is not a challenge to their ownership and is used under Fair Use.

iii
What You Will path or take your own home game to sea in search

Find Inside the of adventure.


The Legendary Games tradition is to combine rich

Pirate Campaign story and background, innovative layout, beautiful

Compendium aesthetics, and excellence in design that is second


to none, allowing you to enliven and enrich your
campaign in amazing and exciting ways. The path
Set sail for adventure across the bounding main
to creating this book started in the early days
and the bottomless blue! From the scattered jeweled
of Legendary Games with a simple set of bonus
islands of the tropics to the ice-choked polar seas,
pledges as part of our first Kickstarter, for the
the Pirate Campaign Compendium from Legendary
Gothic Campaign Compendium, to help design your
Games offers a wealth of amazing expansions for
own pirate islands. Islands turned into a series of
any nautical campaign, whether you’re embarking
full-scale adventures and support books, and we’ve
on an epic journey of exploration, a harrowing
been looking forward to bringing the whole thing
journey to a far-distant land, or a full-on pirate
together for you ever since. We give special thanks
campaign of plunder and pillage! The oceans
to all the backers who made this book possible,
offer infinite possibilities for adventure beyond
especially our amazing Pieces of Eight! We love
the horizon or beneath the waves, and it is small
our fans and are dedicated to creating the very best
wonder that nearly every coastal culture has tales
gaming products on the market, and we hope you
of golden voyages in search of fortune and glory,
enjoy using it as much as we enjoyed making it.
daring the mystery that reaches off the edge of the
Game on!
map to the place where all that anyone knows is
—Jason Nelson
Here There Be Monsters!
Publisher, Legendary Games
This compendium provides you an encyclopedic
reference for campaigns venturing across the seas
or under the waves, from monsters and treasures
to ready-to-use heroes and villains and character
options like feats, spells and archetypes. You’ll
also find exotic island adventures and chance
encounters with perilous vessels indeed, as well
as a wealth of great material for incorporating the
subtle details of life and sea and pirate culture
to really bring your rollicking tales of action and
adventure to life. The rules in this book are also
incredibly modular, ranging from simple fast-play
options to detailed simulations for all kinds of
environments and scenarios at sea, allowing you to
tailor your campaign to fit you and your players.
We’ve blended classic fantasy and fiction with a
dash of history and an amazing team of authors
and artists to create a book you’ll be proud to own
and use whether you play in a published adventure

iv
Pieces of Eight
Many perfidious pirates participated in the
production of this particular publication,
but some went over and above in plumbing
the depths of the briny blue to make this
book a reality. With an avast, an ahoy, and
a hearty yo ho ho me hearties, we offer
our thorough thanksgiving to the saltiest
seadogs that ever sailed the seven seas!

The Exiled Lord Falthren Pullusilva


Captain Courageous Josh Mercieca
The Pirate Emperor
Fleet Admiral Meg Lyle
High Commodore Burt Smith
Pirate Lord Patrick M. Hernandez
Free Captain Troy Partridge
The Terrible Thomas Lee Bunting

Pirate Captain
Karamu Phoenix

X Marks the Spot


Captain Marie “FoxiMari”
Norris, Halbe Taekema

It Came from the Deep


Bill “thedmstrikes” Mead,
Miguel F. Santiago Irizarry

Join the Crew


Joshua Leshner, Miguel F. Santiago
Irizarry, Donald Turner

Flotsam and Jetsam


Geoffrey Roy, Benedikt Simon

v
Table of Contents
Barroom Talespinner . . . . . . . . . . . . . . . . . . . 27
Buccaneer’s Blood . . . . . . . . . . . . . . . . . . . . . 27
Dockside Brawler . . . . . . . . . . . . . . . . . . . . . . 27
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii Eye for Plunder . . . . . . . . . . . . . . . . . . . . . . . . 29
Special Electronic Features . . . . . . . . . . . . . . iii Peg Leg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
About Legendary Games . . . . . . . . . . . . . . . . iii Pirate Queen’s Blessing . . . . . . . . . . . . . . . . . 30
What You Will Find Inside the Pirate Campaign Port Native . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Compendium . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iv Ship’s Surgeon . . . . . . . . . . . . . . . . . . . . . . . . 31
Pieces of Eight . . . . . . . . . . . . . . . . . . . . . . . . . . . v Touched by the Sea . . . . . . . . . . . . . . . . . . . . . 31
THE DRUNK GUARDSMAN . . . . . . . . . . . . . . 9 CHAPTER 2: NAUTICAL SPELLS . . . . . . . . . 32
CHAPTER 1: CHARACTER OPTIONS . . . . . .10 Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Pirate Weapons . . . . . . . . . . . . . . . . . . . . . . . . . 11 CHAPTER 3: TREASURY OF THE FLEET . . 50
Axe, Boarding . . . . . . . . . . . . . . . . . . . . . . . . . 11 Armor and Shields . . . . . . . . . . . . . . . . . . . . . . . 51
Belaying Pin . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Specific Weapons . . . . . . . . . . . . . . . . . . . . . . . . . 52
Bayonet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Weapon Special Abilities . . . . . . . . . . . . . . . . . . 56
Grappling Hook . . . . . . . . . . . . . . . . . . . . . . . 11 Rods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Harpoon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Wondrous Items . . . . . . . . . . . . . . . . . . . . . . . . . 58
Hook Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Rules for Early Firearms . . . . . . . . . . . . . . . . . . 12 CHAPTER 4: SHIPS AND SAILING . . . . . . . 64
Scattering Shot . . . . . . . . . . . . . . . . . . . . . . . . 13 Shipboard Combat . . . . . . . . . . . . . . . . . . . . . . . . 65
Firearm Ammunition and Accessories . . . . . . 13 Shipboard vs. Ship-to-Ship Combat . . . . . . . . . . . 66
Archetypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Ship-to-Ship Combat . . . . . . . . . . . . . . . . . . . . . . 66
Aquanaut (Wizard Archetype) . . . . . . . . . . . . 14 Simple Ship-to-Ship Combat . . . . . . . . . . . . . 67
Boarder (Fighter Archetype) . . . . . . . . . . . . . 15 Sinking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Path of the Carcharodon (Barbarian Path) . . 16 Ship Statistics . . . . . . . . . . . . . . . . . . . . . . . . . 67
Debonair Fighting Schools (Fighter Feats for Advanced Ship-to-Ship Combat . . . . . . . . . . . 68
Master of Battle Archetype) . . . . . . . . . . . . . 17 Ship Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Oath of Pearl (Paladin Oath) . . . . . . . . . . . . . 19 Naval Siege Weapons . . . . . . . . . . . . . . . . . . . . . 80
Privateer (Ranger Archetype) . . . . . . . . . . . . 21 Firing Siege Engines . . . . . . . . . . . . . . . . . . . . 81
Sargasso Siren (Warlock Pact) . . . . . . . . . . . . 21 Siege Engine Descriptions . . . . . . . . . . . . . . . 84
Ship Mage (Wizard Archetype) . . . . . . . . . . . 22 Special Siege Engine Ammunition . . . . . . . . . 89
Steaming Spell (Sorcerer Metamagic) . . . . . . 23 Shore Bombardment . . . . . . . . . . . . . . . . . . . . 90
Merfolk Druids . . . . . . . . . . . . . . . . . . . . . . . . . 23 Spell Effects in Naval Combat . . . . . . . . . . . . . . 91
Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Ship Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Agile Swimmer . . . . . . . . . . . . . . . . . . . . . . . . 23 Ship Modifications . . . . . . . . . . . . . . . . . . . . . . . 98
Amphibious Adaptation . . . . . . . . . . . . . . . . . 24 Ship Improvements . . . . . . . . . . . . . . . . . . . . . 98
Breaching Leap . . . . . . . . . . . . . . . . . . . . . . . . 24 Sample Modified Sailing Ship . . . . . . . . . . . 101
Corsair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Fleet Battles . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Eel Strike . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Fleet Basics . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Hear the Sea . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Fleets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Hoist the Colors . . . . . . . . . . . . . . . . . . . . . . . 25 Squadrons . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Naval Commander . . . . . . . . . . . . . . . . . . . . . 25 Terminology . . . . . . . . . . . . . . . . . . . . . . . . . 104
Sea Shooter . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Building a Fleet . . . . . . . . . . . . . . . . . . . . . . 105
Sea Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Flagships and Significant Characters . . . . . 107
Sea Singer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Running Fleet Battles . . . . . . . . . . . . . . . . . . 109
Share Breath . . . . . . . . . . . . . . . . . . . . . . . . . . 26 CHAPTER 5: PIRATES5AND PLUNDER . . . 114
Ship Sage . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Aquatic Adventuring . . . . . . . . . . . . . . . . . . . . 115
Submarine Skirmish . . . . . . . . . . . . . . . . . . . . 26 Drowning . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Pirate Backgrounds . . . . . . . . . . . . . . . . . . . . . . 27 Deep Water . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Ancient Explorer . . . . . . . . . . . . . . . . . . . . . . 27 Moving Water . . . . . . . . . . . . . . . . . . . . . . . . 117

vi
Coastal Terrain . . . . . . . . . . . . . . . . . . . . . . . . 117 Master-at-Arms . . . . . . . . . . . . . . . . . . . . . . . 137
Beaches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117 Master Gunner . . . . . . . . . . . . . . . . . . . . . . . 137
Reefs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 Quartermaster . . . . . . . . . . . . . . . . . . . . . . . 138
Shipwrecks . . . . . . . . . . . . . . . . . . . . . . . . . . 118 Rigger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Waves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 Swab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Reputation and Influence . . . . . . . . . . . . . . . . . 120 Terminology . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Reputation and Influence Points . . . . . . . . . 120 CHAPTER 6: NAUTICAL HEROES . . . . . . . 142
Good or Bad Reputation . . . . . . . . . . . . . . . . 120 Aethan Calder . . . . . . . . . . . . . . . . . . . . . . . . . 144
Gaining Reputation . . . . . . . . . . . . . . . . . . . 120 Cathran Tyvirian . . . . . . . . . . . . . . . . . . . . . . . 148
Plunder and Reputation . . . . . . . . . . . . . . . . 121 “Fairweather” Lumis Prindle . . . . . . . . . . . . . . 152
Recruits and Reputation . . . . . . . . . . . . . . . 121 Miriel "Miri" Kalantee . . . . . . . . . . . . . . . . . . 156
Reputation Thresholds . . . . . . . . . . . . . . . . . 121 Ondirra Shirahz . . . . . . . . . . . . . . . . . . . . . . . . 160
Plunder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 "Rookroost" Evon Bloodbeak . . . . . . . . . . . . . . 166
Winning Plunder . . . . . . . . . . . . . . . . . . . . . 124 Silvio "Silvertongue" Devaulis . . . . . . . . . . . . . 170
Buying and Selling Plunder . . . . . . . . . . . . . 125 Taren Torrenato . . . . . . . . . . . . . . . . . . . . . . . . 174
Crews and Plunder . . . . . . . . . . . . . . . . . . . . 125 WHAT DO YOU DO WITH A PYGMY
Storms at Sea . . . . . . . . . . . . . . . . . . . . . . . . . . 125 HALFLING? . . . . . . . . . . . . . . . . . . . . . . . . . 177
Pirate Miscellany . . . . . . . . . . . . . . . . . . . . . . . 126 CHAPTER 7: PIRATE CODEX . . . . . . . . . . . 178
Flags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 CHAPTER 8: CUTTHROATS & CREW . . . . 208
Hazards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 The Seagrave’s Fang . . . . . . . . . . . . . . . . . . . . . 209
Sea Sickness . . . . . . . . . . . . . . . . . . . . . . . . . 129 Plot Hooks . . . . . . . . . . . . . . . . . . . . . . . . . . 209
Letters of Marque . . . . . . . . . . . . . . . . . . . . . 129 The Crew . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
Navigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130 The Cutthroats . . . . . . . . . . . . . . . . . . . . . . . 224
Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130 CHAPTER 9: PIECES OF EIGHT . . . . . . . . . 232
Unwilling Passengers . . . . . . . . . . . . . . . . . . 131 Captain Beryl . . . . . . . . . . . . . . . . . . . . . . . . . . 233
Peg Legs and Eye Patches . . . . . . . . . . . . . . . . . 131 Captain Falthren Pullusilva . . . . . . . . . . . . . . . 234
Pirate Fun . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Captain “Firehawk” Dante . . . . . . . . . . . . . . . . 236
Arm Wrestling . . . . . . . . . . . . . . . . . . . . . . . 133 Captain Grillana Skitterdown . . . . . . . . . . . . . 238
Cannonball Toss . . . . . . . . . . . . . . . . . . . . . . 133 Captain Jonathon Wilder . . . . . . . . . . . . . . . . . 238
Heave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Captain Josiah Mercurio . . . . . . . . . . . . . . . . . .240
Grog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Captain Lorros Zyldan . . . . . . . . . . . . . . . . . . . 242
Rum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Captain Mergar the Deathless . . . . . . . . . . . . . 244
Rum (Ingested) . . . . . . . . . . . . . . . . . . . . . . . 134 Captain Sayar the Short . . . . . . . . . . . . . . . . . . 246
Pirate Justice . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Captain Trett . . . . . . . . . . . . . . . . . . . . . . . . . . 247
Pirate Punishments . . . . . . . . . . . . . . . . . . . . . . 134 Captain Vivienne Stormheart . . . . . . . . . . . . . . 248
Rope Bash . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Don Miguel Felipe Santiago . . . . . . . . . . . . . . . 249
The Lash . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 CHAPTER 10: MONSTE10S OF THE SEA . . 250
Cat-o’-Nine-Tails . . . . . . . . . . . . . . . . . . . . . . 135 Creatures by Type . . . . . . . . . . . . . . . . . . . . . . . 251
Confined to the Sweatbox . . . . . . . . . . . . . . 135 Creatures by Challenge . . . . . . . . . . . . . . . . . . 251
Keelhauling . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Aboleth, Veiled Master . . . . . . . . . . . . . . . . . . 252
Marooning . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Adaro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254
Walking the Plank . . . . . . . . . . . . . . . . . . . . 135 Ape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256
Hanging . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Asquenti . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257
Roles Aboard a Pirate Ship . . . . . . . . . . . . . . . 135 Benthonir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258
Boatswain . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Bone Ship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
Cabin Boy/Girl . . . . . . . . . . . . . . . . . . . . . . . 137 Charybdis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
Captain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Clockwork Leviathan . . . . . . . . . . . . . . . . . . . . 265
Carpenter/Surgeon . . . . . . . . . . . . . . . . . . . . 137 Conch Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . 266
Cook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Deep One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
Helmsman/Coxswain/Pilot . . . . . . . . . . . . . 137 Draugr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270

vii
Eel, Electric . . . . . . . . . . . . . . . . . . . . . . . . . . 272 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . 341
Eel, Giant Moray . . . . . . . . . . . . . . . . . . . . . . . 272 The Emperor’s Hand . . . . . . . . . . . . . . . . . . . 342
Fish, Bladefish . . . . . . . . . . . . . . . . . . . . . . . . . 273 Crew of the Emperor’s Hand . . . . . . . . . . . . 347
Fish, Dinichthys . . . . . . . . . . . . . . . . . . . . . . . . 274 Scaling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 350
Giant, Ocean . . . . . . . . . . . . . . . . . . . . . . . . . . 275 Ransacking Summary . . . . . . . . . . . . . . . . . . 351
Golem, Coral . . . . . . . . . . . . . . . . . . . . . . . . . . 276 Scourge of the Steaming Isle:
Hippocampus . . . . . . . . . . . . . . . . . . . . . . . . . . . 277 A 9th-level adventure . . . . . . . . . . . . . . . . . . 352
Invertebrate, Deep Tiger Anemone . . . . . . . . . . 278 Adventure Background . . . . . . . . . . . . . . . . . 353
Invertebrate, Mindclaw . . . . . . . . . . . . . . . . . . 279 Approaching the Steaming Isle . . . . . . . . . . 353
Invertebrate, Dire Seastar . . . . . . . . . . . . . . . . 280 Raider Base . . . . . . . . . . . . . . . . . . . . . . . . . . 364
Leshy, Seaweed . . . . . . . . . . . . . . . . . . . . . . . . . 281 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . 371
Linnorm, Fjord . . . . . . . . . . . . . . . . . . . . . . . . . 284 Scaling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 371
Lycanthrope, Wereshark . . . . . . . . . . . . . . . . . 285 Fort Scurvy:
Merfolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 286 A 14th-level adventure . . . . . . . . . . . . . . . . . . 372
Nereid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 373
Scylla . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288 Part 1: Fort Scurvy . . . . . . . . . . . . . . . . . . . . 376
Sea Serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290 Part 2: The Seacaves . . . . . . . . . . . . . . . . . . . 398
Seaweed Siren . . . . . . . . . . . . . . . . . . . . . . . . . . 291 Part 3: The Greedy Ghost . . . . . . . . . . . . . . . 407
Selkie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293 Last Stand of the Pirate King . . . . . . . . . . . . 416
Shark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294 Concluding the Adventure . . . . . . . . . . . . . . 417
Shrimp, Giant Mantis . . . . . . . . . . . . . . . . . . . . 295 CHAPTER 12: DISTANT SHORES . . . . . . . . 420
Siren . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296 Arabia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 421
Squid, Giant . . . . . . . . . . . . . . . . . . . . . . . . . . . 297 Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 421
Star-spawn of Cthulhu . . . . . . . . . . . . . . . . . . . 298 Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . 425
Whale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302 Arctic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 427
OUR SPRIGHTLY SHIP . . . . . . . . . . . . . . . . 303 Frostbite . . . . . . . . . . . . . . . . . . . . . . . . . . . . 427
CHAPTER 11: ADVENTURES Rigging and Rime . . . . . . . . . . . . . . . . . . . . . 427
Spices and Flesh: Severe Weather . . . . . . . . . . . . . . . . . . . . . . . 429
A 4th-level adventure . . . . . . . . . . . . . . . . . . 304 Ice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 429
Adventure Background . . . . . . . . . . . . . . . . . 305 Polar Night and the Midnight Sun . . . . . . . . 431
Part 1: Easy Pickings . . . . . . . . . . . . . . . . . . 305 Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 432
The Tamarind . . . . . . . . . . . . . . . . . . . . . . . . 309 Scrimshaw Items . . . . . . . . . . . . . . . . . . . . . 432
Part 2: Delivering the Cargo . . . . . . . . . . . . 312 Far East . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 435
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . 318 Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 435
We Lost One Mate . . . . . . . . . . . . . . . . . . . . . . 319 Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . 437
Tarin’s Crown: Gifts of Dragons, Gifts of Nirvana . . . . . . . . 438
A 6th-level adventure . . . . . . . . . . . . . . . . . . 320 South Pacific . . . . . . . . . . . . . . . . . . . . . . . . . . 439
Adventure Background . . . . . . . . . . . . . . . . . 321 Taonga . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .441
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 322 Spell Lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . 444
Crown Island . . . . . . . . . . . . . . . . . . . . . . . . 322 Bard Spells . . . . . . . . . . . . . . . . . . . . . . . . . . 444
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . 331 Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . . 444
The Crew of the Silver Narwhal . . . . . . . . . . 332 Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . . 444
R aid on the Emperor’s Hand: Paladin Spells . . . . . . . . . . . . . . . . . . . . . . . . 444
An 8th-level adventure . . . . . . . . . . . . . . . . . 336 Ranger Spells . . . . . . . . . . . . . . . . . . . . . . . . 444
Background . . . . . . . . . . . . . . . . . . . . . . . . . . 337 Sorcerer Spells . . . . . . . . . . . . . . . . . . . . . . . 444
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337 Warlock Spells . . . . . . . . . . . . . . . . . . . . . . . 444
Ransacking the Hand . . . . . . . . . . . . . . . . . . 338 Wizard Spells . . . . . . . . . . . . . . . . . . . . . . . . 444

viii
The Drunk Guardsman
To the tune of “The Drunk Scotsman”

Well a guardsman clad in armor left a bar one evening fair


And one could tell by how he walked that he'd drunk more than his share
He fumbled round until he could no longer keep his feet
Then he stumbled off into the grass to sleep beside the street
Ring ding diddle iddle I de oh ring di diddly I oh
He stumbled off into the grass to sleep beside the street.
About that time two big and ugly ogres happened by
And one says to the other with some fear caught in his eye
“See yon armored guardsman so large and sleeping there?
He must be awful strong to sleep right here without a care.”
Ring ding diddle iddle I de oh ring di diddly I oh
The ogres left some tribute, the skull of a dire bear.
The clock rung twelve and on the road what did the townsfolk see?
A goblin chieftain and his horde, there must have been fifty,
The goblin chieftain saw the guard and he said to his mates,
“This guard has killed a dire bear, we’d be in dire straits!”
Ring ding diddle iddle I de oh ring di diddly I oh
A fight broke out within the horde, left corpses at the gates.
A dragon in an angry mood and with an empty belly,
He threatened with the size of him to turn the town to jelly,
He saw the sleeping guardsman with corpses gathered ‘round
And thought “The guardsman killed that horde and barely made a sound.”
Ring ding diddle iddle I de oh ring di diddly I oh
The dragon left a scale and returned into the ground.
Now, the guardsman wakes to nature's call and blinks into the breeze.
He looks around him, he rubs his eyes and gawks at what he sees
A dragon scale, dire bear, a goblin horde he’d squashed.
“I better get a drink,” he says, “I’m deadly when I’m sloshed.”
Ring ding diddle iddle I de oh ring di diddly I oh
“I better get another drink, I’m deadly when I’m sloshed.”
C ha p t e r 1 :
1 C h a r a c t e r
O p ti o n s

10
Table 1-01: Pirate Weapons
Simple Cost Damage R ange Weight Properties
Bayonet 5 gp 1d6 piercing — 1 lb. two-handed, special (see
below)
Boarding pike
Belaying pin
8 gp
1 sp
1d8 piercing
1d4 bludgeoning —
— 9 lbs. heavy, reach, two-handed
2 lbs. finesse
1
Belaying pin, brass 1 gp 1d4 bludgeoning — 4 lbs. finesse
Hook hand 10 gp 1d4 slashing — 1 lb. light, special (see below)
Martial Cost Damage R ange Weight Properties
Axe, boarding 6 gp 1d6 slashing — 3 lbs. versatile (1d8), special (see
below)
Cat-o’-nine-tails 1 gp 1d4 slashing — 1 lb. finesse
Harpoon 5 gp 1d8 piercing 10/30 ft. 16 lbs. grappling, special (see below)
I mprovised Cost Damage R ange Weight Properties
Grappling hook 3 gp 1d6 piercing 10/30 ft. 14 lbs. special (see below)

The core rules for Fifth Edition offer a Belaying Pin


variety of character options for nautical
A short solid baton with a rounded handle employed
characters. Characters can choose domains,
aboard ship to secure running lines. A crewmember
subclasses, and backgrounds to match a variety of
inserts a belaying pin into one of a series of holes set
themes. This chapter goes even further, presenting
along the inside of the ship’s railing then ties off a
an awesome array of archetypes, class features, and
line of rope around it. Belaying pins are sometimes
feats particularly suited for a nautical campaign.
used as an instrument for dispensing discipline

Pirate Weapons onboard or as a readily available weapon for a


sailor disarmed during a naval battle. While most
The following weapons are commonplace in belaying pins are crafted from hardwood, some
aquatic settings and nautical campaigns. Weapon ships have metallic ones, usually made of brass to
properties are described in the core rules. Special reduce corrosion from exposure to saltwater, these
weapons are described below. cost 1 gp and have the same statistics as a club.

Axe, Boarding Bayonet


This long-handled weapon is relatively lightweight. A bayonet is placed in the muzzle of a long firearm
It is used during boarding actions to cut lines and or slung under the barrel. When in place, the
break doors, and doubles as a fire axe. It has a firearm cannot be fired, but the bayonet allows it
rear spike that allows it to be used as a tool to deal to be used as a melee weapon.
piercing damage to objects. The spike can be used
as an improvised weapon, dealing the axe's damage
Grappling Hook
as piercing instead of slashing. Although normally used as a gear during boarding
actions, grappling hooks are sometimes aimed

11
Appendix: Early Firearms Hook Hand
The Pirate Codex assumes that firearms are
more common than they are in many other A hook hand replaces a hand that is lost below the
fantasy settings, but not all types of guns wrist. A hook hand cannot normally be disarmed or
are available. The setting uses a version of
removed in combat. It takes one minute to attach or
the firearms rules presented in official 5E

1 Master’s Guide, which we call “Early Guns detach a hook hand.


Everywhere.” If you wish to use this
book without such access to firearms,
Rules for
you can simply replace any firearms with
bows or crossbows without needing to
alter the attack and damage statistics for
Early Firearms
the characters in the Pirate Codex.
Early firearms are flintlock, black powder weapons.
Early Guns Everywhere: Early firearms
are commonplace. Firearms are simple They work differently from other ranged projectile
weapons, and early firearms are bought or weapons, such as bows and crossbows.
crafted for 10% of the normal cost listed in
Firearms, Black Powder, and Water: Black
the 5E Master’s Guide. Advanced guns are
not available. powder becomes useless when exposed to water.
Use with Trail of the Apprentice (5E): If Powder must be stored in powder horns or other
you use the gunslinger class for 5E presented
sealed containers. You cannot load or fire a firearm
in the Trail of the Apprentice Adventure
Path, gunslingers lose the gunsmith class while underwater.
feature and instead gain the gun training Misfires: Firearms have a chance to misfire,
class feature at 1st level.
called a misfire chance. When you shoot a firearm,
if you roll a 1 on the attack, the weapon misfires. A
misfired weapon automatically misses and becomes
fouled. A fouled firearm gives a disadvantage on
at creatures. These statistics assume a nautical
attack and damage rolls. Clearing a fouled firearm
grappling hook attached to 50 feet of hempen rope
takes 10 rounds, minus a number of rounds equal to
Harpoon twice the wielder’s proficiency bonus with firearms
(minimum 1 round).
If you score a critical hit against a creature with
If a fouled firearm misfires, it explodes, destroying
a harpoon, once per round you may attempt to
the weapon and dealing the weapon’s damage
grapple the target. If you grapple the target, you
dice to anyone in the wielder’s square and all
may not use the harpoon to attack again as long
adjacent squares. A DC 10 Dexterity saving halves
as the target is grappled. Dealing 10 damage to
the damage. Magical weapons are not destroyed,
the harpoon (AC 15) frees the creature without
but cannot be fired until they are repaired using
harming it, ending the effect and destroying the
powerful magic or by a skilled craftsman.
harpoon. When you use an action, bonus action, or
reaction to attack with a harpoon, you can make BLUNDERBUSS 200 GP
only one attack regardless of the number of attacks Damage 1d10 bludgeoning and piercing
Range 15 ft./30 ft.
you can normally make. The weight of the harpoon Properties ammunition, heavy, loading, two-handed
includes 50 feet of hempen rope.
You can fire scattering shots! The blunderbuss can
be loaded with a single shot or with pellets to fire
a scattering shot. The damage listed is for firing a
single shot.

12
Table 1-02: Early Firearms
Name Damage Properties
Blunderbuss 1d10 bludgeoning and piercing Ammunition (range 15/30) , loading
Carbine 1d8 bludgeoning and piercing Ammunition (range 80/320) , loading
Light Pistol
Rifled Musket
1d8 bludgeoning and piercing
1d12 bludgeoning and piercing
Ammunition (range 20/60, loading
Ammunition (range 150/600) , loading
1
Swivel Musket 1d8 bludgeoning and piercing Ammunition (range 15/30 or 80/320) , loading
Bayonet 1d6 piercing Light

Loading this weapon requires two hands and


a blunderbuss while the other fires a solid round
takes 1 round.
like a rifled musket. Rotating the barrels to fire a
CARBINE 150 GP different round requires an action.
Damage 1d8 bludgeoning and piercing
Range 80 ft./320 ft. Scattering Shot
Properties ammunition, heavy, loading, two-handed
When loaded with pellets rather than a normal
The carbine fires a single shot.
bullet, some weapons fire a scattering shot,
Loading this weapon requires two hands and
attacking all creatures within an area. This area is
takes 1 round.
a 15-foot straight line from the firer, extending into
LIGHT PISTOL 100 GP a 15-foot-cone in the same direction. Make separate
Damage 1d8 bludgeoning and piercing attack rolls against every creature within the area,
Range 20 ft./60 ft.
applying modifiers for range and any cover to each.
Properties ammunition, loading
The weapon’s damage is 3d4 to creatures in the line
RIFLED MUSKET 250 GP area or 2d4 to creatures in the cone area. Effects
Damage 1d12 bludgeoning and piercing that hinder visibility, such as fog or dim light, or
Misfire Value 1–2
Range 150 ft./600 ft.
the blur or invisibility spells, do not foil a scattering
Properties ammunition, heavy, loading, two-handed shot attack.

The rifled musket has spiraling grooves carved Firearm Ammunition


inside the barrel, increasing the weapon’s accuracy.
and Accessories
SWIVEL MUSKET 400 GP
Damage 1d8 bludgeoning and piercing
Firearms usually shoot bullets or pellets and use
Range 15 ft./30 ft. black powder to propel their rounds. Those skilled
or 80 ft./320 ft. in alchemy may know how to produce special rounds
Properties ammunition, heavy, loading, two-handed
with different effects. Accessories like bayonets
You can fire scattering shots! This high-quality allow firearm wielders to continue fighting with
gun has two barrels. One barrel fires pellets like their guns, even if they can’t reload them.

13
BAYONET 2 GP Aquatic Apparatus
Damage 1d4 piercing
Range Melee At 2nd level, an aquanaut can craft an alchemical
Properties light and technomagical apparatus to help extend her
A bayonet is a simple weapon. It is a blade designed underwater explorations. Preparing an aquatic

1 to attach to the outside of a musket or blunderbuss


barrel. With a bayonet attached to your firearm, you
apparatus takes 1 minute, during which time the
wizard must cast a spell from her spell list which
can make melee attacks with it as if it were a spear. must only affect willing creatures. As long as
While attached, you take a –1 penalty on ranged the target of the spell remains in or underwater,
attacks with the firearm. Attaching or removing a the duration of the effect is doubled. In addition,
bayonet is a bonus action. the apparatus makes the effect harder to dispel,
increasing the DC of caster level checks to dispel
BLACK POWDER 5 SP
by 2 as long as the target remains in or underwater.
The explosive component that propels firearm
Preparing the aquatic apparatus can be done at the
ammunition. One dose is required to fire a single
same time as casting a spell.
firearm shot. Black powder is carried in a powder
horn. Slippery Swimmer
BULLET 5 SP At 6th level, an aquanaut gains advantage on saving
A small metallic ball usually made from lead. throws against becoming grappled or restrained
and on checks to end either of these conditions
PELLETS 5 SP
when underwater. Her movement is not slowed by
Metal pellets used to fire scattering shots from a
difficult terrain when swimming, and she gains
blunderbuss.
resistance against damage from constrict attacks;

Archetypes this also applies against pressure damage from


deep water.
The following options allow characters to modify
Aquatic Enchantment
their character in a variety of ways, focusing on
adventures in and around the ocean. At 10th level, the aquanaut gains the use of a water-

Aquanaut (Wizard Archetype) related magic item they’ve crafted. Treat this as the
Wondrous Invention ability of an artificer, but she
While elder things and alien entities often predated may only choose from: cap of water breathing, ring
the rise of civilization, many were known and even of swimming, folding boat, decanter of endless water.
venerated in long-fallen antediluvian civilizations At 14th level, she gains another item from this list.
whose cities and nations have long since vanished
Submersible Suit
beneath the waves in legendary cataclysms long
past. Aquanauts are scholars and explorers of At 14th level, the aquanaut becomes comfortable
the abyssal deeps of the world's oceans, probing adapting heavier armor protection with built-in
the oozy rifts of the ocean floor to find the lost submersible apparatus and maneuvering surfaces.
relics of ancient cultures touched by visitors from She gains proficiency in heavy armor, and any
beyond, often becoming tainted themselves by their heavy armor she wears does not have a Strength
discoveries of secrets better left buried beneath the requirement as long as she is underwater (or
waves. submerged in a similar liquid). When she is wearing

14
1

Nautical Expertise
heavy armor and crafts an aquatic apparatus (as
above), she can add one of the following bonus Boarders gain proficiency with water vehicles, and
effects to the aquatic apparatus: darkvision 60 ft., their proficiency bonus is doubled when making
tremorsense (in water only) 30 ft., resistance to Dexterity (Acrobatics) or Strength (Athletics)
cold, swim speed equal to land speed. This bonus checks aboard a ship, or within 30 feet of a ship
effect lasting as long as the apparatus does. if they are in the water, on a dock, or in a similar

Boarder (Fighter Archetype) nautical environment (GM’s discretion).

Bonded Ship
A terror of the seas, a boarder is a warrior to be
feared both on his own ship and when boarding At 3rd level, a boarder can bond with a ship. To
others. Unlike other archetypes, the boarder bond with a ship, the boarder must be on board
archetype must be taken at 1st level. the ship for 24 hours. A boarder can only have one
bonded ship at a time.
Light Armor
While within 30 feet of his bonded ship, a boarder
Unlike other fighters, a boarder is not proficient has advantage on initiative rolls and his movement
with medium or heavy armor and may not choose is not hampered by difficult terrain, including loose
a suit of chain mail as part of their starting equipment, ropes, crates, nets, or crowded decks.
equipment. Such obstructions provide him cover, granting

15
Boarding Leader
At 10th level, a boarder learns to lead
his fellow adventurers in a boarding
charge. When a boarder makes a

1 boarding charge, he may allow


a number of allies equal to his
Charisma modifier to share his
boarding charge ability on their
next turn. These allies must be
within 30 feet.
At 15th level, allies within 30 feet gain
the benefits of his mighty boarding charge
ability.

Mighty Boarding Charge


At 15th level, a boarder learns to make
devastating charge attacks while on or leaving
his bonded ships. An attack he makes after
jumping at least 10 feet scores a critical hit
on an attack roll of 19 or 20. If he scores a
critical hit, he has advantage on his Strength
(Athletics) check to shove the target as a bonus
action.
him a +1 bonus to Armor Class on
Supreme Boarding Charge
board his bonded ship.
At 18th level, whenever the boarder makes a
Boarding Charge
boarding charge, he deals double the normal
At 7th level, a boarder incorporates a amount of damage (or triple if swinging on a rope
ship’s masts, rigging, ropes, sails, and other such when making a charge attack). In addition, if the
structures into his combat style, and by using them boarder scores a critical hit on any charge attack,
he can gain advantage on Dexterity (Acrobatics) the target is stunned for 1d4 rounds unless it
or Strength (Athletics) checks made to jump. If he succeeds on a Constitution save with a DC equal to
jumps at least 10 feet before making an attack, he 10 + the boarder’s proficiency bonus.
gains a +2 bonus on his attack roll, and if the attack
hits he can attempt to shove the target as a bonus
Path of the Carcharodon
action. If the target of this shove is armed with a (Barbarian Path)
weapon or similar item (such as a magic wand or
When you adopt this path, gain Shark as your
staff), he may choose to force the target to drop
totem spirit. You must acquire a piece of jewelry
that item in its square rather than being pushed
or clothing featuring a shark tooth or teeth. If
back or knocked prone.
you wish, your physical appearance may become

16
slightly shark-like, though you’ll never be mistaken maneuver’s effects, the saving throw DC equals 8 +
for anything other than the race you are. your proficiency bonus + your Strength or Dexterity
modifier (your choice).
Savage Bite
If you already have supremacy dice, you gain
At 3rd level, you gain a bite attack when raging. one more; otherwise, you have one supremacy die,
This is a natural attack that deals 1d6 points of
damage. At 10th level, the damage from a savage
which is a d6. These dice are used to fuel your
maneuvers. A supremacy die is expended when you
1
bite increases to 1d8. use it. You regain your expended supremacy dice
when you finish a short or long rest.
Shark’s Scent
Velderve’s School
At 6th level, you gain proficiency in Survival, and
gain advantage on any roll to track creatures who You must have a minimum of 12 of Strength or
are not at full hit points. Dexterity to select maneuvers from this school.
Students of this school (any character with
Depth Adaptation
at knowledge of at least one maneuever) are
At 10th level, you become immune to any effects considered proficient when making any attack with
of deep water (either from water pressure or cold). an improvised weapon. Students of this school
Additionally, you gain blindsense out to a range of always consider their off hand to be free when
30 feet while underwater. interacting with their surroundings (for example,
using improvised weapons).
Feeding Frenzy
There, Not There
At 14th level, when you deal damage to a creature,
you may take a bonus action to make a bite attack As a reaction you spend a supremacy die to avoid one
against it. melee attack you can see, adding your supremacy

Debonair Fighting Schools die to your AC against that attack. If it misses, you
can make an unarmed attack against your attacker,
(Fighter Feats for Master dealing 1d6 bludgeoning damage. This attack has

of Battle Archetype) the finesse property.

Torero
If you are a fighter with the Master of Battle
archetype, you can master the art of several As a bonus action, you can expend a supremacy
dashing and debonair fencing schools by taking die to make a shoulder attack that has the finesse
the following as feats. Each one grants you martial property and deals 1d4 damage. You add the
training that allows you to perform special combat supremacy die to the attack’s damage roll. A Large
maneuvers. You can take this feat more than once. or smaller target struck by this attack must make
You gain the following benefits: a successful Dexterity saving throw or fall prone.
You learn two maneuvers of your choice from
Mug Offense
among those available to the Master of Battle
archetype in the fighter class but specifically of the As a bonus action you can expend a superiority
Fencing Schools. If a maneuver you use requires die to pick up a nearby object and use it to make
your target to make a saving throw to resist the an improvised weapon attack (either melee or

17
ranged) with the finesse property. Unlike a normal Leveling the Field
improvised weapon attack, this attack always has a
When you hit a creature with a weapon attack, you
base damage of 1d6. You add the supremacy die to
may spend spend a supremacy die to inflict a leg
the attack’s damage roll
wound, forcing that creature to make a successful
Blinding strike
1 As a reaction to a melee attack, you expend a
Strength saving throw or have their speed reduced
to 10 feet until the end of its next turn and taking
the result of your your superiority die roll as a
supremacy die to use your offhand to throw a
penalty to its initiative on its next turn. You add
blinding agent like pepper dust or similar. The
the supremacy die to the attack’s damage roll.
target must make an Intelligence saving throw or
lose all remaining attacks for their turn, and gain Steel Dance
disadvantage on all attacks on their next turn.
You may spend a supremacy die as a reaction you
Creatures not dependent upon sight suffer no
evade all Melee and Ranged attacks until the end
effects from this ability.
of the turn (treat as automatic misses). You may not
House Seal (Bonus Maneuver) make any attacks until after the end of your next
Requires knowing all four of Velderve's School turn.
moves.
D’kick
When you score a critical hit, your extensive
practice allows you to expend a superiority die to When you hit a creature with attacks from two
deal maximum weapon damage. If you do, you add different weapons in the same turn you may spend
double the supremacy die’s maximum roll to the a supremacy die to make a kick attack. This attack
attack’s damage roll (i.e. 12 for a d6), and the higher has finesse, deals 1d6 bludgeoning damage, and
of your Strength and Dexterity modifiers (instead adds the supremacy die to its damage roll.
of the modifier you would normally add).
House Seal (Bonus Maneuver)
Far Pier School Requires knowing all four maneuvers of the Far Pier
School.
If there is a style of the low-lifes of the docks, this
When you score a critical hit with a melee attack,
is it. You must have a minimum of 12 of Dexterity
you may spend a supremacy die to viciously apply
to select maneuvers from this school. A student of
pressure to the wound, dealing additional damage
this school (any character with at least one of its
equal to 1d6 + (Dexterity or Strength modifier) +
maneuevers) gains +1 AC while Dual Wielding).
the result of the supremacy die roll.
Iron Snap
Cavalcante’s School
As a reaction to a weapon attack, you can expend a
This style was developed by cavalry soldiers working
supremacy die to pin your enemy weapon with your
closely with sailors. You must have a minimum of 12
offhand weapon. The target must make a successful
of Dexterity or Strength and proficiency in shields
Strength saving throw or be unable to attack with
to select maneuvers from this school
that weapon until the end of their next turn. Your
next mainhand attack is made with advantage and
you add the supremacy die to the attack’s damage
roll.

18
Eat Shield to avoid as much damage as possible. If the attack
hits you, reduce the attack’s damage by double the
You may spend a supremacy die to as an action or
roll of the supremacy die. In addition, you add the
bonus action to make a shield smash melee weapon
result of your supremacy die to your AC against any
attack against a creature. This attack deals 1d6
further attacks made by your attacker for until the
bludgeoning damage. You add the supremacy die
to this attack’s damage roll. A creature hit by this
end of its turn.
Alternatively, you can spend two superiority dice
1
attack must make a successful Constitution saving
as a reaction to treat the critical hit as a normal hit.
throw or gain disadvantage on all attacks until the
end of its next turn. Oath of Pearl (Paladin Oath)
Grace Cover A paladin who takes the Oath of Pearl follows a code
devoted to the protection of the seas. He follows
You obscure your weapon with your shield, allowing
but a few simple tenets.
you to spend a supremacy die to gain advantage on
kkShelter the Innocent: Defend the peaceful and
a single melee weapon attack you make before the
the defenceless. Ensure that there will always
end of your turn. You add the supremacy die to that
be somewhere beneath the waves to live for
attack’s damage roll.
the kind, the merciful, and the devoted.
Protector kkShine Brightly to All: Let your good deeds be
visible to all, so that you may set an example
As a reaction to an enemy attacking an ally, you
for all who see you.
may spend a supremacy die to move up to your
kkEnvelop the Coarse: Make the realms beneath
speed to a square adjacent to that ally. If you end
the waves inhospitable to those would abuse
the move adjacent to the ally, the attack is made
and exploit them and avenge those who are
against you instead, and you add the supremacy
harmed. Punish especially the wrongdoers
die’s roll to your AC. If the attack hits you, you
who are land-dwellers, who need not live
reduce the damage dealt to you by an amount equal
among the damage they cause.
to your supremacy die roll.
Oath Spells
Iron Whip
3rd: create water, animal friendship
You may spend a superiority die to add a whipping
5th: calm emotions, misty step
motion to a melee weapon attack, with the increased
9th: wall of water, water breathing
momentum adding 1d6 points of bludgeoning
13th: freedom of movement, watery sphere
damage on a successful hit, plus additional
17th: conjure elemental*, mass cure wounds
bludgeoning damage equal to the result of your
*Water elementals only.
superiority die roll.
Channel Divinity
House Seal (Bonus Maneuver)
Requires knowing all four of Cavalcante's School When you take this oath at 3rd level, you gain the
moves and teaching from a style master. following two Channel Divinity options.
When a critical hit is scored against you with kkNacreous Blessing: As a bonus action, each
a melee or ranged weapon, you may spend a creature of your choice within 30 feet is
supremacy die as a reaction to sense the best way bathed by pearlescent light, turning their

19
Aquarian Aura
Beginning at 7th level, you and friendly creatures
within 10 feet of you gain advantage on saving
throws against effects that would cause confusion,

1 insanity, anger, or otherwise


affect emotions similarly. The
radius of this aura increases to
30 feet at 18th level.

Pearlescent Armor
Beginning at 15th level,
you gain resistance to
slashing damage.

Shining Champion
At 20th level, you
gain the ability to
emanate pearlescent
light. As an action, you
can magically become an
avatar of pearl, choosing
one of following benefits at the start of each of
armor and garments
yours turn for 1 minute:
white and shiny. They each
kkA creature within 30 feet must succeed on
receive a +2 bonus to AC for
a Wisdom saving throw (DC equal to your
the next minute. The pearly
spell save DC) or be restrained for 1 minute
sheen remains for a full 24 hours, causing
by solidified pearly light. Taking any damage
the affected items to be immune to rust or
ends this condition.
corrosion, and removes any penalty they
kkYou may use Sacred Waters this turn. It does
might impose on any check made to swim.
not count against your Channel Divinity
Additionally, the items count as weightless
uses, it deals double damage and the radius
during this period as long as they’re
increases to 30 feet.
underwater.
kkAny creature attacking you this turn must
kkSacred Waters: You transmute waters in
succeed on a Wisdom saving throw (DC equal
a 20-foot radius into holy water until the
to your spell save DC) or be blinded for up
beginning of your next turn. It has all the
to 1 minute. A blinded creature gains a new
normal effects of holy water, but also affects
saving throw each round at the end of its turn
evil aquatic creatures in the same way as
to end this blindness.
fiends and undead. Good aquatic creatures
who touch the holy water gain the benefit of
an aid spell for 1 minute.

20
Privateer (Ranger Archetype) of a ship you are on if you are within reach of ropes,
a mast, rigging, or a similar ship feature you can
The privateer is an expert at navigating the open
use for balance.
ocean and tracking down enemy ships.
No Quarter
Privateer Magic
You learn an additional spell when you reach
At 15th level, your weapon attacks score a critical
hit on a roll of 19–20. The first time each round you
1
certain levels in this class. The spell counts as a
deal a critical hit, you may immediately make one
ranger spell for you, but it doesn't count against the
additional attack against that target.
number of ranger spells you know.
kk3rd: disguise self Sargasso Siren (Warlock Pact)
kk5th: rope trick
A siren is a scornful merfolk looking for love. That
kk9th: fear
is their desperate goal. They use their beautiful song
kk13th: greater invisibility
to pull others close enticing them to stay. When the
kk17th: seeming
object of their affection attempts to leave the siren
Scourge of the Seas loses control and lashes out using the water as their
personal weapon. Betrayal and heartbreak motivate
At 3rd level, you add vehicles as a favored enemy.
these powerful merfolk.
You also gain a +1 bonus on attack and damage
The ancestors of sargasso sirens once had beautiful
rolls against your favored enemy if the target is an
feathers and wings and lived in the heavens. When
aquatic creature or water vehicle.
the gods asked them to compete with the muses
Ripple Tracking in song they lost. The muses plucked the siren’s
feathers to make crowns and cast them to the sea.
At 3rd level, you track creatures across, over, or
The sirens passed down the power and magic of
through water as if it were normal hard ground.
song as a curse to those who would not love them.
Fast Swimmer Slowly living in the oceans, the sirens evolved into
merfolk replacing their featherless wings with tails.
At 7th level, you gain a swim speed of your base
Special: Only merfolk can make the sargasso
speed as long as you are wearing light armor or
siren pact.
no armor. If you successfully make an appropriate
You can choose to have your Eldritch Blast spell
swim check equal to the DC of swimming in the
deal cold or thunder damage instead of its normal
same conditions without a swim speed, you may
damage type each time you cast it.
instead move your full speed.
Eldritch Blast no longer has somatic components,
Rigging Monkey but its verbal component becomes a song. This song
has no mechanical effect, but cunning foes may
At 11th level, you can cast spider climb as an innate
recognize this as a siren’s song.
spell once per day. You may cast it an additional
number of times per day equal to your proficiency
bonus with water vehicles, though these additional
uses apply only when climbing ropes, masts,
rigging, the hulls of ships, and similar surfaces.
You do not suffer any penalties for the movement

21
link to remotely operate the ship as if he was its
pilot (as long as he’s within 150 feet). The ship still
requires a crew to man the rigging, propulsion, and
siege weapons.
If another character is piloting the bonded ship

1 when the bonding takes place, that character may


make a Strength check (water vehicles proficiency
applies) to prevent the ship mage’s bond and
maintain control (DC = 8 + proficiency bonus +
ship mage’s Intelligence modifier). Any creature
adjacent to the steering control may attempt this
check on subsequent rounds to break the bond as
an action.
A ship mage can willingly cede control to another
character without breaking his bond. A pilot can
cede control of a ship to a bonded mage. A ship mage
can only bond with a ship 3 times per day. Each
use of the ability lasts a number of hours
equal to your proficiency bonus with
water vehicles.

Improved Bond
At 6th level, a ship mage’s control over the ship
grows. The bonded ship moves with a life of its
own, tying ropes, unfurling sails, and adjusting the
rudder. The bonded ship requires 10 fewer crew
to operate. Every level thereafter, the ship mage’s
power provides a substitute for 10 additional
crew, up to 90 at 14th level. These phantom crew
members have a Strength score of 10 and use your

Ship Mage proficiency bonus for any checks related to sailing


the ship. They cannot be harmed, destroyed, or
(Wizard Archetype) otherwise affected. Your phantom crew cannot
fight or operate siege weapons.
The ship mage combines his arcane mastery with a
supernatural link to ships. Empower Ship
Ship Bond Beginning at 10th level, as a bonus action you may
sacrifice a prepared spell to empower your bonded
When you adopt this tradition at 2nd level, you
ship. This has one of the following effects.
gain proficiency with water vehicles and you can
kkManeuver: You gain a bonus equal to the
bond with a single ship within 30 feet and line of
level of the prepared spell on your next
sight as an action. You can utilize the power of this

22
check related to the piloting or operation of
your ship. This may also apply to your crew
Merfolk Druids
substitute effect. Merfolk druids often favor aquatic or at least
kkRepair: Your bonded ship regains 1d6 hit amphibious creatures while in their underwater
points per level of the spell sacrificed. home, but they also excel with avian forms. Methods
kkSpeed: Your bonded ship’s speed increases
by 10 ft. per level of the spell sacrificed. This
of travel such as soaring in the sky or swimming in
the ocean’s depths both require a certain amount
1
effect lasts for one round. of three-dimensional thinking that land-walkers
do not possess, but merfolk excel in such thought
Perfect Bond
naturally. They use the following table for wild
At 14th level, you may also operate all of your shape:
bonded ship’s siege weapons by magic without any L evel Max. CR L imitations E xample
crew. 2nd 1/4 No flying or land speed Crocodile
4th 1/2 No land speed Eagle
Steaming Spell 8th 1 — Wolf
(Sorcerer Metamagic)
Your mastery of magical manipulation merges fire
and water into boiling steam. You may select this
Feats
The following feats are uniquely well suited for
metamagic option at 3rd level or above, and you
a campaign on the high seas and through the
may use it in any of the following ways.
riverlands, coastal marshes, and even the dark
kkWhen you cast a spell that deals fire damage
depths of the ocean floor. Some are focused on
that targets creatures or an area in the water,
ships and sailing while others are tailored for
you can spend 1 sorcery point to have your
aquatic adventurers and some for the spectacular
spell bypass the resistance to fire normally
sea monsters lurking below.
gained by creatures immersed in water.
kkWhen you cast a spell that deals fire damage Agile Swimmer
that affects an area outside of water, you can
You flip, twist, and turn in the water with grace.
spend 1 sorcery point to fill the area with thick
Benefit:
clouds of steam for a number of rounds equal
kkIncrease your Dexterity score by 1, to a
to the spell’s level. This steam is identical to
maximum of 20.
a fog cloud.
kkYou gain a swim speed equal to your walking
kkWhen you cast a spell that creates or controls
speed. If you already have a swim speed, or
water, such as control water, you can spend 1
if you are at least level 10, your swim speed
sorcery point to create a cloud of steam within
increases by 10 feet.
10 feet of the water’s surface across the spell’s
kkYou may hold your breath twice as long before
area that lasts for a number of rounds equal
suffocating, and if you start suffocating, you
to the spell’s level. This steam is identical to
can survive for an additional 2 rounds before
a fog cloud. If this water spell deals damage,
dropping to 0 hit points.
like watery sphere, it deals 1 additional point
of damage per die; this additional damage is
fire damage.

23
speed that is less than 20 feet, your speed on
land increases by 5 feet.
kkYou can walk across the top of unstable mats of
seaweed, kelp, lily pads, and the like, requiring
a DC 5 Dexterity (Acrobatics) check for large,

1 thick tangles of such aquatic vegetation and


a DC 15 Dexterity (Acrobatics) check for
thin or loose layers of such vegetation. In
addition, plants and plant-based effects gain
disadvantage on any check to grapple you and
you gain advantage on any roll to avoid being
grappled by a plant or plant-based effect (such
as a saving throw against entangle).

Breaching Leap
You can hurl your body out of the water up and
over obstacles and creatures, and even crash down
on those below.
Prerequisite: Str 13, swim speed.
You can take the Dash action or Disengage action
as a bonus action on your turn if you are swimming.
If you fall into water, the maximum falling damage

Amphibious Adaptation you may suffer is 3d6 no matter what height you
fall from.
You can survive out of water far longer than your You gain advantage on Dexterity (Acrobatics)
aquatic kin. checks made to jump when you are swimming. If
Prerequisite: Aquatic creature that cannot you are swimming and you jump at least 5 feet
breathe out of water. immediately before attacking, you gain a +1 bonus
Benefit: on damage rolls for every 5 feet you jump.
kkIncrease your Constitution score by 1, to a
maximum of 20.
Corsair
kkYou can survive out of water for a number You are a nimble and dangerous foe aboard a ship.
of hours equal to your Consitution score Prerequisites: Spent at least 1 month working on
before you risk suffocation. If you already a ship.
have the ability to survive out of water for a Benefit:
limited amount of time before suffocating or kkIncrease your Dexterity score by 1, to a
suffering other ill effects, that amount of time maximum of 20.
is doubled. kkYou get a +2 bonus on initiative checks made
kkIf you do not possess a land speed, you gain while on a ship or in an aquatic environment
a land speed of 5 feet. If you possess a land and deal an additional +1 damage when using

24
light or one-handed weapons on a ship or in Benefit:
an aquatic environment. kkIncrease your Charisma by 1, to a maximum
kkWhile you are on a ship, if an enemy would of 20.
have advantage when attacking you, they gain kkYou can use Charisma (Intimidation) checks
disadvantage. to demoralize creatures that can see your

Eel Strike distinctive banner or flag at any distance, as


long as they can clearly see your ensign.
1
You can strike swiftly and retreat beyond your kkOnce per day while making a Charisma
enemy's reach, whether swimming or dancing (Intimidation) check, you can demoralize
across seaweed beds. the entire crew of a ship by successfully
Prerequisite: Dex 13, swim speed. demoralizing the captain of that ship; at the
Benefit: GM's option, you can also use this ability
kkYou gain a +10 to your movement speed while to demoralize a troop of soldiers or similar
swimming. military unit, using their commander to set
kkIf you use the disengage action while swimming the DC of the Intimidate check.
you can take a single melee attack as a bonus
action before you begin your movement.
Naval Commander
kkWhen using your swim speed to move before Your clever tactics and forceful leadership help
and after an attack action, your swim speed your crew tackle any task.
increases by 20 feet or by an amount equal to Prerequisite: Charisma 13 or higher, Intimidation
your swim speed, whichever is lower. or Persuasion proficiency.

Hear the Sea Benefit:


kkIf you are on board a ship, you can use the
Your ears are keenly attuned to faraway sounds in Help action to assist every ally on board that
the water. is performing a type of action specified by
Benefit: You gain a +2 bonus to your passive you, either performing a skill or making an
Perception when you are in water, and on hearing- attack.
based Perception checks in all situations. You kkYou can use the Help action to assist your
reduce the distance penalty on hearing-based allies defensively, granting a +2 bonus to
Perception checks to -1 per 30 feet at the water's Armor Class and a advantage on Dexterity
surface and -1 per 60 feet underwater. In addition, saves until the beginning of your next turn.
you can detect the location of creatures moving
creatures in the water within 5 feet (or within 20
Sea Shooter
feet for creatures lacking a swim speed) as if you You are deadly with ranged attacks underwater.
had tremorsense. Benefit:

Hoist the Colors kkRanged weapon attacks do not suffer


disadvantage underwater as long as they are
Your dread banner strikes terror into the hearts of made with piercing weapons or nets.
enemies. kkYou have advantage when making a ranged
Prerequisite: Charisma 15 or higher, Intimidation attack from water to a target above water, or
proficiency from land to water.

25
Sea Sight ability ends while that creature is still underwater,
it may begin to drown.
Your eyes are accustomed to penetrating the murk
of the sea and the creatures lurking in it. Ship Sage
Prerequisite: Perception proficiency, swim speed.
Your blend your knowledge of the natural and the

1 Benefit:
kkYou can see out to double the normal range in
magical into true nautical expertise.
Prerequisite: Proficiency in Nature or Survival,
the water. If you have darkvision, the range
the ability to cast at least one spell.
of that darkvision is also doubled underwater.
Benefit:
kkWhen your attack misses a creature in the
kkYou do not have to make concentration
water due to obscurement, you can reroll that
checks as a result of an unsteady ship, even
attack once.
in a storm.
kkYou have advantage on Wisdom (Perception)
kkYou gain advantage on checks to identify
rolls when underwater.
aquatic creatures.
Sea Singer kkYou can spend one week familiarizing yourself
with a specific ship, living and working
Your powerful humming carries your music
aboard it. Once you have done so, spells that
underwater with power.
you cast that deal hit point damage do not
Prerequisite: At least 1 level in bard.
harm the ship. This benefit ends if you spend
Benefit: You can use potent subsonic humming
more than one month away from your ship or
to create bardic performances with auditory
if you familiarize yourself with another ship.
components underwater and cast bard spells with
verbal components while underwater, even while Submarine Skirmish
holding your breath. These spells and effects have
You can flip, twist, and turn in deadly and dangerous
the normal range and effect, save that language-
attacks in the water.
dependent effects do not function in conjunction
Prerequisites: A swim speed.
with this feat (such as the command spell). You
Benefit:
cannot use this feat to cast spells from other classes.
kkIf you dash when swimming, your swim speed
If you are at least level 10, you can cast spells if
is increased by 10 feet until the end of your
you magically assume the form of a creature with
turn.
a swim speed.
kkIf you use the disengage action while
Share Breath swimming, you may take a single melee attack
before beginning your movement.
You and your allies can share another's breath
kkIf you move at least 10 feet before making an
above the waves or below them.
attack, you gain advantage on one attack you
Prerequisite: Prerequisite: The ability to breathe
make during or after that movement.
water
Benefit: As an action, you can imbue an ally with
the ability to breathe water. Your ally must remain
within 10 feet of you. This ability persists until you
revoke it as an action or until the creature moves
farther from you than the above distance. If the

26
Pirate Backgrounds Skill Proficiencies
Persuasion, Performance
Tool Proficiencies
This section expands the standard background One type of gaming set or instrument
rules in 5th Edition, allowing you to create different L anguages
motivations for why the heroes in a nautical One standard language of choice
campaign took to the sea, whether by choice or
being driven by the winds of fate.
Equipment
A written record of a legendary pirate tale (which
1
grants +2 to influence sailors on board a ship),
Ancient Explorer storyteller’s garb, and a purse with 5gp.
Feature
You have a keen interest in seeking out the ruins
Knowledge of the Seas: When making social
of long-lost civilizations that have lain abandoned Charisma rolls against NPCs who sail the seas or
among the scattered isles for thousands of years. live in a settlement with a port, you may add your
You’ll do anything to find clues to long-lost ruins, Wisdom modifier.
even venturing into dangerous dockside haunts in
the hope of finding a treasure map without being
Buccaneer’s Blood
slipped a tainted drink or a rusty knife. One of your ancestors was an infamous Free Captain
Skill Proficiencies of the pirate islands, whose very name struck fear in
History, Investigation the hearts of those who sailed the seas in search of
Tool Proficiencies an honest living. Piracy is in your blood, and you’ve
One type of artisan’s tools.
always longed to follow in your forebear’s footsteps
L anguages
and plunder the shipping lanes. Your ancestor’s
One exotic or ancient language.
name follows you around as surely as their enemies
Equipment
do, and old grudges die hard.
a treasure map of dubious provenance, a set of
Skill Proficiencies
archaelogist’s tools including small picks, shovels,
and brushes, a set of practical clothes of your History, Intimidation
choice, and a bag with 10gp. Tool Proficiencies
Feature Your choice of Vehicle (Water) or Navigator’s Tools
Explorer’s Sense: You gain advantage on any Wisdom L anguages
checks related to locating or excavating historical One of your choice
sites, and on Intelligence checks related to the lore
Equipment
of a historical site you are currently at.
Sailor’s garb, a piece of gold jewelry worth 10 gp, a
lucky bandanna, or cap.
Barroom Talespinner Feature
Infamy: You gain a one-time +1 bonus to your
You grew up listening to tales of adventure and Reputation and Influence scores (see Chapter X:
piracy on the high seas and the sea chanteys of old Pirates and Plunder), regardless of whether you
salts in dockside dives. You learned all about what have chosen to become famous or infamous.
it’s like to be a pirate by talking with the sailors
on shore leave and learned how to tell a tale (or
Dockside Brawler
perform some other pirate entertainment) yourself. You grew up on the dangerous docks of one of the
Your big mouth and loose tongue can get you into numerous pirate ports or anchorages, and quickly
trouble, as you don’t know when to stop telling tall learned that fists often make a better point than
tales and attracting attention. fancy words, especially when used the right way.

27
1

28
You love a good brawl, and have a hard time
resisting a challenge to a fight, especially against
boastful braggarts and overbearing officials.
Skill Proficiencies
Athletics, Intimidation
Tool Proficiencies
Pick two of the following: a disguise kit, one type of 1
gaming set, or a poisoner’s kit
Equipment
a set of brass knuckles (treat as a mace), a pouch
containing 5gp.
Feature
Hidden Weapon: You may always hide a set of brass
knuckles on you, undetectable to all but the most
thorough search.

Eye for Plunder


You’ve always had a keen eye for the glitter of gold
or silver, and you’ve robbed enough rich merchants
and raided enough ships to have a feel for where
the most valuable plunder is hidden. You often find had to learn to deal with the pain of your injury as
yourself relatively well off when you get your share well. Ever since your accident you’ve hated sharks.
of you’re a voyage’s plunder, as you pluck the hidden Your balance always gets a bit shaky when you get
gems and choicest morsels that others overlook, but tired or after a few drinks, making you clumsy and
you can’t help showing off your newfound wealth prone to falling or being knocked down.
and attracting the wrong kind of attention. Skill Proficiencies
Skill Proficiencies Athletics, and any one skill you learned during your
Perception, Investigation recovery.
Tool Proficiencies Tool Proficiencies
Thieves’ tools, one type of artisan’s tools Woodcarver’s tools, navigator’s tools
Equipment Equipment
A jeweler’s loupe, trade goods worth 50 gp. A peg leg, a book about sharks, a pouch containing
15 gp.
Feature
Feature
I Got a Good Feelin’: When you pass within 10 ft.
of a hidden treasure, the GM makes a Wisdom Old Grudge: You gain advantage on attack rolls
(Perception) roll for you to discover it. against sharks, and advantage on Strength
(Athletics) checks when a shark is chasing you.

Peg Leg
One of your legs was bitten off below the knee by a
shark when you were just a child and was replaced
with a wooden peg leg. You’ve long since gotten
used to your prosthesis, however, and take none of
the normal penalties from having a peg leg. You’ve

29
1 Pirate Q ueen’s Blessing Port Native
You were born aboard a ship at sea or down by the You grew up in one of the steaming and corrupt
docks in a port city on an auspicious day. Old salts ramshackle cities of the pirate isles, infamous for
and sea dogs nod knowingly and say that the Pirate both the scoundrels who visit it and the smugglers,
Queen, goddess of piracy, sea monsters, and strife, assassins, and even cultists that run the city.
has marked you for a greater destiny. You don’t You’ve been around pirates all your life, but you’ve
know anything about that, but you’ve always felt learned to be wary in your dealings with people,
more at home on the sea than on land, and your as there’s no telling who might be a spy or killer in
keen eyes can easily pick out a sail on the distant disguise. Your suspicion keeps you alert for danger,
horizon. You throw caution to the winds, as you but sometimes your fears run away with you and
trust in your luck to always bring you safely back while you obsess on one potential threat, another
to port. creeps up on you unawares.
Skill Proficiencies Skill Proficiencies
Perception, Survival History, Insight
Tool Proficiencies Tool Proficiencies
Vehicles (water) One type of artisan’s tools
L anguages L anguages
One of your choice One of your choice
Equipment Equipment
a battered spyglass, a pouch containing 5 gp. A purse with a hidden compartment containing 5 gp,
Feature two bottles of rum.
Blessed by the Pirate Queen: Once per week, you Feature
may gain advantage on any one skill check related Good Judge of Character: In any port settlement,
to sailing a ship. If you already have advantage, you you may locate a trustworthy merchant or
instead roll three dice and take the best result. gossipmonger with a DC 10 Wisdom (Insight) check
that takes 1d4 hours. On a failed check, you may
try again.

30
Ship’s Surgeon Touched by the Sea 2
On a ship, a sailor often has to learn multiple skills, You’ve always felt the call of the sea and your blood
and this rule certainly applies to you. Your father surges with the ebb and flow of the tides. Perhaps
was a woodworker, and you learned your first one of your parents was a sailor or pirate, or maybe
trade from him. But on your first voyage at sea you one of your ancestors had a bit of aquatic elf or the
quickly found out that a carpenter is often a ship’s blood of another aquatic race in them. Whatever
doctor as well—after all, who knows more about the reason, you’re as comfortable in the water as
sawing off limbs than someone who saws wood for you are on land. You become melancholy when
a living? People are a lot bloodier than wood, that’s away from the sea too long, and even when in port
for sure, but you haven’t had many complaints— or ashore you often spend long minutes or hours
those sailors who have enjoyed your services are gazing longingly at the sea when you should be
either happy to be alive or dead, and there’s old paying more attention to your surroundings.
salts who swear the peg legs you for made them are Skill Proficiencies
better than the real legs they used to have. Despite Athletics, Survival
your tough exterior, you really do have a soft heart Tool Proficiencies
Navigator’s tools
for those in pain or in need, especially a damsel or
L anguages
swabbie in distress, even risking your own safety to
One of your choice
ensure theirs.
Equipment
Skill Proficiencies
a set of light clothing easy to swim in, a purse
Insight, Medicine
containing 10 gp.
Tool Proficiencies
Feature
Carpenter’s tools
Born to the Ocean: You may hold your breath twice
L anguages as long as other characters. For purposes of
One of your choice determining whether you have disadvantage on
Equipment underwater attack rolls, you are considered to have
A healer’s kit and carpenter’s tools a swim speed.
Feature
Sawbones: Inured to the messier side of medical care
by your time spent working with crude tools and
fully conscious patients, you take no penalties on
Medicine skill checks related to pain experienced
by your patients and halve any penalties for not
having proper tools.

31
C h ap t e r 2 :
N a u ti c a l
2
Spells

32
The spells presented here are particularly useful Druid Spells
for aquatic adventuring, including spells that affect
kkCantrips (0 Level): hydraulic push
or are of greatest use on board ships. The ship-to-
kk1st Level: animate water, decompose corpse,
ship combat rules deal specifically with the effects
float, murk, quick breath, read weather, restore
of spells in large-scale combat, but the spells below
corpse, sea sight, slipstream, touch of the sea,
are more specifically focused on their utility to
weather eye
heroes going on their quests beyond the sea.
kk2nd Level: depth charge, depth warning, flotsam
In addition to the new spells introduced here and
in Chapter 12: Distant Shores, the following spells
from the 5E SRD and the 5th Edition handbook for
vessel, pernicious poison, sargasso strands, sea
sight, true bearing, vomit swarm 2
kk3rd Level: receding reef, reef growth, turbid
players are of particular interest to those playing
tide, undertow
nautical campaigns.
kk4th Level: shatterhull, thorn body, wall of brine
kk5E SRD: alter self, animal shapes, animate
kk5th Level: channeled currents, deep diver, sea
objects, conjure animals, conjure elementals,
scrying
conjure minor elementals, control water, control
kk6th Level: aqueous extraction, wall of coral
weather, create food and water, create or
destroy water, fabricate, find the path, fog cloud, Ranger Spells
freedom of movement, gust of wind, incendiary
kk1st Level: float, murk, quick breath, read
cloud, mending, purify food and drink, shatter,
weather, sea sight, weather eye
storm of vengeance, true polymorph, tsunami,
kk2nd Level: depth warning, flotsam vessel,
water breathing, water wall.
riversight, sargasso strands, slipstream, true
kkThe official 5E guide to everything: control
bearing
flames, control winds, gust, maelstrom, mass
kk3rd Level: receding reef, reef growth, turbid
polymorph, shape water, tidal wave, whirlwind.
tide, undertow
Bard Spells kk4th Level: shatterhull, wall of brine
kk5th Level: deep diver
kk1st Level: read weather, waterproof
kk2nd Level: track ship Sorcerer Spells
kk4th Level: veiled vessel
kkCantrips (0 Level): hydraulic push
kk5th Level: sea scrying, unseen crew
kk1st Level: animate water, decompose corpse,
kk6th Level: veiled vessel, greater
float, murk, restore corpse, sea sight, shock
Cleric Spells shield, touch of the sea, waterproof, weather eye
kk2nd Level: depth charge, depth warning,
kk1st Level: decompose corpse, float, read
pernicious poison, slipstream, track ship, true
weather, restore corpse, waterproof, weather eye
bearing
kk2nd Level: depth warning, flotsam vessel, track
kk3rd Level: turbid tide
ship
kk4th Level: black spot, hullshock, shatterhull,
kk3rd Level: sea sight, skeleton crew, undertow
skeleton crew, veiled vessel, wall of brine
kk4th Level: air walk, black spot, hullshock
kk5th Level: deep diver, sea scrying, unseen crew
kk7th Level: submerge ship
kk6th Level: veiled vessel, greater
kk9th Level: salvage
kk7th Level: submerge ship

33
kk8th Level: caster’s caravel
kk9th Level: interplanar voyage, salvage
Spells
Warlock Spells AIR BUBBLE
1st-level conjuration
kkCantrips (0 Level): hydraulic push Casting Time: 1 action
kk1st Level: murk Range: touch
Components: S, M (a small bladder filled with air)
kk2nd Level: pernicious poison, vomit swarm
Duration: 10 minutes
kk3rd Level: turbid tide, undertow
2 kk4th Level: black spot, shatterhull
kk6th Level: aqueous extraction
This spell creates a small pocket of breathable air
that surrounds the touched creature’s head or the

Wizard Spells touched object. The air bubble allows the creature
touched to breathe underwater or in similar airless
kkCantrips (0 Level): hydraulic push environments. An item is surrounded by the bubble
kk1st Level: animate water, bomber’s eye, and is protected from water damage. A firearm
decompose corpse, float, murk, restore corpse, within an air bubble van be loaded, assuming the
sea sight, shock shield, slipstream, touch of the black powder comes from a powder horn, a cartridge,
sea, waterproof, weather eye or some other protective device. It can also be fired,
kk2nd Level: depth charge, depth warning, however when shooting such a firearm underwater,
pernicious poison, track ship, true bearing the shot is subject to all normal penalties for
kk3rd Level: turbid tide underwater combat. If a firearm within the air
kk4th Level: black spot, hullshock, shatterhull, bubble explodes, the explosion occurs normally.
skeleton crew, veiled vessel, wall of brine
AIR WALK
kk5th Level: deep diver, sea scrying, unseen crew
4th-level transmutation
kk6th Level: veiled vessel, greater Casting Time: 1 action or reaction
kk7th Level: submerge ship Range: Touch
kk8th Level: caster’s caravel Components: V, S
kk9th Level: interplanar voyage, salvage Duration: 10 minutes

You can tread on air as if walking on solid ground.


Moving upward is similar to walking up hill. The
maximum upward or downward angle possible is
45 degrees, at a rate equal to half the air walker’s
normal speed.
As the caster is walking on the air, it can be
affected by the wind if it is strong. If the wind is
particularly strong the caster may be carried along
with it even if unwilling, although they can make
a Strength (Athletics) each round to negate the
winds effect. Additionally, if they are driven into a
solid object by the wind they may suffer damage, a
strong wind may deal 2d6 damage, while a howling

34
at 3rd level this increases to Challenge 2, and at 4th
gale could deal anything up to 8d6 damage, with a level to Challenge 4. There are no further benefits
Dexterity Save vs DC 15 halving the damage. to using higher spell slots than this. At each level
Should the spell duration expire while you are the water required to cast the spell successfully
increases by 2 cu. ft.
still aloft, the magic fades out slowly, you float
downward 60 feet per round for 1 minute. If you AQUEOUS EXTRACTION
reach the ground in that amount of time, you land 6th-level transmutation
safely. If not, you fall the rest of the distance, Casting Time: 1 action
taking falling damage as normal. Since dispelling Range: 30 feet
a spell effectively ends it, you also descend in this
way if the air walk spell is dispelled, but not if it is
Components: V, S, M (an empty vial and a pinch of
sea salt) 2
Duration: Instantaneous
negated by an antimagic field.
You can cast air walk on a mount so it can be You violently draw forth the moisture from a target
ridden through the air, however you must make a creature, causing it to pour forth from every orifice
DC 20 Animal Handling check to do so. You can and pore. The target must make a Constitution
negate the need for this check if you take the time saving throw. It takes 10d6 necrotic damage on a
to train the animal you intend to cast air walk on, failed save, or half that much damage on a successful
this training takes 1 week and a DC 25 Animal one. Oozes and creatures who have the aquatic or
Handling check. amphibious trait, or outsiders that are formed of
This spell can be cast as a reaction to falling. water increase this damage to 10d8. If the target is
killed by aqueous extraction, the water drawn forth
ANIMATE WATER
takes on a semblance of life as a water elemental
1st-level transmutation
Casting Time: 1 round of a challenge rating equal half that of the target.
Range: 30 feet This water elemental is under your control, but it
Components: V, S, M (a vial of fresh spring water survives only for a number of rounds equal to half
mixed with seawater) the slain creatures Hit Dice.
Duration: concentration, up to 1 minute Creatures that have immunity to fire damage;
outsiders or elementals formed of either air or
Targeting a body of water of at least 4 cu. ft. you
earth are immune to this spell.
form it into an amorphous watery creature that you At Higher L evels
can direct to move and fight as a water elemental When you cast this spell using a spell slot of 7th
of Challenge 1/2, this watery form is a construct level or higher the damage increases by 3d6 (3d8) for
rather than an elemental and in addition to normal each slot level above 6th..
water elemental traits gains immunity to psychic
BLACK SPOT
damage. If you lose concentration, your watery
4th-level necromancy
construct collapses. If there is not enough water in Casting Time: 1 action
range, the spell fails. Range: Touch
The GM has the creature’s statistics, which are Components: V, S
typical Armor Class, hit points, and attacks for a Duration: Permanent
creature of its Challenge level.
At Higher L evels
The black spot is a specific and feared pirate
When you cast this spell using a spell slot of 2nd curse. If the target fails a Wisdom saving throw
level the water elementals Challenge increases to 1, an intangible, illusory black spot manifest above

35
the target’s head and remains until the target dies a +1 bonus on attack rolls made with thrown
or the curse is lifted. The black spot cannot be weapons.
covered or hidden by any means, including other The extract loses its potency if it has not been
illusions. The black spot radiates a cursed aura in consumed within 24 hours of the casting of this
a 10-foot radius around its target. Anyone within spell.
the aura gains a +2 bonus on weapon attack and
CASTER’S CARAVEL
damage rolls against the target. In addition, the
8th-level conjuration
target has disadvantage on saving throws against
2 spells of the necromancy school and also on death
saving throws.
Casting Time: 10 minutes
Range: 120 feet
Components: V, S, M (a miniature ship carved
Every day in which the of exotic wood with silken sails worth 500 gp,
which the spell consumes)
creature bears a black spot,
Duration: Instantaneous
it must make a Constitution
saving throw. On a failed save, You call into being a small
the creature takes 2d10 points of double-decked sailing ship
necrotic damage. The damage cannot that functions in all respects
be healed until the black spot is as an ordinary caravel. It
removed. If the creature’s hit can take on the normal
points are reduced to 0, it dies. amount of cargo, crew,
Pirates killed by this spell often and passengers, and
return as ghosts, but that is not even have weapons
a direct effect of this spell. mounted on it if you
The black spot cannot wish. The ship does
be dispelled, but it can not require a full
be removed with crew, as it is staffed
greater restoration with a compliment
or wish. of invisible
deckhands similar
BOMBER’S EYE
to unseen servants
1st-level
transmutation that perform all ordinary
Casting Time: 1 action functions necessary for sailing the caster’s
Range: Self caravel, though they cannot steer it. These unseen
Components: V, S, M (a small vial of alcohol) servants have a speed of 30 feet and a climb speed of
Duration: 1 minute 15 feet, and they respond to the spoken commands
of the caster or any creature she designates as the
Casting this spell infuses the vial of alcohol with
ship’s pilot. If there is no living pilot, the ship steers
magic turning it into what is known as a magical
itself in whatever direction it was last directed,
extract which once consumed allows you to throw
but it cannot adjust its course to avoid hazards,
weapons farther and more accurately. While the
compensate for severe weather, etc.
extract is in effect, you increase the range of any
The caster’s caravel also contains an
thrown weapon by 10 feet. In addition, you receive
extradimensional space reached through a

36
shimmering panel similar to the entrance of a Smooth Current. You call a current into being
magnificent mansion. Like that spell, only those which aids travel or swimming. Affected vessels
designated by you can enter the portal. It is invisible and entities gain 2 mph to their travel speed, or 40
to others, who pass down the aft deck ladder that feet to their swim speed in combat. This spell does
leads to it and into an ordinary cargo hold. Within not grant a swim speed to creatures without one,
the extradimensional space, which can fill up to 25 however creatures without a swim speed affected
cubes, each cube being 10 feet on each side, you can by smooth current gain 20 feet of swimming
create any deck plan you desire. All cabins within movement.
the space are furnished and its galley contains
food and water sufficient to feed 25 Medium-
Doldrums. By setting the current in opposition
to the direction of a vessel or entities travel you
2
sized creatures each day, a staff of uniformed and becalm it. It loses 2 mph from its travel speed, or
transparent but visible servants wait upon all guests half from its swim speed in combat to a minimum
within the extradimensional space and sees to their of 10 feet. With a successful DC 10 navigate check
needs. Like magnificent mansion, outside conditions (for vessels) or swim check (for entities) they can
do not affect those within. Even if the ship sinks, negate the penalty for a round in combat, or ten
those within the space remain unharmed, though minutes in travel.
they must leave through the same portal by which Calm Current. Allows you to counteract the
they entered, even if it lies at the bottom of the sea. effects of another strong or violent current. This
The caster’s caravel lasts for 15 days, after which allows you to negate any penalties for navigating
time there is a cumulative 5 percent chance per or controlling the vessel or entity due to the waves
day that the spell’s effect ends. If the spell is cast or dangerous currents. It will also counteract
again during this time the duration is reset to 15 the Vortex effect of control water and can also
days. When the spell ends, any creatures inside counteract the Clashing Current effect of channeled
the extradimensional space are expelled into the currents.
nearest open space to the caravel’s last position. Clashing Current. You set up clashing currents
that make piloting a vessel, or swimming through
CHANNELED CURRENTS
the area difficult in the extreme. All attempts to do
5th-level transmutation
Casting Time: 1 action so are performed with disadvantage.
Range: 1000 feet DECOMPOSE CORPSE
Components: V, S, M (a small metal canister or 1st-level necromancy
sphere)
Casting Time: 1 action
Duration: Concentration, up to 1 hour
Range: Touch
Components: V, S, M (a pinch of dried toadstool)
Until the spell ends you can generate a current in an
Duration: Instantaneous
area up to 100 feet cube either centered around you
or on any point up to the range of the spell. If cast Using this spell, the caster rapidly decomposes the
onto a point on a ship, entity, or other moving item flesh from a single corpse of size Huge or smaller,
the point will move with it as long as it remains leaving behind a perfectly cleaned skeleton. This
within the range of the spell. You can choose from spell has no effect on a living creature, however if
any of the following effects when you cast this cast on a non-skeletal corporeal undead, it must
spell. As an action on your turn, you can repeat the make a Constitution saving throw. If failed, the
same effect or choose a different one.

37
creature has disadvantage on all rolls and -2 to its of the explosion, on a successful roll they take
Armor Class. half damage and are not pushed. A depth charge
The effects of this spell can be reversed by restore deals double damage to the hulls of boats, ships,
corpse. They also can be removed with a create submersibles, and other water vehicles. A depth
undead spell, which binds undead flesh back onto charge deals no damage to creatures or objects that
the creature’s bones. When cast in this way, create are not in the water.
undead does not require onyx stones as a material Rather than hurling a depth charge for immediate
component. detonation, you may drop the depth charge into the
2 DEEP DIVER
water and allow it to sink at a rate of 30 feet per
round, delaying its explosion by up to 3 rounds. A
4th-level transmutation
Casting Time: 1 action creature in the water can pick up the depth charge
Range: touch and move it, though there is a 25% chance each
Components: V, S, M (a bit of stone or mud from a round it is handled that it detonates immediately.
deep ocean trench) At Higher L evels
Duration: 12 hours When you cast this spell using a spell slot of 3rd
level or higher the damage increases by 1d8 for
You adapt up to ten willing creatures to survival each slot level above 2nd, and you can delay the
detonation of a dropped charge by an extra round.
in the ocean’s black depth, causing their eyes to
become enlarged and their flesh hard and cold. DEPTH WARNING
Targets gain the ability to breathe water and 2nd-level divination
a swim speed equal to their land speed. Their Casting Time: 1 action
altered physiology grants them cold resistance and Range: 200 ft.
Components: V, S, M (a clear glass bead and a loop
immunity to pressure damage due to deep water.
of string)
The targets also gain darkvision with a range of Duration: 8 hours
60 feet, or their darkvision is extended by 60 feet
if they already have darkvision, and they may You can sense when a ship you are on comes into
generate bio-luminescent stripes or dots on their or near shallow water, reefs, shoals, or similar
flesh as a bonus action if desired, shedding light as obstacles. You can focus the spell on the ship’s bow,
a light spell. or you may select a focus point directly in front of
the ship at any distance up to the spell’s maximum
DEPTH CHARGE
range. When casting, you also set a desired warning
2nd-level evocation
Casting Time: 1 action depth up to 100 ft. deep. Any time thereafter that
Range: 60 feet a Huge or larger object or creature (including the
Components: V, S, M (a small metal canister or seafloor) is within your depth warning, a magical
sphere) voice sounds in the caster’s ear stating its size, and
Duration: Instantaneous depth. The depth warning is repeated once a round,
ceasing if the obstacle is passed, the creature moves
You can hurl a canister of hyper-compressed water
out of the ship’s path, and so on. The depth warning
that explodes in water. Each creature within a 15-
remains quiet thereafter until a new obstacle,
foot cube must take a Constitution saving throw, on
barrier, or creature of sufficient size is detected
a failed save they suffer 3d8 points of bludgeoning
within the ship’s path.
damage and are pushed 15 ft. away from the source

38
FLOAT created by the spell is roughly 5 feet square and can
1st-level transmutation carry two Medium-sized passengers or 300 pounds
Casting Time: 1 action; see below of cargo. The vessel functions as a normal raft,
Range: 30 feet with an AC of 15, a Damage Threshold of 5 points,
Components: V, S, M (a bit of cork)
and 50 HP. The raft is not slowed or damaged
Duration: Concentration, up to 10 minutes
by non-magical river hazards such as rapids or
You make a single Medium-sized or smaller creature shallows and is always considered to be traveling
or object buoyancy, causing it to float safely at the downstream for the purpose of calculating travel
surface even in heavy seas and to rise steadily
to the surface at 50 feet per round if underwater
speed, regardless of its actual direction.
At Higher L evels
2
unless the creature strikes an obstacle that blocks When you cast this spell using a spell slot of 3rd
level or higher you may add an extra section 5-foot
its upward movement. While affected by float, the square section to the raft as above.
target gains additionally gains advantage on all
swim checks on the surface. HULLSHOCK
A creature affected by float can voluntarily dive 4th-level evocation
or swim downward, using its movement, if it can Casting Time: 1 action
make a DC 10 swim check to which the advantage Range: touch
Components: V, S, M (a silver nail worth 50 gp)
granted above does not apply. If it stops swimming,
Duration: 8 hours or until discharged
or fails the swim check, the float spell causes the
creature to drift upwards again. Air-breathing and You infuse a ship’s hull with tremendous power,
water-breathing creatures both can breathe while which discharges if a Large or larger creature attack
at the surface using this spell. the ship or attempts to climb the ship’s hull without
An unattended item up to 50 ponds can be raised first uttering a password chosen by the caster at the
to the surface with a float spell. Floating objects time of casting. When the hullshock is discharged,
simply remain at the surface but may drift around the creature triggering it takes 8d6 lightning
the area, moving as wind and wave action dictate. damage, with a Dexterity saving throw allowed
Float may be cast as a reaction although this for half damage. In addition, any other creature
reduces the duration to 1 minute. climbing on the ship’s hull and all creatures in the
At Higher L evels water within 60 feet of the hull take half damage
When you cast this spell using a spell slot of 2nd from the hullshock, or no damage on a successful
level or higher you may target another Medium-sized
or smaller creature or object. All of the targets must Dexterity save. The target ship itself is not damaged
be within 30 ft. of each other. by the hullshock nor is any creature on board the
ship’s deck.
FLOTSAM VESSEL
Once triggered, the spell’s magic dissipates. The
2nd-level conjuration
Casting Time: 1 minute focus component must be nailed into the target
Range: 30 feet ship’s keel. If the spell expires without being
Components: V, S, M (driftwood branch or river rat’s discharged, the focus can be removed and reused.
tail) If the spell triggers, the focus is consumed. Despite
Duration: 8 hours the name, hullshock also can be cast on a wooden
pier, wharf, or similar structure made of wood,
This spell assembles a sturdy raft and oars from
vines, and similar materials
driftwood, reeds, and shoreline detritus. The raft

39
At Higher L evels
the end of the casting, however, so such creatures
When you cast this spell using a spell slot of 5th
level or higher the lightning damage is increased by may find themselves stranded in the sea.
2d6 for each spell level above 4th.
MURK
HYDRAULIC PUSH 1st-level transmutation
Conjuration Cantrip Casting Time: 1 action
Casting Time: 1 action Range: Self (20-foot radius)
Range: 30 feet Components: V, S, M (a handful of mud or silt)
Components: V, S Duration: Concentration, up to 1 minute
2 Duration: Instantaneous
You fill the water around you with silt and algae,
You call forth a quick blast of water that knocks over decreasing visibility as if the area is heavily
and soaks one creature or 5 ft. square. An affected obscured, though the spell’s effect does not extend
creature must make a Dexterity saving throw or be out of the water. A fast current (including those
knocked prone. Hydraulic push extinguishes any created by spells) disperses the murk in 1 round,
normal fires on a creature, object, or in the targeted while slower moving currents clear the water in 4
square. Magical fires are unaffected. rounds.

INTERPLANAR VOYAGE PERNICIOUS POISON


9th-level conjuration 2nd-level necromancy
Casting Time: 1 minute Casting Time: 1 action
Range: touch Range: Touch
Components: V, S, M (a sextant) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes

You draw the target vessel and all creatures aboard You weaken the target’s defenses against poison.
it through an interplanar portal, arriving at a new On a failed Constitution saving throw the target
plane in a manner similar to plane shift. During the has disadvantage on saving throws against poison,
casting of the spell, the target vessel is surrounded and poisons affecting the target are more virulent
by wisps of mist 20 feet thick that gradually become increasing the damage die by 1 (for example, 1d8
opaque (as if heavily obscured) at the conclusion of becomes 2d8).
casting, after which the ship and all aboard vanish If the Constitution saving throw is failed, another
and reappear in the plane you designate. The ship should be made, if this also failed the target loses
appears on a body of water large enough to bear it if resistance to poison (if it had any) and any poison
possible, or upright on land if the target plane has immunity is reduced to poison resistance.
no such bodies of water. The ship and all creatures
QUICK BREATH
aboard it gain resistance to one damage type of
1st-level conjuration
the caster’s choice: acid, cold, fire, lightning, or Casting Time: 1 reaction
thunder. This protection lasts for 24 hours, though Range: Self
creatures that leave the ship for more than 1 hour Components: S
forfeit this protection. Duration: 1 minute
Unwilling creatures can resist the spell with
You fill your lungs instantly with fresh air, and this
a successful Charisma saving throw, remaining
air supply is continuously refreshed so that you do
behind. The hip and other passengers disappear at
not need to breathe. When the spell expires, you are

40
2

treated as if you had just taken a full breath of air


RECEDING REEF
to begin holding your breath. If you cast this spell
3rd-level transmutation
as a reaction when you are exposed to an inhaled Casting Time: 1 action or 8 hours
poison, you get a +4 on your saving throw to resist Range: 150 feet
that poison. Components: V, S
Duration: Instantaneous
READ WEATHER
1sr-level divination This spell robs the vitality of coral reefs and the
Casting Time: 10 minutes sea plants that grow in and around them within a
Range: Self specific area. There are two possible uses for the
Components: V, S, M (a set of marked sticks or bones
spell, granting either an immediate or long-term
worth at least 25 gp)
Duration: Instantaneous blighting effect.
If you cast this spell using 1 action, choose a point
This spell grants you knowledge of the weather that within range. All reef and associated plants in a
will occur at your location for the next 48 hours, 100-foot radius centered on that point are reduced
providing you with advance warning of storms, to about one-third their normal size. The affected
tornadoes, and so on. This forecast reveals only reef appears to have been carefully cut back and
the weather that would arise naturally and does cleared. This reduction will also reduce the number
not take into account any magical occurrences that of anemones, urchins, fish, and other similar tiny
might change the weather. sea creatures that inhabit the reef.

41
You can exclude one or more areas of any size RESTORE CORPSE
within the spell’s area from being affected. 1st-level necromancy
If you cast this spell over 8 hours, you blight the Casting Time: 1 action
reef. All reefs in a half mile radius centered on a Range: Touch
Components: V, S
point within range become blighted for 1 year.
Duration: Instantaneous
The reef does not grow, and fishing provides only
half the normal amount of food when harvested. This spell causes flesh to grow on a decomposed
Receding reef counters reef growth. or skeletonized corpse of a Medium or smaller
2 REEF GROWTH
creature, providing it with sufficient flesh that it
can be animated as a zombie rather than a skeleton.
3rd-level transmutation
Casting Time: 1 action or 8 hours The corpse looks as it did when the creature died.
Range: 150 feet The new flesh is somewhat rotted and not fit for
Components: V, S eating. A druid can only use this spell on a beast of
Duration: Instantaneous size Large or smaller.

This spell functions as plant growth, but it affects RIVERSIGHT


coral reefs and the sea plants that grow in and around 2nd-level divination
them, as well as helping to proliferate anemones, Casting Time: 1 minute
urchins, fish, and similar tiny sea creatures that Range: see below
Components: V, S, M (a smooth river stone)
inhabit the reef. Reef growth counters receding reef.
Duration: concentration, up to 10 minutes

You can view events transpiring along a natural


watercourse you touch. You can see anything on

42
or within the river as if you were present at that shoots to the surface, erupting with a great splash
location, or you can observe anything within 15 feet before settling on the water.
of the river’s banks as if peering from the water’s Though the spell requires time to repair the
surface. Moving your point of view to a different ship, its effects are instantaneous. A salvaged ship
location along the river is an action, though your cannot be dispelled to return it to a shipwreck.
perception can follow something moving along the However, before the spell’s duration ends and
river as a bonus action. while the ship is still being repaired, salvage can
The range of this spell is affected by whether you be dispelled to interrupt the repair process. The
are attempting to gaze up of downriver. If viewing
a location downriver, you can view any spot within
ship remains in the condition it was in when the
spell was interrupted until a new salvage spell is
2
8 miles; if viewing upriver you can view any spot cast (but continues to age and suffers the effect of
within 2 miles. The magical sensor created by this its environments). A new salvage spell’s duration is
spell can travel only as far along the river as your modified by any repairs already begun.
range and the river permits; obstructions such
SARGASSO STRANDS
as dams and reservoirs halt the sensor, as does
2nd-level conjuration
an estuary flowing into the sea or other body of Casting Time: 1 action
saltwater. Range: 30 feet
Components: V, S, M (a small piece of dried kelp)
SALVAGE
Duration: Concentration, up to one minute
9th-level transmutation
Casting Time: 1 action You fling strands of tangled kelp and seaweed
Range: 1000 feet at a target within range, making a spell attack
Components: V, S, M (a shipwreck)
against them. If the sargasso strands hit, the target
Duration: see text
must make a Strength (Athletics) or Dexterity
An invisible force pulls together the remains of (Acrobatics) against your spell save DC or be
a shipwreck. Bits of hull, tattered sails, broken grappled. If the target is grappled, it can attempt a
masts, and smashed figureheads knit themselves Strength (Athletics) or Dexterity (Acrobatics) check
back together. Rotten wood turns solid once more to escape as an action on its turn. The DC to escape
and sails re-weave themselves as the rigging snakes the sargasso strands is reduced by 1 per round as
across the masts. It takes a variable amount of time the strands start drying out and becoming brittle.
for the ship to rebuild itself, depending on its size. Allies can also cut a grappled creature free with a
Size Duration slashing weapon, the strand has damage threshold
Rowboat 1 minute of 2 and hit points equal to 5 + your spellcasting
Keelboat 10 minutes ability modifier.
Longship 1 hour If you cast this spell while ocean water is within
Sailing ship 2 hours range, you gain advantage on your spell attack, the
Warship 3 hours DC to escape is not reduced by the passage of time,
Galley 4 hours and the strands have their hit points increased to
10 plus your spellcasting ability modifier.
At the end of the duration, an air bubble forms At Higher L evels
around the repaired ship. If submerged, the ship If you cast this spell using a spell slot of 3rd or higher
you may target another creature with a strand per
spell slot.

43
broken glass)
SEA SCRYING
Duration: instantaneous
5th-level divination
Casting Time: 10 Minutes You cause a wooden structure immersed in water
Range: self to buckle and collapse. The target object takes 16d6
Components: V, S, M (a focus worth at least 1000gp,
points of Bludgeoning damage, and if the target is
such as a crystal ball, a silver mirror, or a golden
sextant) a ship it gains the broken condition, or the sinking
Duration: Concentration, up to 10 minutes condition if its hit points are reduced to 0 (see page
78). If the structure or ship succeeds on its saving
2 This spell functions as scrying, but you must be
touching a body of water at least 5 feet across to
throw, it takes 5d6 points of damage instead.
In addition to the immediate damage, the wooden
use this spell, and the target of your sea scrying
structure is weakened, reducing its damage
must be on board a ship or within 30 feet of a body
threshold by 5; this reduction persists until all
of water as well. A target touching the water takes
damage to the structure or ship is repaired. If the
a -2 penalty on its saving throw; if it is touching the
structure or ship remains immersed in water, it also
same body of water as you (GM’s discretion), this
springs numerous small leaks, causing the structure
is increased to -4. In addition, if the initial target
to take an additional 1d6 points of damage every
of your sea scrying succeeds on its saving throw or
10 minutes (ignoring damage threshold) until the
is otherwise unable to be scried, you can turn your
leaks are plugged. This damage is doubled during
mind to another potential target near a body of
any 10-minute period that the ship is moving at full
water. Concentrating to find a new target for your
speed or engaged in combat.
sea scrying requires 1d3 rounds, and the save DC
Shatterhull affects animated objects as described
is reduced by 2 for each additional target after the
above but otherwise does not affect creatures made
first you attempt to scry.
of wood.
SEA SIGHT At Higher L evels
1st-level transmutation If you cast this spell using a spell slot of 5th level or
Casting Time: 1 action higher, the damage is increased by 3d6 for each such
spell level.
Range: touch
Components: V, S, M (a drop of clear water)
SHOCK SHIELD
Duration: Concentration, up to 1 hour.
1st-level abjuration
You touch a target and grant it the ability to see Casting Time: 1 action or reaction, which you can
take when you are hit by an attack or targeted by
out to twice the normal range underwater, whether
the magic missile spell
in clear or in murky water, and grants advantage Range: Self
on Perception checks made underwater. When you Components: V, S
attack a creature in the water and the target gains Duration: 1 round.
a bonus to AC due to concealment, you reduce the
An invisible barrier of magical force appears and
concealment by one step.
protects you. Until the start of your next turn,
SHATTERHULL you have a + 2 bonus to AC, including against the
4th-level transmutation triggering attack, and you take no damage from
Casting Time: 1 action magic missile. At any time, as a bonus action, you
Range: touch may dismiss your shock shield, at which point it
Components: V, S, M (a sliver of wood and a bit of
deals 1d6 points of lightning damage to all creatures

44
within a 15-foot cone on a failed Dexterity saving use of the spell reasserts your control over up to
throw or half as much on a success. It immediately twenty creatures you have animated with this spell,
detonates if used to block a magic missile. rather than animating new ones.
At Higher L evels A skeletal crew member can only be created from
If you cast this spell using a spell slot of 2nd level or a mostly intact humanoid corpse. The corpses must
higher, the lightning damage is increased by 1d6 for
each slot level above 1st. have bones. When you cast this spell, any flesh left
on the corpses melts away into fog.
SKELETON CREW At higher levels. When you cast this spell using a
4th-level necromancy
Casting Time: 1 action
spell slot of 5th or higher you can create a further
two Skeletons per spell level or control a further
2
Range: touch four skeletons you have already created. To create
Components: V, S, M (a humanoid corpse or corpses)
further skeletons, you must have a corpse for each
Duration: 24 hours
additional skeleton you wish to create.
This spell turns up to 10 corpses into skeletons that
SLIPSTREAM
act as crew and obey your commands to the extent
2nd-level conjuration
of their abilities. Casting Time: 1 action
The undead you create will be a skeleton that Range: 30 feet
and is proficient with Navigators tools, Carpenters Components: V, S, M (a few drops of oil and water)
tools, and all water vessels. It has a skill level equal Duration: 10 minutes
to your spellcasting ability modifier. The skeleton
When this spell is cast it creates a low-cresting wave
can perform the duties of one crew member but
of water that carries the target along the surface of
has no other abilities. The skeleton cannot speak,
a body of water or even along the ground. When
attack, or even defend themselves. The only orders
moving across level ground, the target’s speed
it obeys are ones pertaining to the operation of a
increases by 10 feet. If going downhill, the speed
ship. Skeletal crew members are not proficient with
increases by 20 feet instead, but slipstream provides
any weapons or armor.
no movement bonus when going uphill.
On each of your turns, you can use a bonus action
While swimming, the slipstream increases the
to mentally command any skeleton you made with
target’s swim speed by 20 feet, or if the target does
this spell if the creature is within 60 feet of you (if
not have a swim speed, this spell grants a swim
you control multiple creatures, you can command
speed of 20 feet.
any or all of them at the same time, issuing the same
command to each one). You decide what action the SUBMERGE SHIP
creature will take and where it will move during its 7th-level transmutation
next turn. The skeleton crew will continue to man Casting Time: 1 minute
the ship and keep it on course to their best of their Range: touch
Components: V, S, M (a glass marble or piece of
abilities even without specific orders to do so.
soap)
The skeletons are under your control for 24 hours, Duration: Concentration, up to two hours
after which it stops obeying any command you’ve
given it. To maintain control of the creature for a When this spell is cast upon a vessel, the ship is
further 24 hours, you must cast this spell on the surrounded by a protective bubble of constantly
creatures again before the current spell ends. This replenishing, breathable air and sinks beneath the

45
the sphere proving substantial enough that
such creatures may choose whether to enter
it or to slip away along its sides. At the end of
the spell’s duration the bubble pop’s causing
a ship still underwater at that time to gain the
sinking condition. This spell has no effect if cast
upon a ship in water that cannot cover the vessel
entirely.
2 Although largely beneficial, this spell can be cast
on a ship whose pilot does not want to submerge her
vessel, which allows the pilot to make a Charisma
saving throw to avoid having the spell affect her
ship.

THORN BODY
4th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

This spell causes spines to grow from your skin,


damaging creatures that strike you. Whenever a
creature within 5 feet of you hits you with a melee
waves. For the duration of this spell, the ship has attack, the attacker takes 2d8 piercing damage.
magical propulsion that gives it a maximum speed Thorns created by this spell persists through any
of 2 miles per hour in travel, or 120 feet in combat new physical shape or form you assume, such as via
with an acceleration of 30 feet. The ship’s pilot wild shape or any polymorph effect.
uses the normal sailing skill to control the ship At Higher L evels
while under this spell’s effects and can command When you cast this spell using a spell slot of 5th level
or higher, the spell damage is increased by 1d8 for
it to dive and ascend as part of the vessel’s normal each spell slot level above 4th.
movement.
Despite the magical propulsion, the ship still TOUCH OF THE SEA
requires its crew to perform its normal functions. 1st-level transmutation
The spell protects the ship and all aboard from Casting Time: 1 action
the dangers of drowning and pressure, but not Range: Touch
Components: V, S, M (a fish scale)
from damage from outside obstacles or creatures.
Duration: 1 hour
The bubble cannot be used offensively and prevents
an affected ship from rising into a space that won’t You cause webs to grow between the target’s fingers
accommodate it (like a sea cave too small to contain and its feet to transform into flippers. In addition,
it, or under another vessel). Creatures can enter they gain the ability to breathe underwater and gain
or leave the bubble at will, but those outside the a swimming speed equal to their walking speed.
sphere cannot be forced inside against their will,

46
TRACK SHIP hard to move through, Ranged attacks are useless
2nd-level divination within the turbid tide and creatures attacking in
Casting Time: 1 action melee take an additional -2 penalty to attack and
Range: see text damage rolls. The area also counts as difficult
Components: V, S, M (a piece of ship)
terrain for the duration of the spell. Unlike murk,
Duration: concentration, up to eight hours
a turbid tide’s duration is not reduced by natural or
In order to cast this spell, you must have a piece magical currents in the area.
of the ship you wish to track. Merchants often
preserve slivers from their trade ships specifically
for this purpose. You also need a nautical chart.
UNDERTOW
3rd-level transmutation 2
Casting Time: 1 action
When you cast this spell, an icon of the targeted Range: 30 feet
ship appears on the nautical chart. The icon moves Components: V, S
as the ship moves for the duration of the spell. If Duration: Concentration, up to one minute
the ship is not within the area delineated by the
You target a creature in the water with a powerful
chart, the spell fails. If the ship is reduced to 0 hit
riptide dragging them below the surface unless
points, its icon changes from a ship to a skull and
they can succeed at a strength saving throw.
crossbones.
Each round you can attempt to drag them under
TRUE BEARING again, forcing them to repeat the save as long as
2nd-level divination you maintain concentration. Creatures dragged
Casting Time: 1 action down by the undertow can move on their turn but,
Range: self whether swimming or moving along the seafloor;
Components: V, S, M (a pinch of iron filings)
however, Strength (Athletics) checks they make
Duration: concentration, up to ten minutes
to swim upwards against the undertow are made
You can pinpoint the direction from your current at disadvantage. This penalty does not apply to
location to a familiar landmark or geographical creatures using freedom of movement.
site. The target must be a location you have actually At Higher L evels
visited and it must be on the same plane. The target If you cast this spell using a spell slot of 4th or
higher, you can target another creature per spell
must be a location, not an object or creature, and it level.
cannot be screened from divination. If this spell is
cast at least 1 mile away from land, its duration is UNSEEN CREW
increased to four hours. 5th-level conjuration
Casting Time: 1 action
TURBID TIDE Range: 500 feet
3rd-level transmutation Components: V, S, M (a piece of string and a piece of
Casting Time: 1 action wood from a ship)
Range: 120 feet Duration: 1 week
Components: V, S, M (a handful of mud or silt)
Duration: Concentration, up to a minute Once cast this spell creates ten unseen crew
members. An unseen crew member is an invisible,
You fill a 20 ft. radius with silt and algae,
shapeless force that performs the duties of one crew
decreasing visibility as murk. In addition, the heavy
member. It can tie off ropes, hoist sails, swab decks,
silt congeals the water, making it thick, heavy, and
and other such duties. An unseen crew member

47
possess no other skills. It cannot fight, speak, or VEILED VESSEL, GREATER
even defend itself. 6th-level illusion
An unseen crew member has a strength score of 10 Casting Time: 1 action
and is proficient with Navigators tools, Carpenters Range: touch
Components: V, S, M (a drawing, carving, or model of
tools, and all water vessels. It has a skill level equal
the ship you wish to imitate)
to your spellcasting ability modifier. It cannot fly, Duration: 8 hours
but it can climb, swim, or walk with a speed of 20
feet. This spell functions as veiled vessel but you can
2 An unseen crew member cannot be killed, but it
dissipates if it takes more than 10 points of damage
cause your ship to appear as a vessel up to two
size categories larger or smaller, and you also can
from area attacks (it gets no saving throws against disguise the appearance of up to 10 creatures as
attacks). If you attempt to send and unseen crew if you had cast seeming. The illusion affecting a
member beyond the spell’s range (measured from creature ends if it leaves the veiled vessel, even if
your current position), the crew member ceases to they later return to it.
exist.
At Higher L evels
VOMIT SWARM
2nd-level conjuration
If you cast this spell using a spell level of 6th or
higher you may add an additional 5 crew per spell Casting Time: 1 action
level. Range: self
Components: S
VEILED VESSEL Duration: 1 minute
4th-level illusion
Casting Time: 1 action You vomit forth a swarm of insects that attacks all
Range: touch other creatures within its area. The swarm begins
Components: V, S, M (a drawing, carving, or model of in one of the squares adjacent to you, but if no
the ship you wish to imitate) living creatures are within its area, it moves in one
Duration: 8 hours direction of your choosing at its normal speed.
You can move the swarm or change the swarm’s
You shroud the target vessel in a cloak of illusion
direction by spending a bonus action to concentrate
that causes it to appear as a completely different
on the swarm, otherwise it continues moving in its
vessel up to one size category larger or smaller
current direction.
than its actual size. The details of its appearance,
including the color and condition of its hull, WALL OF BRINE
sails, oars, flags or similar insignia, and all such 4th-level conjuration
similar details are up to you. You also may create Casting Time: 1 action
illusory cargo or weapons, or disguise existing Range: 120 feet
Components: V, S, M (a bit of coral)
weapons or cargo. Creatures aboard the ship are
Duration: Concentration, up to 1 minute
not changed in appearance. A creature that uses
its action to examine the image can determine You conjure a 5-foot-thick wall of seawater up to
that it is an illusion with a successful Intelligence 80 ft. long with a powerful current flowing toward
(Investigation) check against your spell save DC. If one side of the wall, selected by you; a creature
a creature discerns the illusion for what it is, the attempting to swim against this current must spend
creature can see through the veil. 20 feet of movement to enter an area covered by the

48
wall. A creature that begins its turn in the wall is
ejected in the direction just before it acts. The wall
provides half-cover against attacks from out of the
water. The water and the currents deflect physical
ranged attacks into or through the wall, unless
the weapon used is exceptionally massive (such as
a siege engine). A creature submerged in the wall
takes the usual penalties for underwater combat.
The wall blocks the passage of gases and liquids 3
and prevents water from mixing at its edges.

WALL OF CORAL dry, without a single drop of water clinging to


6th-level conjuration it. Flammable items can be immediately ignited,
Casting Time: 1 action though a burning waterproof item begins sputtering
Range: 120 feet if taken underwater as its oxygen is spent and goes
Components: V, S, M (a handful of coral shards)
out 1d4-1 rounds later. This spell retards the growth
Duration: Concentration, up to 10 minutes
of algae or the accretion of barnacles, mollusks and
This spell functions as wall of thorns, but creatures similar sea life, but it does not prevent drowning
damaged by a wall of coral must also take a DC or damage from pressure, hot or cold water or
16 Constitution save or take 1d4 poison damage allow the target to breathe water. It also does not
and be poisoned. Poisoned creatures must repeat provide aid with swimming. Waterproof metal items
the saving throw each round of its turns. On each do not rust or corrode in water, bowstrings and
successive failed save, the character takes another harps snap and strum perfectly, and the waterproof
1d4 damage and continues to be poisoned, on a books, scrolls, and inks remain pristine and crisp.
successful save the poison ends providing they are A potion or other liquid made waterproof does not
no longer touching the wall of coral. mix with water.
Druids or other creatures with the ability to pass A container can be made waterproof, even if the
through undergrowth unharmed can pass through container is not designed to be watertight, such as
a wall of coral without harm. A wall of coral created a bag or backpack. If cast on such a container, the
outside of salt water has a maximum duration of 1 duration is increased to a week.
minute.
WEATHER EYE
WATERPROOF 1st-level divination
1st-level abjuration Casting Time: 1 hour
Casting Time: 1 action Range: personal
Range: touch Components: V, S, M (a bowl of water)
Components: V, S, M (a bit of wax and paper) Duration: 24 hours
Duration: 24 hours (see text)
You can more accurately predict the weather
You protect the touched creature (including all gaining advantage on survival checks made to
worn, wielded and carried items) or object from forecast weather conditions. If control weather
getting wet. The target can be fully immersed or a similar effect has been used to influence the
in water for hours and then emerge completely weather within 10 miles, you become aware of it.

49
C h ap t e r 3 : Table 3-01: Magic Items
Item Name Price

u r y of
lookout’s eyeblack 400 gp

Tre a s
captain’s cutlass uncommon*
castaway’s flare uncommon

t
earring of farseeing uncommon

t he F l e e
pirate brand uncommon
skimming uncommon
tracer uncommon
whispering wheellock uncommon*
3 chaining
ensign of parley
rare
rare
eye patch of adjustment rare
gloves of certain grip rare
gullwing cape rare
mutable hook rare
roperunner sandals rare
shanty shiv rare
sharkskin suit rare
spiral saker rare
spiral saker (fiend’s mouth cannon) rare
stormshaft rare
admiralty parade kit very rare*
bore cannon very rare
bullet buckler very rare
cannonball breastplate very rare*
hateful hook very rare*
raven’s perch very rare
sails of extinguishing very rare
sea lord’s tricorne very rare*
shadow sextant very rare
sharpshooter’s carabine very rare
treacherous hook very rare
golden gun legendary
hurricane harpoon legendary*
rod of the ebb tide legendary
wavebreaker legendary*
Pirate Queen’s pearl — (artifact)
* requires attunement

50
Armor and Shields fired by you. The cannonball dissolves into smoke
after dealing damage.

BULLET BUCKLER VERY RARE When you activate this ability, smoke pours forth
Shield (buckler) from the cannonball breastplate and momentarily
This small shield provides a +3 bonus to AC. This forms the semblance of a cannon, exploding as the
bonus is in addition to the shield’s normal bonus to cannonball is launched into a cloud of smoke in a
AC. It has a rounded boss of adamantine alloy, often 10-foot sphere that spreads around corners, and
showing scorch marks and powder burns upon its its area is heavily obscured. It lasts for 1 minute
surface. A bullet buckler imposes disadvantage on or until a wind of moderate or greater speed (at
all non-magical range attacks against you including least 10 miles per hour) disperses it. Any creature
those from gunpowder-based weapons (including adjacent to the wearer takes 11 (3d6) points of fire
siege class weapons) and grenade-based attacks. In damage and 11 (3d6) points of bludgeoning damage 3
addition, it provides a +3 bonus to any Dexterity and is deafened for 1 minute; a successful DC 14
saving throw against gunpowder-based attacks that Constitution save negates deafness and reduces
allow a saving throw. damage by half. Your body and gear are turned to
smoke in this explosion, leaving you trapped in
gaseous form for 6 minutes, though you can reform
your body, by succeeding on a DC 14 Constitution
save at the end of your turn. The cannonball
breastplate reforms on you when your body does.

SHARKSKIN SUIT RARE


Armor (light)

This deep blue armor is covered with tiny razor-


sharp scales and embedded with petrified shark's
teeth. The scales and teeth lie smooth and flat
most of the time, but any creature attempting a
grapple you takes 1 point of necrotic damage, and
a creature beginning its turn grappled with you
takes 1 point of necrotic damage (2 (1d4) points of
CANNONBALL BREASTPLATE VERY RARE
Armor (breastplate)
necrotic damage if the wearer is swallowed whole).
Whenever you deal damage with a grapple check,
This lumpy, rough-hammered breastplate provides
you also deal 1 point of necrotic damage. This
a +2 bonus to AC as well as resistance to fire. It is
damage is both ongoing and cumulative and can
forged of sooty back metal spiderwebbed with tiny
be halted by any healing spell or a DC 15 Wisdom
cracks that glow orange in dim light or darkness.
(Medicine) check. While wearing a sharkskin suit,
Once per day as a standard action, you can
you gain a swim speed equivalent to your normal
compress the cannonball breastplate into the form
speed and can sense the presence and location of
of a cannonball, which is launched at an opponent
creatures who have bled in the same body of water
within 500 feet as if it were a shot from a cannon.
and track them to their location with a Wisdom
Ranged Weapon Attack: +6 to hit, range 600/2,400 (Survival) check. So long as the target creature is
ft., one target. Hit: 44 (8d10) bludgeoning damage)

51
bleeding and in the water you have advantage on along its blade and its elaborate basket hilt-guard
this skill check. that resembles interlocking anchors. This guard

Specific Weapons grants you a +1 AC bonus when using the Disengage


action or against opportunity attacks. Additionally,
it grants you advantage on Strength (Athletic)
BORE CANNON VERY RARE
Weapon (cannon)
checks related to swimming and being underwater
imposes no penalties on your movement or attacks
If a Large or larger creature is struck by an attack A captain's cutlass retains resonant memories
with this weapon, they suffer an additional 1d8 of its original master's nautical savvy, which it
piercing damage as the cannonball bores into it. imparts upon you once you have attuned to the
Objects take double damage from this additional weapon granting advantage on skill checks while on
3 damage. This damage can be prevented by making a seagoing vessel or on any check related to sailing
a DC 20 Strength check as an action to dislodge the (GM’s discretion). Also, you gain an ability identical
cannonball, or by casting Dispel Magic on it. to the 1st level ranger ability Natural Explorer. The
If you critically hit a target with an attack with benefits of this trait are only applicable to sea and
this weapon, you may immediately make an attack ocean terrain types.
roll against a target directly behind the first If a hostile creature creates a wind, weather, or
target within range of the original attack, as the water-based effect (GM's discretion) whose area
cannonball punches through your original target. includes your ship, once per day as a reaction you
can attempt an Intelligence or Dexterity ability
check (as appropriate) vs. the caster’s spell save
DC. If the check succeeds, the effect has no effect
within 30 feet of you.
While a captain's cutlass is usually crafted as
a scimitar, they are sometimes manufactured as
rapiers, long swords, shortswords, or any other
one-handed weapon the GM deems suitable.

GOLDEN GUN LEGENDARY


Weapon (pistol)

This long-handled +1 pistol (5th Edition Game


Master’s Manual pg. 268 but doing 2d10 thunder
damage on a hit instead of 1d10 piercing) is
engraved with golden lettering on barrel and
grip. The weapon’s gilded grip contains an
extradimensional space which admits only tiny or
smaller items crafted of gold, melting them into
CAPTAIN'S CUTLASS UNCOMMON
Weapon (any one-handed sword) Requires attunement
a repository of enchanted molten gold within the
weapon. A golden gun can store up to 20 pounds
This +1 scimitar is typically engraved with the name,
of gold (1,000 gp value), and bullets fired by the
rank, and ensign of the flag officer for whom it was
weapon are sheathed in 1/2 pound of pure gold (25
forged and is often embellished with gold filigree
gp value), increasing their mass and the damage of

52
3
the weapon by one die (from 1d10 to 2d10 in this
example). Refilling 1/2 pound of gold into the grip’s
reservoir is an action. The weapon is particularly roll, the target takes an extra 7 piercing damage
dangerous against humanoids. When you roll a 20 against any creature that has attacked the wielder
on an attack roll made with this weapon against a since the end of his last turn. This ability also
humanoid, the humanoid must succeed on a DC 10 applies against any creature that has designated the
Constitution saving throw or die. wielder as its prey in some way (GM’s discretion, by
way of example, via Hunter’s Mark or an Oathbow’s
HATEFUL HOOK VERY RARE
Weapon (dagger) Requires attunement
sworn enemy ability). If a creature using such an
ability has damaged the wielder since the end of its
This jagged hook straps onto your forearm and
last turn, the hateful hook's automatically deals an
functions as a +1 weapon. Hit points lost to the
additional 7 necrotic damage on a successful hit.
hateful hook’s damage can be regained only through
A hateful hook works best if the wielder has lost
a short or long rest, rather than by regeneration,
a hand; if strapped on over an existing hand, the
magic, or any other means.
wielder has disadvantage on attack rolls made with
Once per turn, when you hit a creature with an
it.
attack using the hateful hook, you can wound the
target. At the start of each of the wounded creature’s HURRICANE HARPOON LEGENDARY
turns, it takes 1d4 necrotic damage for each time Weapon (javelin) Requires attunement

you’ve wounded it, and it can then make a DC 15 This harpoon (treat as a javelin) has a head of
Constitution saving throw, ending the effect of all mithral and barbs of coral or whalebone, and is
such wounds on itself on a success. Alternatively, a +1 magic weapon with the stormshaft weapon
the wounded creature, or a creature within 5 feet property (see page 56). When you hurl it, and
of it, can use an action to make a DC 15 Wisdom speak its command word, it transforms into a bolt
(Medicine) check, ending the effect of such wounds of lightning, forming a line 5 feet wide that extends
on it on a success. out from you to a target within 120 feet. Make a
Finally, a hateful hook is imbued with a spirit of ranged weapon attack against the target. On a hit,
bitter vengeance. When you roll a 20 on your attack the target takes damage from the harpoon plus 4d6

53
lightning damage. In addition, each creature in the of your next turn. While so shrouded, whenever
line excluding you and the target must make a DC a creature within 5 feet of you hits with a melee
15 Dexterity saving throw, taking 4d6 lightning attack, the shield erupts with lightning. The
damage on a failed save, and half as much damage attacker takes 2d8 lightning and thunder damage.
on a successful one. The lightning bolt turns back This effect consumes the wielder’s reaction.
into a harpoon when it reaches the target and Each effect once used can’t be used again until
reappears in your hand. the next dawn. In the meantime, the harpoon can
The hurricane harpoon can shroud you in a still be used as a magic weapon.
whirling screen of strong, howling wind. While
SHANTY SHIV RARE
this effect is active attack rolls against you are at Weapon (dagger)
a disadvantage and all melee attackers (including
3 those using reach weapons) must make a DC 15
This thin-bladed weapon is a +1 dagger that hums
menacing pirate war chants, mournful dirges of
Strength saving throw or be pushed back 10-feet
loss, and muttered imprecations with every stroke,
and be knocked prone. This effect lasts 1 minute.
granting advantage on any Charisma (Intimidate)
In addition, once per day you can control winds
skill check.
within 5 miles of you. This acts as a control weather
If you have the Bardic Inspiration class feature,
spell but only effects wind conditions. Any ship
you can make a DC 15 Charisma (Performance)
upon which you stand are unaffected by this effect
skill check as part of your bonus action. If you
unless you wish otherwise.
succeed, the melee attacks of those you inspire do
Finally, if you are targeted with an effect that
an additional 1d4 psychic damage. This damage is
deals lightning or thunder damage, you become
increased by 1 for each 5 points you beat the skill
shrouded with gale-force winds riddled with
check DC by.
crackling lightning and peals of thunder. The
In addition, you may make a DC 15 Charisma
effect provides damage resistance to both lightning
(Performance) skill check as a bonus action to
and thunder to the triggering attack until the end
change shanty shiv's tune to bawdy ballads and
jaunty jigs granting allies within 60-feet of you
advantage on saving throws against fear effects.

SHARPSHOOTER'S CARABINE VERY RARE


Weapon (musket)

This enchanted pistol is a long-handled pistol (treat


as a +1 musket, 5th Edition Game Master’s Manual
pg. 268) that can be held against the shoulder if
desired and is constructed with fold-up sights and
enchantments that grant it deadly accuracy. It is
especially effective when you do not have a clear
shot at the target, granting you an additional +1d4
on your attack rolls against targets with cover or
concealment. In addition, you can use a move action
to steady and brace the sharpshooter's carabine,
allowing you to double the range of the weapon for

54
your next attack and scoring a critical hit on a 19 above process repeats itself and a third target could
or 20, as long as it is completed by the end of your potentially be attacked, though with three-quarters
current turn. cover against the spiral saker. Its movement ends
If you use tracer bullets in a sharpshooter's carabine, after the third critical hit.
the duration of the tracer effect is increased to 1 A creature that has been shot through by the
minute. drilling ammunition of a spiral saker has its AC
reduced by 4 to a minimum of 10. Any armor reduced
SPIRAL SAKER RARE
Weapon (cannon)
to 10 is ruined. An object shot through loses 4
points of damage threshold and any resistance to
A spiral saker is a +1 cannon (5th Edition Game
bludgeoning damage until it has been repaired.
Master’s Manual pg. 255) with double the normal
A spiral saker is sometimes built to a larger scale
range whose spiraling barrel grooves impart greater
accuracy to ammunition and causing it to animate
by fiendish armies—in particular devils (or those 3
who serve them). These cannons—sometimes called
upon impact, drilling into any Large or larger
fiend’s mouth due to the cannons’ aesthetics—are
creature or object for 1d4 rounds, inflicting 3 (1d6)
very rare and do twice the amount of damage as
points of piercing damage per round and sickening
a standard spiral saker and their damage type
the target with pain imposing disadvantage on
is changed from bludgeoning to fire. They are
the target’s attack rolls, skill and ability checks.
otherwise identical.
A successful DC 20 Constitution save negates
this pain but not the ongoing damage. Objects WAVEBREAKER LEGENDARY
take double damage per round, ignoring damage Weapon (heavy crossbow) Requires attunement

thresholds. Finally, the target takes an additional Wavebreaker is a +1 heavy crossbow without the
1 point of necrotic damage per round the drilling loading trait. It is typically carved from whalebone
continues; this necrotic damage is cumulative and or the shell of a titanic mollusk or crustacean,
can be stopped by any heal spell or equivalent effect decorated with intricate scrimshaw and nacreous
or a DC 15 Wisdom (Medicine) skill check. inlay and with a bow and mechanism of gilded steel
An adjacent creature can attempt to remove the or similar rust-resistant metal. Ammunition shot
drilling ammunition as an action with a DC 20 from a wavebreaker is antithetical to any aquatic or
Strength check, taking 3 (1d6) points of slashing watery creature (any creature with a swim speed).
damage regardless of whether the check succeeds. If an aquatic creature takes damage from an arrow
Dispel magic causes the embedded ammunition to shot from the wavebreaker the creature must make
cease boring. a DC 17 Constitution saving throw, taking an extra
A successful critical hit from a spiral saker 6d10 piercing damage on a failed save, or half as
inflicts 1 level of exhaustion but does not drill into much extra damage on a successful one. This bane
the target for ongoing damage. Instead, it drills effect once used can’t be used again until the next
completely through the target and continues in a dawn. In the meantime, the wavebreaker can still
straight line until it hits another target or reaches be used as a magic weapon. Additionally, water does
the limit of its range; if its path intersects another not provide any situational benefit (for example
target, the wielder of the spiral saker can make extra cover or disadvantage) against attacks made
another attack roll against that target, which gains with a wavebreaker.
the benefits of half-cover against the attack. If this Finally, you can target a creature or spell that is
second attack results in another critical hit, the watery by nature within 30-feet as an action. You

55
automatically hit if it is a spell. If the target is a normal damage and is entangled as if struck by a
creature you must make a normal attack roll against net (see the 5th edition player character manual for
the creatures AC. On a hit, wavebreaker deals no details, except the chain has a damage threshold of
damage but acts as dispel magic against the spell 10). An entangled target cannot move farther than
or a banishment against non-native creatures (for 30 feet from you unless it succeeds at an opposed
example a summoned water elemental). You can Strength check; if it succeeds, you can release the
use this ability as often as desired but a creature trapped creature as a reaction or can hold onto the
or spell that is not dispelled or banished becomes chain and allow yourself to be pulled behind the
immune to this effect for 24 hours. creature.
Escaping a chaining weapon follows the rules for
WHISPERING WHEELLOCK UNCOMMON
escaping a net. The Strength check DC to escape
3 Weapon (pistol) Requires attunement

A whispering wheellock is a +1 pistol of compact


the chaining weapon is increased by an amount
equal to the weapon's enhancement bonus. If the
construction, with a dull matte black finish. Its
chain is destroyed or burst, the chaining weapon
slim profile grants you advantage on Dexterity
falls to the ground and this property is suppressed
(Sleight of Hand) checks made to hide the weapon
until the next dawn.
on your person. A whispering wheellock makes no
noise when fired. Bullets fired from it likewise SKIMMING UNCOMMON
make no sound when they hit, instead drawing Weapon (any thrown or ranged)

sound into them, and this sudden inverted cascade A skimming weapon skips across the surface of
of sonic energy deals an extra 1d8 thunder damage liquid when thrown, or slices cleanly through it
on a critical hit and deafens the target if it fails when thrown at a target below the surface. Water
a DC 15 Constitution saving throw. You may also provides no protection against attacks with a
target an unattended object within range and skimming weapon, and if you also are fully or
fire the whispering wheellock, creating an area of partially submerged a skimming weapon returns
magical silence centred on that location and lasting to you after the attack. If there is a liquid surface
1 minute if the target is within 30 feet, or 5 rounds between you and your target when the weapon is
if the target is more than 30 feet away. thrown, you can spend a bonus action to skip the

Weapon Special weapon off that surface, allowing you to either


increase the weapon's range increment by 10 feet

Abilities for that attack or to alter the weapon's trajectory in


mid-flight, allowing you to treat any square of the
CHAINING RARE liquid's surface within range as the weapon's point
Weapon (any thrown) of origin for the purpose of determining whether
A chaining weapon allows you to conjure a metal the target has cover.
chain that trails behind a weapon that you hurl.
STORMSHAFT RARE
The chain has a maximum length of 30 feet, and Weapon (any thrown or ammunition)
the end of the chain is in the hand that was used
Attacks made with a stormshaft weapon are not
to throw the weapon. If the weapon misses, you
adversely affected by wind effects (GM’s discretion
can retrieve the weapon as a move or bonus action;
as to what a wind effect is but examples include the
the chain disappears after the weapon is retrieved.
effects of the gust of wind spell or an air elemental’s
If the weapon hits, the target takes the weapons

56
whirlwind attack), whether natural or magically ROD OF THE EBB TIDE LEGENDARY
created. A stormshaft weapon deals additional Rod

damage in an area of strong or stronger winds, This 2-foot-long baton is constructed of blue coral
adding +1 damage of the weapons type per category grown to link 13 large misshapen pearls. The
of wind strength above calm (use the control weather rod grants you a +2 bonus to AC against aquatic
Table: Wind as a guide). creatures (GM’s discretion but at a minimum any
creature with a swim speed). You can use the rod
TRACER UNCOMMON
Weapon (any thrown or ammunition)
to send any non-native aquatic creature back to
its home plane with a successful attack roll if the
A tracer weapon glows when thrown or shot, creating
creature fails a DC 17 Wisdom saving throw. You
a streak of light from you to the target. This streak
can dispel a spell which has a water or aquatic
of light fades immediately on a missed attack, but
if the attack hits the streak persists until the end of
component by touch, as if using dispel magic but 3
affecting only the spell effect touched. If you touch
your next turn, though it vanishes if you move. As
a summoned aquatic creature, you can dispel the
long as the streak is present, all attack rolls against
effect that brought it; if the creature is non-native,
the target have advantage.
it must still succeed at a DC 17 Wisdom save to

Rods avoid banishment.


In addition to its above uses, a rod of the ebb tide
PIRATE BRAND UNCOMMON can be used to cast a hallow spell. This adds the
Rod following additional effects (and restrictions) to
This implement of cruel justice is a simple iron the hallow spell.
rod tipped with a brand. Upon command, the tip kkThe range of the spell is increased to 1-mile.
of a pirate brand grows red-hot, shedding light as kkOnly aquatic creatures are affected.
a candle. A pirate brand can deal 1d4 points of kkAll creatures within 1 mile of the rod of the
fire damage as a melee attack, but it may also be ebb tide gain a +2 bonus to AC and advantage
wielded as a club, dealing 1 point of fire damage in on saving throws against aquatic effects or
addition to its normal damage on each hit (treat as effects created by aquatic creatures.
a mace). Once per day, you can brand a target with kkA creature attempting to use a spell that is
a magical mark, stating an action or behavior that related to water (even a harmless effects)
will activate the mark. You designate some sort of must succeed at a DC 20 spell attack check
undesirable behavior that activates the mark, but or the effect fails. Even if the effect succeeds,
you can pick any act you please. While typically the caster must repeat this check every round
used to foreswear the target from committing the at the beginning of its turn or the effect is
type of criminal activity for which it was found dispelled; this does not apply to instantaneous
guilty (piracy most famously, giving the brands effects.
their common name), the proscribed activity can kkAquatic creatures cannot be summoned into
be anything you dictate. In cultures with less of a the area of the rod of the ebb tide, and if they
focus on piracy, pirate brands are also called legate enter the area by other means they must
brands and typically feature a royal or imperial succeed on a DC 17 Wisdom save once per
symbol, embellished to indicate the type of crime minute or be banished. A creature holding the
each brand is used to punish.

57
rod of the ebb tide automatically succeeds on admiralty parade kit can be worn over light armor,
checks to overcome its power. completely concealing the armor's appearance if
So long as the rod of the ebb tide remains you wish. While wearing an admiralty parade kit you
stationary the hallow spell’s duration is changed to are surrounded by an aura of power and authority,
indefinite. It must remain stationary (relative to its granting advantage on Charisma based skill
surroundings; it can be used to create this effect checks. At the same time, allies that can see and
while mounted on a ship) while serving as a focus hear you are inspired by your presence, whenever
in this way. If it is moved and not replaced within 1 it makes an attack roll or a saving throw before
round, the effects are suppressed until it is restored the spell ends, your ally can roll a d4 and add the
to its position. If not replaced within 1 minute or if number rolled to the attack roll or saving throw. If
the rod of the ebb tide is destroyed, these effects end you are in aquatic terrain or on board a ship and
3 immediately. you have an ability that allows the declaration of

Wondrous Items a quarry, or smite ability (or an equivalent ability,


at the GM's discretion), that ability functions as if
you had empowered it by casting it one spell level
ADMIRALTY PARADE KIT VERY RARE
Wondrous item Requires attunement
higher than normal (for example hunter’s mark is
cast using a 1st level spell slot but it has the effect
This tailored formal dress uniform includes a
of being cast using a 3rd level spell slot).
woolen long coat, polished buckles and clips, and
aiguillettes and epaulettes of golden braid. An CASTAWAY'S FLARE UNCOMMON
Wondrous item

This small metallic globe, when activated, shoots


up 1,000 feet into the air and glows brightly for 1
hour. It is visible from 25 miles away. At the end of
the hour, the light slowly fades as the globe gently
falls to the ground. A castaway’s flare can be reused
after the next dawn so long as it was submerged in
sea-water the entire time between its last use and
the next dawn. If the flare is activated inside, it
stops when it reaches the ceiling. The light from the
flare illuminates as bright light within 30 ft. and
dim light within 60 ft.

EARRING OF FARSEEING COMMON


Wondrous item

This simple gold hoop earring allows you to discern


objects in the far distance. You gain advantage on
Wisdom (Perception) checks made to see objects a
mile or more away. You can make out symbols and
script at a distance of one mile that a person with
ordinary vision would be able to make out at 100

58
ft. You must wear the earring for 24 hours before it
becomes effective.

ENSIGN OF PARLEY RARE


Wondrous item

This ensign is as strong as any ship’s canvas but


has the texture of silk. The highest-ranking officer
on board a ship (typically its captain) can alter its
colors and design to whatever the captain chooses.
Once per day, the captain may send a verbal message
to another vessel within sight (even if only sighted
through a spyglass). This message must be 25 words
or less and can travel as slow as 1 mile in an hour, or
3
as fast as 1 mile in ten minutes. The spoken words
can be as soft as a whisper audible in a 10-foot
radius from a designated point on the target ship saving throw granted to avoid falling (for example,
or a declaration in a normal tone of voice to every if you take damage while climbing). You also can
creature on board the target ship. The message can apply your proficiency bonus when using a rope as
be used to deliver a single Charisma (Persuasion), an improvised weapon (including rope like weapons
Charisma (Deception) or Charisma (Intimidate) like a lasso) and creatures you tie up with a rope or
against the creatures hearing it; however, because net have disadvantage on their escape attempts.
of the brevity of the message the check is made
GULLWING CAPE RARE
with disadvantage. Wondrous item

EYE PATCH OF ADJUSTMENT RARE This simple cloak is trimmed with gray gull feathers
Wondrous item that shed water and wind. You are able to step and
This simple black eye patch is created in the style fight with exceptional balance and caution, gaining
of traditional pirate eye patches, which allow you advantage on Dexterity (Acrobatic) checks related
to keep one eye accustomed to darkness when a to falling and you can feather fall (self only) once
sudden shift in illumination is required. Once per per day. You also gain a +2 bonus on saving throws
day, whenever you fail a saving throw against a gaze against water or wind effects, and this bonus also
attack, figment, pattern, blinding or dazzling effect, applies to Strength checks (ability, skill and saving
or sight-based spell or effect (GM's discretion), as a throws) to avoid being checked or blown away by
reaction you may attempt a second saving throw. strong winds.
with advantage. When this power is used, the eye
LOOKOUT'S EYEBLACK UNCOMMON
patch magically switches its position to cover the Wondrous item
wearer's other eye.
Smearing this black pigment under your eyes
GLOVES OF CERTAIN GRIP RARE makes you immune to the blindness condition for
Wondrous item 12 hours. During this time, you also gain advantage
These fingerless gloves of sail canvas and hemp to Wisdom and Intelligence saving throws made
twine grant advantage on Strength (Athletics) to disbelieve illusions, and as an action you may
checks to climb when using a rope as well as on any expend the power of the lookout's eyeblack to

59
including the appearance of the vessel’s interior,
but does not change the appearance of any creature
on board. This illusion may be maintained for up to
9 hours, but vanishes as soon as the vessel or any
creature aboard it launches an attack upon a target
not on the ship itself.

ROPERUNNER SANDALS RARE


Wondrous item

These sandals of braided rope and leather help you


to keep your balance in the kinds of precarious

3 and unstable conditions you find aboard a ship at


sea. You gain advantage on Dexterity (Acrobatics)
checks while aboard a ship.
automatically see through any illusion within 60
SAILS OF EXTINGUISHING VERY RARE
feet. This does not dispel the illusory effect. Doing Wondrous item
so destroys the lookout's eyeblack, which crumbles
This lightweight cotton sail draws the air away from
and falls from your skin.
shipboard fires and snuffs them out before they can
MUTABLE HOOK RARE spread. Upon command, twice per day, these sails
Wondrous item can extinguish a non-magical fire in a 10-foot cube
This metal hook is a lower arm prosthesis, which anywhere on the ship. Alternately, the sails can be
cannot be used by a character that still has a hand used to make a caster level check (1d20+5 vs a DC of
on that arm. As a move action, you can change the 10 + the spell’s level) to dispel a magical fire effect
hook to a +1 dagger, a 3-ft. length of chain, an eating on the ship. The ship's captain or any spellcaster
utensil, or any other small metallic item. The item designated by the captain that has been on board
remains attached to your stump but can be used the ship for at least 24 hours can use a reaction
as you had the use of a hand. Items that require to use this effect to attempt to counterspell a fire
skilled or fine workmanship such as theives’ tools spell or similar magical effect targeting the ship
lockpicks or similar can be duplicated if you have or creatures on board the ship. The sails must be
the appropriate tool proficiency. rigged and unfurled in order to function. When
the power of the sails is used, the sails fill with air,
RAVEN’S PERCH VERY RARE
Wondrous item
doubling the the ship's movement for 1 round; this
has no effect if the ship is anchored or moored.
Carved in the likeness of an enormous black
carrion bird and trickster totem, a raven’s perch is a SEA LORD'S TRICORNE VERY RARE
figurehead which must be mounted on the prow of a Wondrous item Requires attunement

ship in order to function. Once per day, the captain This feathered three-cornered hat is typically worn
may command the raven’s perch to create an illusion by accomplished sea lords, both naval and piratical.
over the vessel so that it appears to be another ship You gain advantage on skill checks related to sailing
of comparable size (DC 17 Wisdom saving throw to including checks made to predict the weather, avoid
disbelieve). The illusion includes audible, visual, natural hazards, determine direction, and avoid
tactile, and olfactory elements, as mirage arcane, getting lost when on board a ship, and your vision is

60
not impeded by natural or magical fog, mist, smoke, it to other planes or to other locations on the
and weather effects. If you are steering a ship, you Material Plane. Creatures unwilling to travel into
can attempt a DC 20 skill check to treat storms, the Shadowfell can elect to remain behind if they
sea conditions, and any harmful wind effects as one succeed on a DC 20 Wisdom saving throw, though
category less severe (GM’s discretion as to what skill if the ship departs they may be stranded at sea. The
is applicable in the particular situation). If you are ship can remain in the Shadowfell until the sun
not in the midst of dangerous weather conditions, rises in its equivalent location on the Material Plane
you can instead double your ship's speed for 1 hour or for a maximum of 12 hours in any case. After a
with a successful DC 20 skill check. shadow sextant has been used, a DC 30 Intelligence
When you are aboard a ship you command, you (Arcana) skill check is required to activate it if at
gain immunity to fear and any mind-affecting effect least one night has not passed between uses.
that would compel you to leave your ship. You also
TREACHEROUS HOOK VERY RARE
3
allow any affected ally on your ship a saving throw Wondrous item
against the mind-affecting effect every round if
This supple silken sleeve fits over one of your
they can see or hear you. If you have a class ability
hands like a glove, rendering your hand invisible
that allows you to inspire allies (like a bard’s Bardic
and replacing it with the illusory appearance of a
Inspiration) this ability functions at the next level
hook, which may be shabby, ornate, or have any
of power when aboard your ship (for example, a
appearance you wish. The illusion includes visual,
level 1 bard’s bardic inspiration functions as if you
auditory, and tactile elements (DC 14 Wisdom saving
are level 5).
throw to disbelieve if interacted with). Any actions
SHADOW SEXTANT VERY RARE you take with your hand appear to observers to be
Wondrous item taken with your hook, but because your hand is not
This black-lacquered navigational device, chased visible you gain advantage on Dexterity (Sleight
with silver, can be used to plot a course for a ship of Hand) checks and on related skill checks under
through the benighted seas of Shadowfell. A ship other circumstances (for example checks made to
equipped with the shadow sextant allows the ship to steal or to disarm), as long as such checks are made
move 50 miles an hour while on the shadowy seas using your invisible hand.
and then reappear in a location on Material Plane
(or another connected plane) effectively moving
more rapidly between points. A shadow sextant can
Artifacts
The continent that held the first human empire
be used only at night, and charting the ship's course
sank beneath the waves countless millennia ago.
takes 1 hour. Once preparations are complete, you
The antediluvian people of this great empire were
must make a DC 20 Intelligence (Arcana) skill
renowned for their mastery of many types of
check to shift a vessel into the Shadowfell. The DC
magic, one of the most distinctive being the arcane
increases by 5 each time the ship size increases
crystals known today as ioun stones. Long ago, a
above that of a caravel (for example, the DC for a
rare crystalline masterpiece, unheard of by modern
carrack would be 25, and a galleon would be 30).
scholars, survived the fall of the first empire. It lay
If the check fails, no course can be found and the
buried for untold centuries under an island that
shadow sextant cannot function until the next dusk.
was once part of the lost continent. An underwater
If the check succeeds, the ship and all creatures on
earthquake dislodged the long-hidden stone and it
it slip into the Shadowfell and can travel through

61
3

sank down into the depths of the ocean. The Goddess the statuette, which took on an iridescent shine and
Queen of Piracy became aware of this remarkable conveyed the ioun stone’s power to whoever carried
underwater treasure and a giant mollusk swallowed the pearl. Excited by this discovery, Malika began
the stone. The divine influence of the Pirate Queen looking for more ioun stones in earnest, but only
intermixed with the magic of the stone, working to found one more stone—a dark blue rhomboid—to
create an odd-shaped pearl of great size. add to the pearl, before being killed and the pearl
When the Pearl was fully formed, the Goddess sent claimed by a new owner.
holy visions of it to many of her faithful followers.
PIRATE QUEEN’S PEARL ARTIFACT
One of these devoted pirates retrieved the blessed Wondrous item requires attunement
pearl, but died bringing it to the surface. The Pirate
Formed from shimmering pearl, this 1-foot tall
Queen’s pearl, a lustrous pearl figurine shaped in the
statuette has the smooth stylized form of a female
image of the Goddess herself, became a legendary
human (or possibly half-elven) pirate. The Pirate
prize of the Pirate Isles, passing from the hands of
Queen’s pearl functions as a holy symbol of the
pirate to pirate, usually with violence. The Pirate
Goddess of Piracy, usable for spells and class
Queen does not play favorites and if a pirate cannot
features requiring a divine focus. If your patron
keep ahold of a plundered treasure, then that is
deity is the Goddess of Piracy, then your caster
hardly her concern.
level counts as 1 higher when determining the
The Pearl eventually ended up in the hands of
effects and number of divine spells you may know
a pirate captain named Malika who possessed an
and cast. You also gain a +1 bonus to spell attack
iridescent spindle ioun stone, which she often used
rolls and spell save DCs.
to dive down to loot sunken ships. The first night
Once per day you can ask whether taking a
Malika held the Pirate Queen’s pearl, she felt a
particular ship by force is worth the effort. If the
strange compulsion to orbit her ioun stone around
you and your crew could defeat the ship, and it is
the figurine’s head. The stone was absorbed into
a valuable enough prize to be worth the risk, the

62
Table 3-02: Known Supplementary Powers
Name Effect
Clear spindle Grants a +1 bonus to Wisdom (Survival) checks when using the skill to forage
for food and water.
Dusty rose prism Grants a +1 bonus to AC against attacks of opportunity.
Deep red sphere Grants a +1 bonus to two Dexterity-based skills.
Incandescent blue sphere Grants a +1 bonus to two Wisdom-based skills.
Pale blue rhomboid Grants a +1 bonus to two Strength-based skills.
Pink rhomboid Grants a +1 bonus to Constitution ability checks.
Pink and green sphere
Scarlet and blue sphere
Grants a +1 bonus to two Charisma-based skills.
Grants a +1 bonus to two Intelligence-based skill. 4
Dark blue rhomboid Grants a +1 bonus to Wisdom (Perception) and Wisdom (Insight) checks.
Iridescent spindle Protects against underwater damage caused naturally by terrain effects (for
example, water pressure).
Pale green Once per day you may use the regenerate spell.

statue glows a bright white for several seconds. If the stone. See Table 3-02: Known Supplementary
ship meets neither of these criteria, then the pearl Powers for a list of known powers.
turns black as pitch for the same length of time, and You can remove an absorbed ioun stone by holding
if the ship only meets one of the criteria then the the statuette and touching it to your forehead. The
pearl does nothing. Treat this as a divination spell absorbed stone comes out of the pearl and takes up
with a 10% chance of failure, but if the percentage orbit around you. The Pirate Queen’s pearl currently
roll fails then the pearl does nothing, and you don’t has a dark blue rhomboid and a clear spindle inside,
know whether this was because the percentage giving it a glittering sheen and a cerulean tinge.
roll failed or because one of the conditions of the Destruction of the Pearl
question wasn’t met. The Pirate Queen’s pearl is destroyed if a pirate
If you attempt to orbit an ioun stone around the captain who, of their own free will, truly renounces
statue’s head, the stone spirals inward and sinks their piratical ways, surrenders their ship and crew,
into the Pirate Queen’s pearl. The statuette takes on and gives the pearl to a lawful authority opposed
a color tone reminiscent of the color of the absorbed to piracy. The pearl cracks apart when this occurs,
stone, blending with any other colors already releasing any absorbed ioun stones.
present. The Pirate Queen’s pearl can absorb up to R andom Properties
six stones in this manner. Anyone with the statuette The Pirate Queen’s pearl has the following random
on their person gains the benefits of all these ioun properties:
stones. The pearl also augments these ioun stones kk1 major detrimental property.
granting the bearer a supplementary power for each kk2 minor detrimental properties

63
C h ap t e r 4:
Ships and
Sailing
4

64
Nautical campaigns have a different rollicking feel
to them, and a ship can be as much of a character
as the scoundrels crewing it, and once the PCs get
their own ship, it will likely see as much action
Table 4-01: Typical
as do the PCs themselves. Whether the PCs are Shipboard DCs
Dexterity (Acrobatics)
fighting rival pirates in hand-to-hand combat on
DC Task
the deck of a sailing rig, attacking a merchantman
5 Move at normal speed on a
with a hold full of riches to plunder with their cluttered deck
own pirate ship, or sending an entire fleet of ships 10 Stand or move, heeling deck (a
against an enemy armada, naval combat plays a sloping or slanted deck, such as in
significant role in a nautical campaign, and this high winds or sharp turns)
chapter provides a wealth of rules for nautical 10 Swing on ship’s rigging to another
location on the same ship.
combat of every kind. Generally speaking, battles
13 Swing on ship’s rigging to land on a
at sea are handled in one of three ways: shipboard
combat (normal combat on board a ship), ship-
different ship grappled or rammed
by your ship. 4
to-ship combat (combat between two or more 15 Stand or move, rolling deck
individual ships), and fleet combat (combat (violently rocking back and forth, as
in a severe storm)
between two or more fleets of multiple ships
18 Swing on ship’s rigging to a nearby
each). Rules for these three types of naval combat
ship that has not been grappled or
are detailed in the following sections. rammed.

Shipboard Combat 20 Stand or move along a yardarm or


rope.
Strength (Athletics)
Shipboard combat is just like any other combat DC Task
between the PCs and their opponents, except the 5 Climb anchor chain
encounter takes place on board a ship, rather than 5 Climb ship’s rigging
in a dungeon or on a forest path. For the most 10 Climb ship’s mast
part, shipboard combat can be resolved normally. 15 Climb onto horizontal spar or
The only constraints are the size of the ship (and yardarm
therefore, the size of the battlefield), the danger 20 Climb hull
Modifiers
of falling overboard into the water, and the effects
+2 Wet surface
of weather on the ship.
+2 High winds
If the combat happens during a storm or in rough
+2 Rolling deck
seas, treat the ship’s deck as difficult terrain.
+5 Icy surface or wave surge (1 foot
Characters climbing into the rigging or diving deep or less)
into the sea to swim from one ship to another or -2 Use one hand to brace yourself
to climb out of the water up an anchor chain or -5 Use both hands to brace yourself
up the hull of a ship must succeed on Strength -10 Use both hands and a rope (does
(Athletics) checks, while moving across a crowded not apply to climbing the rigging)
deck, leaping across open hatches or from mast
to deck, or negotiating pitching boards slick

65
New Tool: Ship’s Helm capturing enemy ships than in sinking them.
Characters may become proficient with the After all, if they sink a ship, they can’t plunder its
ship’s helm, in the same way as with artisan’s
cargo, ransom its crew and passengers, and sell (or
tools, in order to add their proficiency
bonuses to checks to pilot a ship via the use) the ship themselves. So once a ship has been
helm. boarded, ship-to-ship combat ends and shipboard
combat begins on whichever ship was boarded first.
Shipboard combat is normally a battle between the
“primaries” of the two ships—usually meaning that
the PCs fight the enemy ship’s captain and any other
major NPCs on the enemy ship in normal combat.
with spray must succeed on Dexterity (Acrobatics)
Meanwhile, the two ships’ crews are assumed to be
checks. The DC of such checks depends on how
fighting each other in the background.
severe the wave and weather conditions are and
Whoever wins the “primary” combat (either the
how great a challenge you want the environment to
4 be. Experienced sailors and aquatic races may have
advantage on such checks, while creatures unsuited
PCs or the enemy NPCs) wins the entire battle.
In other words, a ship’s crew is victorious over
an enemy crew if their captain defeats the enemy
to shipboard combat like horses or large creatures
captain. While a ship’s crew will likely take losses in
may have disadvantage. The following sample DCs
a battle, it is assumed that enough members of the
and modifiers can be used to adjudicate movement
defeated crew join the victorious crew to replenish
on board a ship.
any losses. This keeps the PCs from having to play
If a combatant falls overboard, use the standard
out combat between large numbers of low-level
rules for aquatic terrain and water dangers from
opponents, and from needing to track exactly how
swimming and possibly drowning. In all other
many casualties their crew takes in each battle.
ways, shipboard combat functions no differently
The PCs earn normal XP for the foes they defeat
than combat on land.
in shipboard combat. In most circumstances, a ship-

Shipboard vs. Ship- to ship battle just serves as a prelude to the main

to-Ship Combat combat. If, however, the PCs decided to fight out an
entire ship-to-ship battle and they sink or destroy
a ship without ever fighting the ship’s captain and
A typical nautical campaign presupposes that
key NPCs, then they should be awarded XP based
assumes that the PCs are more interested in
on the captain’s Challenge level, as the captain is
the only one piloting the enemy ship in ship-to-ship
combat).

Ship-to-Ship
Combat
When ships themselves become a part of a battle,
combat becomes unusual. The following rules
are not meant to accurately simulate all of the
complexities of ship-to-ship combat, only to provide

66
you with a quick and easy set of rules to resolve such man siege engines. Siege engines attack on the
situations when they inevitably arise in a nautical captain’s initiative count.
adventure, whether it be a battle between two ships A ship can also attempt to ram a target if it has
or between a ship and a sea monster. These rules its minimum crew. To ram a target, the ship must
represent an attempt to strike a balance between move at least 30 feet and end with its bow in a
verisimilitude and ease and speed of play during square adjacent to the target. The ship’s captain
combat and can be applied to a vessel of any size, then makes an attack roll— if this check equals
from a simple dinghy to a multi-deck man-o’-war. or exceeds the target’s AC, the ship hits its target,
These rules focus only on piloting and fighting inflicting damage as indicated on the ship statistics
with a ship on the water. table to the target, as well as minimum damage to

Simple Ship-to-Ship Combat the ramming ship. A ship outfitted with an actual
ram siege engine inflicts an additional 3d6 points
Decide what type of ships are involved in the combat of damage to the target (the ramming vessel suffers
(see Table 4-02: Simple Ship Statistics). Use a large,
blank battle mat to represent the waters on which
no additional damage).

Sinking 4
the battle occurs. A single square corresponds to
30 feet of distance. Represent each ship by placing A ship gains the sinking condition if its hit points
markers that take up the appropriate number of are reduced to 0 or fewer. A sinking ship cannot
squares (miniature toy ships make great markers move or attack, and it sinks completely 10 rounds
and should be available at most hobby stores). after it gains the sinking condition. Each hit on
Starting Combat: When combat begins, allow the a sinking ship that inflicts damage reduces the
PCs (and important NPC allies) to roll initiative as remaining time for it to sink by 1 round per 25
normal— the ship itself moves and attacks on the points of damage inflicted. A fabricate spell can
captain’s initiative result. If any of the ships in the repair a sinking ship, repairing a number of hit
battle rely on sails to move, randomly determine points equal to 4d12 + your spellcasting ability
what direction the wind is blowing by rolling 1d8, modifier. If the ship’s hit points are raised above 0
with each value corresponding to a cardinal or by this repair, the ship loses the sinking condition.
intercardinal direction (N, E, S, W, NE, NW, SE, Generally, non-magical repairs take too long to
SW). save a ship from sinking once it begins to go down.
Movement: On the captain’s initiative count, the
ship can move its current speed in a single round as
Ship Statistics
a move for the captain (or Dash to move further), as A vast variety of boats and ships exist in the
long as it has its minimum crew complement. The real world, from small rafts and longboats to
ship can increase or decrease its speed by 30 feet intimidating galleons and swift galleys. To represent
each round, up to its maximum speed. Alternatively, the numerous distinctions of shape and size that
the captain can change direction (up to one side of exist between water-going vessels, Table 2 describes
a square at a time) as an action. A ship can only several standard ship sizes and their respective
change direction at the start of a turn. statistics. Just as the cultures of the real world have
Attacks: Crewmembers in excess of the ship’s created and adapted hundreds of different types of
minimum crew requirement can be allocated to seafaring vessels, races in fantasy worlds might
create their own strange ships. GMs might use or

67
Table 4-02: Simple Ship Statistics
Ship Type AC hp Base Save Maximum Speed Arms R am Squares Crew
Keelboat 12 60 +4 30 feet* 1 2d6+6 2 4/15+100
Longship 14 75 +5 60 feet* 1 4d6+18 3 50/75+100
Sailing ship 15 125 +6 60 feet* (sails only) 2 3d6+12 3 20/50+120
Warship 18 175 +7 60 feet* 3 3d6+12 4 60/80+160
Galley 16 200 +8 90 feet* 4 6d6+24 4 200/250+200

alter the statistics below to suit the needs of their Ram: The amount of damage the ship inflicts on
4 creations and describe such conveyances however
they please. All ships have the following traits.
a successful ramming attack (without a ram siege
engine).
Ship Type: This is a general category that lists Squares: The number of squares the ship takes
the ship’s basic type. up on the battle mat. A ship’s width is always
AC: The ship’s base Armor Class. To calculate a considered to be one square.
ship’s actual AC, add the captain’s Wisdom modifier Crew: The first number lists the minimum crew
to the ship’s base AC. complement the ship needs to function normally,
hp: The ship’s total hit points. In addition, all excluding those needed to make use of the vessel’s
ships have a damage threshold based on their weapons. The second value lists the ship’s maximum
construction material (damage threshold 5 for most crew plus additional soldiers or passengers. A ship
wooden ships). At 0 or fewer hit points, a ship gains without its minimum crew complement can only
the sinking condition as described above. move, change speed, change direction, or ram if
Base Save: The ship’s base save modifier. All its captain makes a DC 12 Charisma (Persuasion or
of a ship’s saving throws have the same value. To Intimidation) check. Crew in excess of the minimum
determine a ship’s actual saving throw modifiers, have no effect on movement, but they can replace
add the captain’s Wisdom modifier to this base fallen crewmembers or man additional weapons.
value.
Maximum Speed: The ship’s maximum tactical
Advanced Ship-to-Ship Combat
speed in combat. An asterisk indicates the ship has When ships themselves become a part of a battle,
sails and can move at double speed when it moves combat becomes unusual. The following rules
in the same direction as the wind. A ship with only are not meant to accurately simulate all of the
sails can only move if there is some wind. complexities of ship-to-ship combat; rather, they
Arms: The number of siege weapons such as represent an attempt to strike a balance between
catapults or ballistae that can be fitted on the ship. verisimilitude and ease and speed of play during
A ram uses one of these slots, and only one ram combat and can be applied to a vessel of any size,
may be fitted to a ship. from a simple dinghy to a multi-deck man-o’-war.
It is important to note that while ships can be
attacked in combat, it is difficult to significantly

68
damage such large vehicles. In addition, a captured Size and Space
ship is usually worth more as a prize to be towed
Ships have sizes and spaces different from creature
or sailed home than sunk to the bottom of the sea.
sizes and spaces. In order to play out ship-to-ship
As a result, most ship-to-ship combat ends when
combat on a Flip-Mat or battle mat, a single square
the crew of one ship boards another to fight the
on the map corresponds to 30 feet of distance,
enemy crew in hand-to-hand combat (see Boarding
rather than 5 feet. Most ships are long and thin;
and Grappling).
rather than taking up a space of an equal number
Ship Basics of squares per side like creatures do, a ship’s width
is always considered to be one square.
The following overview presents more extensive
rules for ship-to-ship combat. All ships use these Facing and Movement
rules for movement and combat.
Ships do not move like creatures, even when they
Pilots use creatures for propulsion. They tend to move

A ship requires two things to keep it moving—a


in the direction of their forward facing and do so
quickly.
4
pilot and a means of propulsion. A pilot is a
creature with an Intelligence score of 3 or higher Facing
who is physically able to use the ship’s control
Unlike creatures, ships have a forward facing.
device. A ship’s captain is often (but not always)
Usually one of the shorter sides of a ship serves
the pilot. The pilot uses the control device and her
as the ship’s forward facing. Facing represents the
Wisdom to control the ship. Without a pilot, a ship
effect of inertia on vehicles. Ships move best when
will not move or will continue moving in a straight
moving in the direction of their forward facing,
line, depending on the ship’s state when it becomes
and it takes time and skill to move them in other
pilotless.

Crews
Most ships require a crew. A ship without a full
crew complement, but with at least half its crew
gains disadvantage on all sailing checks. A ship
needs at least half its crew complement in order
to be piloted at all. If more than half of a ship’s
crew is killed, restrained, incapacitated, stunned,
or rendered unconscious, the ship can only take
the “uncontrolled” action. Crew members can
take no action while the ship is in motion except
to aid in that ship’s movement. Any crew required
to operate siege engines are in addition to those
crew needed to operate the ship.

69
directions. When piloted correctly, ships can move using two means of propulsion at the same time,
straight ahead, diagonally, or a mix of both within such as wind and muscle, the pilot chooses which
the same movement. Skilled pilots can make a ship skill to use, and takes a –2 penalty on all sailing
zigzag in a forward direction with ease. checks. Outside of combat, the base DC for all
sailing checks is DC 5. In combat, the base DC for
Movement
all sailing checks is DC 15. A ship without a full
Ships have a maximum speed and an acceleration crew complement, but with at least half its crew,
listing. The maximum speed is the fastest rate gains disadvantage.
the ship can travel per round (though a wind-
Help
propelled ship sailing in the direction of the wind
can double this speed). A ship cannot usually start Just as with other skills, a character can spend
at its maximum speed. Each round, the pilot can an action to use the Help action. This represents
attempt to accelerate the ship or decelerate it by an extra pair of eyes observing the enemy, giving

4 a rate equal to its acceleration (see the Movement


section in Ships in Combat). The rate at which a
orders to the crew, or simply helpful advice. Only
one character can use the Help action to help a
ship is currently moving is called its current speed. pilot on a single sailing check.

Edge of the Map Controlling a Ship Outside of Combat


When playing out ship-to-ship combat on a Flip- Since piloting a ship outside of combat is easily
Mat or battle mat, the edge of the map forms an accomplished and often lacks serious repercussions,
artificial boundary—on the open sea, there is no sailing checks are not normally needed. Almost
edge of the map. As a result, if a ship moves off the every character can do it with relative ease; the
edge of the map, you should extend the map with a DCs are given only to adjudicate special situations
new blank Flip-Mat or battle mat, or reposition the that may come up in your game.
ships so they have room to maneuver.
Control Devices
Waterborne Movement
Every vehicle has a control device for steering. A
Travel over long distances across seas or oceans uses control device is typically an object with object
waterborne movement, measured in miles per hour immunities and resistances and with its own
or day. For muscle-propelled ships, a day represents statistics. The following are some of the typical
10 hours of rowing. For a wind-propelled sailing control devices for ships, plus their usual Armor
ship, it represents 24 hours. Waterborne speeds for Class, hit points, and hardness. When a control
the most common ship types can be found under device is reduced to half hp, all sailing checks gain
Vessels and Vessel Customization. disadvantage. When a control device is destroyed,
a ship cannot be piloted until the control device is
Sailing Check
repaired.
To control a ship in combat, a pilot must make a
Propulsion and Sailing Skills
sailing check to determine the maneuverability and
speed of the ship that round. The ship’s propulsion Every vehicle has a means of propulsion. Boats and
determines what skill is used for the sailing check ships are propelled by currents, muscle, wind, or
(see Propulsion and Sailing Skills). If a ship is all three forces. The method of propulsion typically

70
affects the speed and maneuverability of a ship, Table 4-03: Control Devices
but more importantly, determines the required Control
skill needed to control the ship. Controlling a ship Device AC Hit Points Threshold
Oars* 12 10 per oar 5
takes common sense, awareness, intuition, and
Steering 10 25 5
often some amount of skill in the ship’s means wheel
of propulsion. In the case of wind or current Tiller 10 25 5
propulsion, it is about using the current and tools Magically — ×2 ×2
like sails, oars, or a rudder to move the ship. In treated*
the case of muscle propulsion, it is about guiding * Oars are treated as at half hp if at least half the
creatures to move the ship. The following are the oars on a ship are destroyed.
** More information on magically treated control
general methods of ship propulsion, along with the devices can be found in Ship Modifications.
skills typically needed to pilot ships propelled by
the specified means.

Current 4
All boats and ships can use water currents for the propulsion are friendly, Diplomacy sailing
propulsion, but ships that only rely on currents for checks are made with advantage. An average crew is
propulsion are somewhat limited. These vehicles considered indifferent, though a particularly loyal
can only move in the direction and at the speed of a crew might be considered friendly. Intimidation is
current unless they also employ some other means used for intelligent creatures with an attitude of
of propulsion or manipulation, and thus often have hostile, such as captive rowers on a slave galley.
an additional form of propulsion, such as muscle Animal Handling is used if the creatures providing
in the case of a rowboat, or wind in the case of a the propulsion are not intelligent.
sailing ship. A current-propelled ship requires a The maximum speed and acceleration of a
Wisdom check, adding one’s proficiency bonus if muscle-propelled ship depends on the number
proficient in the ship’s helm. of creatures providing the propulsion, but most
A current-propelled ship’s maximum speed muscle-propelled ship have a maximum speed of 30
depends on the speed of the current (often as high feet and an acceleration of 30 feet. Larger muscle-
as 120 feet). The acceleration of a current-propelled propelled ships with many rowers have a maximum
ship is 30 feet. speed of 60 feet and an acceleration of 30 feet.

Muscle Oars
Muscle-propelled ships use oars and rowers to All muscle-propelled ships require the use of oars.
push the ship forward. Sailing skills for muscle- Oars have their own statistics.
propelled ships tend to be Persuasion, Intimidation,
Wind
or Animal Handling, depending on the intelligence
and attitude of the creatures supplying the muscle Wind-propelled ships use sails to harness the power
for the propulsion. of the wind for propulsion. A wind-propelled ship
For intelligent creatures, use Persuasion if the requires a Wisdom check for the sailing check, on
creatures providing the propulsion have an attitude which ship’s helm proficiency applies.
of indifferent, or friendly. If the creatures providing

71
Small wind-propelled ships can move at a the GM’s discretion, a faster ship can always catch a
maximum speed of 30 feet. Larger ships that are slower ship, but even slow ships can take advantage
also muscle-propelled often have a maximum speed of favorable winds, currents, or coastal terrain to
of 60 feet when using only wind propulsion. Large make good their escape.
ships with multiple masts and many sails can have When two ships first encounter one another, the
maximum speeds of up to 90 feet. The acceleration pilots of the two ships must make three opposed
of a wind-propelled ship is 30 feet. sailing checks. Whichever pilot wins at least two
All wind-propelled ships can move twice their out of three of the opposed checks is victorious. If
normal maximum speed when moving in the the pursuing ship wins, it catches up to the fleeing
direction of the wind. A ship using wind propulsion ship and ship-to-ship combat begins. If the fleeing
cannot move in the opposite direction from the ship wins, it escapes. If the result is a tie, the pilots
wind. should begin a new series of three opposed checks.

Sails and Rigging Means of Propulsion


4 All wind-propelled ships require the use of sails The following are some of the various means of
and rigging. To move at full speed, a ship requires propulsion for ships, plus their base Armor Class,
10 5-foot squares of sails per mast per square of the hit points, and hardness. To calculate the actual
ship. For example, a 3-square ship with three masts AC of a ship’s propulsion, add the current pilot’s
requires 90 squares of sails. Sails have their own sailing skill modifier to the base AC. When a means
statistics. of propulsion gains the broken condition, the ship’s
maximum speed is halved, and the ship can no
Mixed Means of Propulsion
longer gain the upper hand until the propulsion is
Some ships use multiple forms of propulsion. repaired or replaced. If the ship is in motion, and
Multiple methods of propulsion add flexibility and is traveling faster than its new maximum speed,
can work in concert to create faster movement. If it automatically decelerates to its new maximum
a ship has two means of propulsion, such as wind speed.
and muscle, it generally adds its two maximum
Oars
speeds together to determine its maximum speed.
Acceleration remains the same. Nothing is added for Oars are often weaker than the vessels they propel
a third form of propulsion, except for the flexibility and are difficult to replace. Destroying a ship’s oars
of having a back-up form of propulsion. A ship with is a good way to capture a vessel. If a ship’s oars
multiple methods of propulsion often requires a reach half hp, the ship’s maximum speed is halved
large crew to get it going and keep it moving. when using muscle propulsion. If all of a ship’s oars
are destroyed, the ship can no longer use muscle
Evasion and Pursuit
propulsion and must rely on current and/or wind
On the wide, open sea, one ship can spot another propulsion only.
from miles away, making it virtually impossible to
Sails and Rigging
surprise another ship. If both ships want to engage
in combat, the ships close with one another and Sails (including the rigging that controls them) are
begin ship-to-ship combat normally. If one ship often weaker than the vessels they propel, though
wants to avoid combat, however, a chase ensues. At they are relatively easy to repair. Destroying a

72
ship’s sails is a good way to capture a vessel. Sails Table 4-04: Propulsion
take double the normal damage from acid and fire Propulsion Base AC Hit Points Hardness
attacks (multiply the damage roll by 2). If all of a Oars 12 10 per oar 5
ship’s sails are destroyed, the ship can no longer Sails 6 4 per 5-ft. 0
square
use wind propulsion and must rely on current or
Magically — ×2 ×2
muscle propulsion only. treated*
Withdrawing * More information on magically treated
means of propulsion can be found in the Ship
Modifications section. Such chases can take
Once in ship-to-ship combat, a ship can withdraw days, as one ship struggles to outmaneuver
from combat by simply moving off the edge of the the other. At the GM’s discretion, roll 1d4 to
determine the number of days a chase lasts.
battle mat, ending ship-to-ship combat immediately.
At the GM’s discretion, the ship has either escaped
completely, or the two ships can go back to the
evasion and pursuit rules above.

Ships In Combat weapons, with a roll of 1 indicating north, and


4
counting squares clockwise for a roll of 2 through
The following are the rules for how ships act in the
8 to determine the bearing. In some cases, this will
combat round. Once at least two ships are ready
put the attacking ship ahead of the defending ship—
to engage in combat, you can use a large map grid,
this simply means the attacking ship overshot its
whether printed paper or a dry-erase or wet-erase
quarry as the chase came to a close.
battle mat, with each square corresponding to 30
Finally, roll 1d4+2 to determine the number
feet of distance (see Size and Space).
of squares on the battle mat between the two
Determine which ship is the attacker and which
ships. Place the attacking ship on the map at the
is the defender. As pirates, the PCs will usually be
appropriate bearing and distance from the opposing
the attacking ship, and their opponent will usually
ship. Unless otherwise detailed in an encounter,
be the defending ship (though the tables might
assume that each ship begins combat with a speed
be turned in specific encounters). Represent each
of 30 feet. Any siege engines carried on a ship are
ship by using markers that take up the appropriate
likewise assumed to be loaded at the beginning of
number of squares, or use the counters provided at
combat.
the end of this book.
To establish the position of the ships on the battle Wind
mat, roll 1d4 to determine the ships’ heading (the
If any of the ships in the battle rely on sails and
direction they are facing). Since both ships are
wind to move, randomly determine what direction
coming out of a chase, they are both assumed to
the wind is blowing by rolling 1d4 and using the
have the same heading. A roll of 1 is north, 2 is east,
same guidelines for determining heading.
3 is south, and 4 is west. Place the defending ship
as close to the center of the map as possible on the Initiative
correct heading.
When combat begins, the pilot of a ship should roll
Next, roll 1d8 to determine the bearing of the
initiative as normal—the ship moves at the start of
attacking ship (its position relative to the other
its pilot’s turn. If a ship has no pilot, it moves on
ship). Follow the guidelines for missed splash
the turn of the last creature that was its pilot, or on

73
a turn determined by the GM. If they wish to take action forcing the ship to become uncontrolled, the
actions in combat, the PCs (and important NPCs ship moves. If a ship has less than half its crew or
involved in the combat) should roll initiative at this has no pilot, or if the pilot takes no action, takes
time as well. some other action instead of piloting the ship,
or delays or readies an action, the ship takes the
The Upper Hand
“uncontrolled” action.
At the beginning of every round, each pilot makes
Full Ahead action
an opposed sailing check to determine who has
the upper hand that round. This represents the With a successful sailing check, the ship’s current
vagaries of luck, skill, and the environment, speed increases by its acceleration (usually 30 feet),
whether catching a favorable gust of wind, taking but no higher than its maximum speed. The ship
advantage of a fast current, sliding down the back can move forward or forward diagonally. In other
of a large wave, or disrupting an opposing ship’s words, each time a ship enters a new 30-foot square,

4 wind with your own ship’s “dirty air.” The pilot who
succeeds at the check gains the upper hand and can
it can choose any of its forward-facing squares—
the one directly in front or either of the squares
immediately reposition her ship by one square in directly forward and diagonal. This allows the ship
any direction as a free action. For every 5 by which to swerve. A pilot who fails her sailing check does
the successful pilot’s check exceeds the opposing not accelerate and can only move into a square
pilot’s check, the pilot with the upper hand can directly in front of the ship’s forward facing.
reposition her ship by an additional square. On a
Hard to Port or
tie, neither pilot gains the upper hand.
Alternatively, the pilot who wins the upper hand
Hard to Starboard action

can change the heading of her ship by 90 degrees. The pilot can turn the ship while it moves forward
For every 5 by which the successful pilot’s check at its current speed. With a successful sailing check,
exceeds the opposing pilot’s check, the pilot with the pilot can change the ship’s forward facing
the upper hand can change the heading of her ship either left (port) or right (starboard) by 90 degrees
by an additional 90 degrees. at any point during the ship’s movement. Do this
A ship that is upwind of another ship (closer by pivoting the ship so that the rear square of the
to the direction of the wind) is said to “hold the ship takes the place of the ship’s former forward
weather gage,” and gains a +2 bonus on the opposed facing square. If a ship’s current speed is twice its
check to gain the upper hand. acceleration, the pilot takes a –3 penalty on the
sailing check. If a ship’s current speed is three
Movement
times its acceleration, the pilot takes a –6 penalty
At the start of a pilot’s turn, she can take any of the on the sailing check. If its current speed is four or
following sailing actions (except the “uncontrolled” more times its acceleration, the pilot takes a –10
action) by making a sailing check to control penalty. On a failed check, the ship does not turn,
the ship. The pilot must take whatever action is but can be moved forward diagonally during its
required before doing anything else that turn. Just movement. Note: A wind-propelled ship that turns
as in normal combat, a pilot can perform a standard into the wind (its forward facing is pointed in the
action and a move action each round. Once the opposite direction from the wind) is said to be “in
pilot has selected an action, or takes some other

74
irons” and takes the uncontrolled action until its Uncontrolled no action
pilot turns it to face another direction.
When the pilot does nothing, if there is no pilot,
Heave To action or if the ship has less than half its crew, the ship
is uncontrolled. An uncontrolled ship does nothing
With a successful sailing check, the ship’s current
except take the uncontrolled action until it stops
speed decreases by 30 feet. On a failed check, the
or someone becomes its new pilot. An uncontrolled
ship does not decelerate. Either way, the ship can
ship moves forward only (it cannot move forward
move forward on its current facing and can move
diagonally) and automatically decelerates by 30
forward diagonally. If deceleration reduces a ship’s
feet. Even if a ship does nothing, it can still perform
speed to 0, some amount of inertia will continue
ramming maneuvers (see Ramming).
to move the ship forward. The ship moves forward
(either directly forward or forward diagonally) Attacks
1d4×30 feet before coming to a complete stop.
Ships typically don’t have attacks and do not
Make Way action threaten any area around them, though some
ships can be fitted with rams. Some ships also
4
With a successful sailing check, a pilot can make a
carry siege engines. Provided that the ship has
tricky or difficult maneuver that forces an enemy
enough additional crew to operate them, these
pilot to react. The result of this sailing check then
siege engines can make attacks. While individuals
becomes the DC of the enemy pilot’s next sailing
aboard a ship generally don’t play a significant role
check. On a failed check, the ship’s speed remains
in ship-to-ship combat, important characters such
constant, but the ship cannot move forward
as PCs might still become involved if they wish to
diagonally, and the enemy pilot makes his next
fire siege engines or if an enemy ship is in range
sailing check at the normal DC.
of their ranged attacks or spells. When attacking a
Stay the Course move ship, you can attack the ship’s structure, occupants,
propulsion, or control device. You can also attempt
With a successful sailing check, the pilot can
to grapple and board a ship. In addition, a ship can
move the ship forward on its current facing at its
make a ramming maneuver or shearing maneuver
current speed, and it can move directly forward
as part of its movement.
or forward diagonally. Failing the check keeps the
speed constant, but the ship can only move directly Attacking the Structure
forward, not forward diagonally.
This is an attack against the ship itself. If the attack
Full Astern move and action is successful, the ship takes damage normally.

With a successful sailing check, the pilot can move Attacking an Occupant
the ship backward at a speed of 30 feet, moving
This is a normal attack against a ship’s occupant—
either directly backward (the reverse of its forward
any creature that is a passenger, pilot, crew, or
facing) or backward diagonally. On a failed check,
providing propulsion on a ship. Occupants get
it does not move backward. A ship may only be
half cover (+2 to AC and Dexterity saving throws)
moved in reverse if its current speed is 0.
or greater against attacks coming from outside of
the ship. Occupants in a forecastle or sterncastle
have three-quarters cover (+5 to AC and Dexterity

75
saving throws), while those inside a port or hatch A single light catapult deals 4d10 points of damage,
have total cover (can’t be targeted). In general, for an average of 22 points of damage. If the attack
once combat begins among the occupants of two hits, the broadside deals 22 × 10, or 220 points of
ships (such as when boarding), ship-to-ship combat damage.
should be replaced with shipboard combat.
Grappling and Boarding
Attacking Propulsion
When the crew of one ship wishes to board an enemy
A ship’s means of propulsion usually has its own ship and attack its crew, they must first grapple the
set of statistics, while creatures propelling a ship other ship. To grapple, the two ships must be within
use their own statistics. See Attacking an Occupant 30 feet of one another (in other words, they must
above if crew members providing propulsion are be in adjacent squares on the battle mat). If both
attacked. Individual ship stat blocks detail their pilots want to grapple, grappling is automatically
means of propulsion. successful. The two crews throw out grappling

4 Attacking the Control Device


lines and draw the ships together. If both ships are
reduced to a speed of 0 as the result of a ramming
A ship’s control device is an object with its own maneuver, they are also considered grappled.
statistics. When a control device is destroyed, the If only one pilot wants to grapple, she must make
ship can no longer be piloted. a sailing check against the target ship’s AC plus the
opposing captain’s sailing check modifier. If the
Attacking a Siege Engine
check is successful, the target ship is grappled. On
Siege engines mounted on a ship have their own the next round, the two ships are moved adjacent
statistics. Siege engines benefit from cover as to one another, and the speed of both ships is
occupants on a ship. reduced to 0. If a ship has less than its full crew
complement, the pilot gains disadvantage on her
Broadsides
check to grapple.
Some ships can carry a large number of siege
Breaking a Grapple
engines. Rather than bog down ship-to-ship combat
with numerous individual attack rolls, siege engines The pilot of a grappled ship can attempt to break
can be fired in “broadsides.” All siege engines of the grapple by making a sailing check with a DC
the same type on a single side of the ship can fire equal to the sailing check made to initiate the
at once. Broadside attacks can only be used to grapple. If the check is successful, the crew has
attack the structure of a ship or propulsion. Make cut the grappling lines and the freed ship may now
a single attack roll for all of the siege engines in move as normal.
the broadside. If the attack roll is successful, all of
Boarding
the weapons hit their target. If the attack roll fails,
all of the weapons miss. On a successful attack Once two ships are grappled, a crew can board the
roll, take the average damage of a single weapon other ship. The pilot with the highest initiative can
and multiply it by the number of weapons in the choose whether to board the opposing ship with her
broadside to determine the total damage dealt. crew first or wait for the opposing crew to board
For example, a sailing ship with a bank of 10 light her ship. Characters boarding an opposing ship
catapults on its port side fires a broadside attack. grant advantage on attack rolls against themselves

76
for the first round of combat, due to the difficulty maneuver, and ignores the damage for the first
of climbing over the ships’ rails and finding footing square of a solid object it enters, and all damage
on the enemy deck. Characters using a corvus from ramming creatures or other objects (such as
to board another ship do not grant advantage on other ships). A ram can be added to a Large ship for
attack rolls. 50 gp, a Huge ship for 100 gp, a Gargantuan ship for
300 gp, and a Colossal ship for 1,000 gp.
Ramming
If a ship has less than its full crew complement, but
To ram a target, a ship must move at least 30 has at least half its crew, the pilot gains disadvantage
feet and end with its forward square in a square on his check to make a ramming maneuver. A ship
adjacent to the target. The ship’s pilot must make without at least half its crew complement cannot
a sailing check against the target’s AC plus the make a ramming maneuver.
target’s pilot’s sailing check modifier. If the check
Combat After Boarding
is successful, the ship hits its target, dealing its
ramming damage to the target. The ramming ship
takes half that damage. A ship’s base ramming
Ship-to-ship combat assumes that the PCs are more
interested in capturing enemy ships than in sinking 4
damage is listed in its stat block. If the pilot’s them. After all, if you sink a ship, you can’t plunder
sailing check exceeds the target’s Cmd by 5 or more, its cargo, ransom its crew and passengers, and sell
the target takes twice the ship’s ramming damage. (or use) the ship yourself. So once a ship has been
If the combat maneuver check exceeds the target’s boarded, ship-to-ship combat ends and shipboard
sailing check by 10 or more, the target takes twice combat begins on whichever ship was boarded first.
the ship’s ramming damage and the target’s speed is Shipboard combat is normally a battle between the
immediately reduced to 0. Regardless of the result “primaries” of the two ships—usually meaning that
of the check, the ramming ship’s speed is reduced the PCs fight the enemy ship’s captain and any other
to 0. major NPCs on the enemy ship in normal combat.
If a ship collides with another ship or a solid object Meanwhile, the two ships’ crews are assumed to be
(an immobile structure with a damage threshold fighting each other in the background.
of 5 or more), it also makes a ramming maneuver, Whoever wins the “primary” combat (either the
regardless of the pilot’s intent. There is no sailing PCs or the enemy NPCs) wins the entire battle.
check for this ramming maneuver; its effects happen In other words, a ship’s crew is victorious over
automatically. When a ship makes a ramming an enemy crew if their captain defeats the enemy
maneuver against a solid object, to determine how captain. While a ship’s crew will likely take losses in
much damage both the solid object and the ship a battle, it is assumed that enough members of the
take, allow the ship to enter the solid object’s space. defeated crew join the victorious crew to replenish
The ship will only travel through that space if the any losses. This keeps the PCs from having to play
damage is enough to destroy the solid object; in all out combat between large numbers of low-level
other cases, the ship takes the damage and its speed opponents, and from needing to track exactly how
is immediately reduced to 0 as it comes to a sudden many casualties their crew takes in each battle.
stop directly in front of the solid object. The PCs earn normal XP for the foes they defeat
A ship can be outfitted with a ram on its forward in shipboard combat. In most circumstances, the
facing. A ship equipped with a ram deals an ship-to-ship battle just serves as a prelude to the
additional 2d8 points of damage with a ramming main combat. If, however, the PCs decided to fight

77
out an entire ship-to-ship battle and they sink When a new creature becomes the pilot, the ship
or destroy a ship without ever fighting the ship’s moves on the new pilot’s turn, but not on the new
captain and NPCs, then they earn XP based on the pilot’s first turn after taking control of the ship.
captain’s challenge rating (as the captain is the only
Damaging a Ship
one piloting the enemy ship in ship-to-ship combat).
Ships have hit points and hardness based on
Shearing
their primary components. Most ships are made
A ship may attempt to shear off the oars of an of wood (15 hit points per 5-foot-square, damage
opposing ship, if the target ship uses oars for muscle threshold 5). When a ship is reduced to below half
propulsion. To attempt a shearing maneuver, a ship its hit points, it gains the broken condition. When it
must be adjacent to the target’s forward or rear reaches 0 hit points, it gains the sinking condition.
square and move along the side of the target for
Broken Condition
a number of adjacent squares equal to the target

4 ship’s number of squares. The ship’s pilot must


make an opposed sailing check against the target. If
When a ship takes enough damage to put it at half
hp, it is considered broken and it takes a –2 penalty
the check is successful, the ship shears the target’s to AC, on sailing checks, and saving throws. If a
oars. The target’s oars take damage that reduces ship or its means of propulsion becomes broken,
their hit points to half their maximum hit point the ship’s maximum speed is halved and the ship
total and gain the broken condition, thus reducing can no longer gain the upper hand until repaired.
the ship’s maximum speed by half and preventing If the ship is in motion and traveling faster than its
its pilot from gaining the upper hand. If the target new maximum speed, it automatically decelerates
ship is in motion, and is traveling faster than its to its new maximum speed.
new maximum speed, it automatically decelerates
Sinking Condition
to its new maximum speed. A ship that does not
use oars for muscle propulsion is unaffected by a A ship that is reduced to 0 or fewer hit points gains
shearing maneuver. the sinking condition. A sinking ship cannot move
If a ship has less than its full crew complement, but or attack, and it sinks completely 10 rounds after
has at least half its crew, the pilot gains disadvantage it gains the sinking condition. Each additional hit
on her sailing check to make a shearing maneuver. on a sinking ship that deals more than 25 points of
A ship without at least half its crew complement damage reduces the remaining time for it to sink
cannot make a shearing maneuver. by 1 round. A ship that sinks completely drops to
the bottom of the body of water and is considered
Taking Control of a Ship
destroyed. A destroyed ship cannot be repaired—
If a ship has no pilot, another creature can take it is so significantly damaged it cannot even be
control of the ship as long as the creature is adjacent used for scrap material. Magic can repair a sinking
to the ship’s control device and makes a sailing ship if the ship’s hit points are raised above 0, at
check as a bonus action. The ship’s pilot can always which point the ship loses the sinking condition.
give over control to another adjacent creature as a Generally, nonmagical repairs take too long to save
free action. If a creature wants to take control of a a ship from sinking once it begins to go down.
ship from another forcefully, it must kill the pilot or
otherwise remove the pilot from the control device.

78
4

Repairing a Ship Fire


The fastest and easiest way to repair a ship is Fire is an ever-present danger on every wooden
with spells. Mending is not powerful enough to ship, but while most ships are not in danger of
meaningfully affect an object as large as a ship going up in flames from a dropped torch or lantern,
(though it can be used to repair small objects on alchemical or magical fires can be much more
board a ship, such as ropes, windows, chains, and dangerous. Note that many instantaneous fire
the like), but fabricate repairs 4d12 points of damage spells do not automatically catch a ship on fire, but
plus your spellcasting ability modifier. In addition, those that deal fire damage over multiple rounds
more mundane methods can also be used to repair have a better chance of causing a fire on board a
ships. Because of their specialized construction, ship (see Magic).
ships (as well as oars and sails) usually require the When a ship takes fire damage (such as from
Craft (ships) skill to repair. Depending on the nature Alchemist’s fire, flaming arrows, certain spells,
of the damage, carpenter’s tools or weaver’s tools and other effects at the GM’s discretion), it must
or other tools or skills, can be used to repair ships immediately make a Constitution saving throw (DC
with the GM’s approval. In general, a day’s worth equals damage dealt) or catch fire. Unless an attack
of work by a single person using the appropriate specifically targets a ship’s means of propulsion
skill to repair a ship requires 10 gp of raw materials (such as sails), it is assumed that such attacks affect
and a DC 10 skill check, and repairs 10 points of the structure of a ship itself.
damage on a success, or 5 hit points on a failure. Once a ship has caught fire, it automatically takes
New oars can be purchased for 2 gp each. 2d6 points of fire damage per round (ignoring
damage threshold) as the fire spreads. The ship’s

79
New Feat: Siege Naval Siege
Engineer
Long trained with siege engines, you gain
the following benefits:
Weapons
kk Increase your Intelligence score by 1, Siege weapons (also called siege engines) assault
to a maximum of 20. structures and people from a distance by propelling
kk When you fire a siege weapon, it does
ammunition in some fashion. All siege engines in
not suffer a mishap on a roll of 1.
kk When you aim a siege weapon, you a pirate campaign use the following basic rules,
gain advantage on any intelligence unless stated otherwise in an individual siege
checks to aim.
engine description.
Proficiency: Siege engines are martial weapons.
A character able to gain proficiency with martial
weapons can become proficient with one kind of
crew can attempt to extinguish the flames as an
siege weapon with proficiency. A creature with
4 action for the entire crew, allowing the ship to
make a Dexterity saving throw (DC 10 + the number
the Siege Engineer feat is proficient with all siege
engines.
of rounds the ship has been on fire). A successful
Crew: The sheer size of a siege engine often
saving throw means the fire has been put out. A
necessitates a crew for its use. One person of
failed saving throw results in the ship taking the
that crew is the crew leader. Usually the crew
normal 2d6 points of fire damage for the round.
leader controls the movement of a siege engine or
A ship must take the “uncontrolled” action each
designates its targets; sometimes the crew leader
round that its crew attempts to put out a fire, as
does both. Often the crew leader is required to take
they are not sailing the ship at this time.
actions and make specific checks in order for a siege
Creatures can attack ships with spells. Ships are
engine to function. The rest of the crew members
objects, so spells that can only target creatures
are required to spend actions and make checks in
have no effect on ships. However, because a ship
order for a siege engine to function. The crew of a
is actively crewed and piloted, it can make saving
siege engine is in addition to the crew needed to
throws against spell effects. Ships are immune to
operate the ship.
most spells that require a mental (Intelligence,
Magical Siege Engines: Siege engines can
Wisdom, Charisma) saving throw. A ship without
be enchanted like any other weapon, and their
cannot make saving throws.
ammunition can enchanted as well. However,
The effects of most spells on ships can be
not all enchantments lend themselves as well to
determined normally. However, certain spells have
catapult stones as they do to arrows. A cannonball
different effects in naval combat. The effects of
of slaying should be a very rare and esoteric item, if
these spells are detailed on in the Spell Effects in
it exists at all.
Naval Combat section. GMs can use these examples
Disabling Siege Engines: A siege engine is a
as guidelines for determining how other spells not
difficult device to disable, requiring 2d4 rounds of
listed here affect ships. For the most part, these
effort and a DC 15 Dexterity check with thieves’
effects only apply during ship-to-ship combat, not
tools to do so. When a siege engine is disabled,
during normal combat aboard a ship, though some
it either doesn’t work or is sabotaged and stops
affects (such as starting fires), could still apply, at
working after 1d4 minutes of use.
the GM’s discretion.

80
Repairing Siege Engines: Repairing a broken or engine with a diminished crew doubles the amount
disabled siege engine requires a DC 15 Intelligence of time it takes to aim the siege engine. Each time
check. It takes 10 minutes to fix the device, and the a new target is chosen as the target of a siege
check can be retried if the fix fails. engine’s attack, that siege engine must be aimed
Defense and Hit Points: All siege engines are anew. For example, a light catapult aimed by one
objects, typically crafted out of wood.A siege creatures would have to spend a turn aiming the
engines typically has an AC of 15. and a further catapult in order to fire it on the next round, since
penalty based on its size. Each type of siege engine a light catapult takes an action actions to aim. If
has its own hit points. the same light catapult were instead crewed by two
Assembling Siege Engines: Siege engines can be creatures, one could spend an action aiming it and
broken down for storage or transport and can be the remaining creature could fire it using their own
reassembled on a ship’s deck. A Large siege engine action.
requires 1 hour and four workers to assemble. A
Direct-Fire Siege Engines
Huge siege engine requires 2 hours and six workers
to assemble. Each assembly worker must make a Direct-fire weapons launch their projectiles on a 4
DC 10 Intelligence. If an assembly worker fails, he relatively flat trajectory, allowing them to more
makes no progress towards assembly but assembly is easily target creatures or pummel barriers directly
not set back in any way. Assembly can be performed in front of them.
with at least half the required number of workers A direct-fire weapon uses a normal ranged attack
by doubling the time required. If fewer than half roll based on the siege engine. The crew may take
are available, the siege engine cannot be assembled. advantage of any relevant feats or abilities. The

Firing Siege Engines crew takes a -2 penalty on the attack roll for each
size category difference between them and the siege
Siege engines hurl massive projectiles in one of weapon. However, each crew member beyond the
two ways: direct fire or indirect fire. Both take a first reduces this penalty by 2 as long as they are
number of actions to load or aim, and the basic no more than 3 sizes smaller. For example, a Huge
rules are described below. ballista fired by a Medium creature that is part of a
crew of two (one more than the minimum number
Load Ammunition
of crew members required) takes only a –2 penalty
In order for a siege engine to fire, it must be loaded on attack rolls, and a crew of three would negate
with ammunition. Loading ammunition takes a the penalty altogether.
number actions depending on the siege engine. For
Indirect-Fire Siege Engines
example, a heavy ballista loaded by two creatures
takes 1 round to load the siege weapon, since Indirect-fire weapons launch projectiles in high
the creatures each take one of the two necessary arcs toward their targets. They typically lob heavier
actions to do so. missiles and payloads than direct-fire weapons,
but they are harder to aim accurately. Indirect-fire
Aiming a Siege Engine
weapons can bypass many forms of fortification,
Siege engines must be aimed in order to attack a delivering their payloads of solid shot, scatter shot,
desired target. Aiming takes a number of actions or even disease-ridden offal to targets on other
depending on the siege engine. Aiming a siege ships.

81
Table 4-05: squares clockwise around the target square. Roll
Indirect Attack 1d4 for every 200 ft. at which the attack was made,
rounding up (1d4 if the target square is within the
Check Modifiers
Condition Modifier
first 200 ft., 2d4 if the target square is within 400
No line of sight –6 ft., and so on). The total is the number of squares
to target square by which the attack misses. The ammunition deals
Successive +2* (crew can see its damage and any other effects in the square it
shots where most recent miss lands on.
landed)
* Cumulative +2 per previous miss Critical Hits
(maximum +10)
Successive +1* (crew can’t see Siege engines can score critical hits as normal.
shots where most recent For the purposes of relevant abilities or feats, the
missed shot landed, but character firing the siege engine is the character
observer is providing
4 feedback)
* Cumulative +1 per previous miss
who scores the critical hit.

Mishaps and Misfires


(maximum +5)
Successive +10 Rolling a natural 1 on an attack roll with a direct-
shots after a hit fire siege engine or a targeting check made by
an indirect-fire siege engine produces a mishap.
Usually a mishap gives disadvantage to attack rolls
until the siege engine is repaired out of combat for
several hours, with a second mishap rendering it
Indirect Attack inoperable.
If the creature that serves as crew leader has
To fire an indirect-fire siege engine, the crew
the Siege Engineer feat, that creature does not
leader makes an Intelligence check to target with
generate a mishap on a natural 1 when firing the
a DC set by the siege engine. A Pc commanding
siege engine.
the siege weapon that has proficiency with siege
Certain siege engines also misfire on a roll of 1.
weapons can add their proficiency bonus on this
Misfires usually also happen alongside mishaps
check. This check uses the appropriate modifiers
(unless the crew leader has the Siege Engineer feat
from Table: Indirect Attack Check Modifiers. If the
or other relevant ability).
check succeeds, the ammunition of the indirect
attack hits the square the siege engine was aimed Siege Engine Qualities
at, dealing the indicated damage or effect to any
The siege engine table is presented in the following
object or creature within the area of its attack.
format:
Creatures may get a saving throw to limit the effect
Cost: This value is the siege engine’s cost in
of the attack; this is typically based on the type of
gold pieces (gp). The cost includes gear needed to
ammunition used.
work the engine as well as gear for upkeep. Typical
If the attack misses the intended square, roll 1d8
ammunition costs and weights are given in the
to determine in what direction the shot veers. A roll
siege engine descriptions.
of 1 indicates the ammunition falls short (toward
the siege engine), with rolls of 2 through 8 counting

82
Table 4-06: Siege Weapon Statistics
Ships can mount Large or Huge siege engines; Gargantuan siege engines are included
here for the purpose of shtore-based fortifications that might be armed with such weapons
to defend against attacks from enemy ships.
Direct Fire E ngines
Large Cost Dmg Range Type1 Crew Aim Load Speed
Cannon 6,000 gp 6d6 100 ft. B and P 2 1 1 10 ft.
Huge Cost Dmg Range Type1 Crew Aim Load Speed
Ballista, heavy 800 gp 4d10 200/800 ft. P 3 1 2 0 ft.
Cannon, fiend’s 9,000 gp 12d10 600/2400 ft. B and P 4 2 2 0 ft.
mouth
Firedrake
Gargantuan
4,000 gp 6d6
Cost Dmg

Range
fire
Type1
3
Crew
1
Aim
2
Load
10 ft.
Speed
4
Ballista, gate breaker 1,200 gp 6d10 200/800 ft. P 4 1 3 0 ft.
Firewyrm 6,000 gp 6d6 – fire 4 1 3 0 ft.
I ndirect Fire E ngines
Large Cost Dmg Range Type1 Crew Aim Load Speed
Bombard, light 6,000 gp 4d10 600/2400 ft. B and P 2 1 1 10 ft.
Catapult, light 550 gp 4d10 120/480 ft. B 2 1 1 10 ft.
Trebuchet, light 800 gp 4d6 200/800 ft. B 2 1 1 0 ft.
Huge Cost Dmg Range Type1 Crew Aim Load Speed
Bombard, standard 8,000 gp 6d10 600/2400 ft. B and P 3 1 2 0 ft.
Catapult, standard 800 gp 6d10 120/480 ft. B 3 1 2 0 ft.
Springal, arrow 1,000 gp 3d8 150/600 ft. P 3 1 2 0 ft.
Springal, rocket 6,000 gp 3d10 150/600 ft. fire 3 1 2 0 ft.
Trebuchet, standard 1,000 gp 6d10 200/800 ft. B 3 1 2 0 ft.
Gargantuan Cost Dmg Range Type1
Crew Aim Load Speed
Bombard, heavy 16,000 gp 8d10 600/2400 ft. B and P 4 1 3 0 ft.
Catapult, heavy 1,000 gp 8d10 120/480 ft. B 4 1 3 0 ft.
Trebuchet, heavy 1,500 gp 8d10 200/800 ft. B 4 1 3 0 ft.
Other
Cost Dmg Range Type Crew Aim Load
Corvus 100 gp — — — 1 1 —
1
A weapon with two types of damage is both types (split evenly) if the entry specifies “and.”

83
Damage: This entry gives the damage typically used as torsion springs driving a pair of adjustable
dealt by the siege engine. Unlike normal ranged arms. A cord attached to both arms is winched back
weapons, siege engines deal full damage to objects. and a projectile is loaded into a grooved slider for
Siege engines do not deal sneak attack damage or release. Ballistae are direct-fire siege engines.
any other kind of precision damage.
HEAVY BALLISTA
Range: Any attack made closer than the first Huge object
range number given suffers disadvantage. A siege Armor Class 15 Hit Points 75
engine cannot attack beyond the second range Damage Immunities poison, psychic

number.
These Huge siege engines are commonly used as
Type: Like weapons, siege engines are classified
castle defenses, as well as on large warships. It
according to the type of damage they deal: B for
requires two actions to load, one action to aim, and
bludgeoning, P for piercing, or S for slashing. Some
one action to fire.
siege engines deal energy damage. In those cases,
Bolt. Ranged Weapon Attack: +8 to hit, range
4 the type of energy damage is listed instead.
Crew: This column gives the number of Medium
200/800 ft., one target. Hit: 22 (4d10) piercing
damage.
creatures needed to properly operate the siege
engine. GATEBREAKER BALLISTA
Aim: This column gives the number of actions Gargantuan object
Armor Class 15 Hit Points 125
required to aim a siege engine. If the siege engine Damage Immunities poison, psychic
is being controlled by less than its normal crew
complement, the number of actions it takes for the This massive ballista fires specially weighted
crew to aim the siege engine is doubled. quarrels with blunt metal tips. These are used as
Load: This column gives the number of actions long-range battering rams, shot at walls or the
required to load a siege engine. gates of castles. It requires three actions to load,

Siege Engine Descriptions one action to aim, and one action to fire.
Bolt. Ranged Weapon Attack: +8 to hit, range
The following siege engines are available for use 200/800 ft., one target. Hit: 33 (6d10) piercing
on board ships and in shore fortifications where damage.
their defenders may return fire to ships attacking
Bombard
them from the water. Bombards, cannon, and
rocket springals are gunpowder weapons, and Resembling either large cauldrons or more
so their availability depends on whether the traditional cannons, these firearms lob their
campaign features firearms and similar gunpowder ammunition in an arc in order to deliver their deadly
technology. In a more purely medieval-style payloads over troops or castle walls. Bombards are
campaign, such weapons might be unknown, or normally fired indirectly but also can be fired as
might be an exclusive secret held by a far-off island direct-fire siege engines. When they are used for
nation or a society of mad tinkers. direct fire, they disadvantage on attack rolls and
have their range halved. Bombards have a misfire
Ballista
chance.
A ballista resembles a massive crossbow, and its
power is provided by twisted skeins of animal sinew

84
LIGHT BOMBARD
Large object
Armor Class 15 Hit Points 50
Damage Immunities poison, psychic

These bombards resemble cauldrons attached


to swivels. Often they are mounted into
the ground or into the stone of castle walls
because of the mighty power of their recoil.
They require one action to load, one action to
aim, and one action to fire. Aiming requires a
DC 9 Intelligence check. On a natural roll of 1,
the bombard misfires and must be cleared (2
actions) before being reloaded.
Bombard Ball. Ranged Weapon Attack: +6
to hit, range 600/2400 ft., one target. Hit: 22 4
(4d10) bludgeoning damage.

STANDARD BOMBARD
Huge object
Armor Class 15 Hit Points 75 these firearms come in two pieces connected by a
Damage Immunities poison, psychic screw mechanism. The bombard is unscrewed to
be loaded, and then the main part of the muzzle is
These bombards feature the greatest diversity of
screwed back on to the barrel section in order to be
forms. Many take the cauldron shape of the light
fired. Heavy bombards are too large and powerful
bombard, but they may also take the forms of more
to mount on vehicles. They require three actions
traditional cannons, albeit featuring stabilizing
to load, one action to aim, and one action to fire.
mechanisms that allow them to fire at a much
Aiming requires a DC 15 Intelligence check. On a
steeper incline. They require two actions to load,
natural roll of 1, the bombard misfires and must be
one action to aim, and one action to fire. Aiming
cleared (2 actions) before being reloaded.
requires a DC 12 Intelligence check. On a natural
Bombard Ball. Ranged Weapon Attack: +10 to
roll of 1, the bombard misfires and must be cleared
hit, range 600/2400 ft., one target. Hit: 44 (8d10)
(2 actions) before being reloaded.
bludgeoning damage.
Bombard Ball. Ranged Weapon Attack: +8 to
hit, range 600/2400 ft., one target. Hit: 33 (6d10) Cannon
bludgeoning damage.
Cannons are crafted of metal—some are cast in one
HEAVY BOMBARD piece, others welded with iron bands—and mounted
Gargantuan object either in the ground or on wooden frames. Cannons
Armor Class 15 Hit Points 125
Damage Immunities poison, psychic
use black powder to propel their projectiles with
great force.
These massive siege engines are often fixed to
positions on high hilltops or atop massive keeps,
raining death down on a valley or strait. Often

85
FIEND’S MOUTH CANNON STANDARD CATAPULT
Gargantuan object Huge object
Armor Class 19 Hit Points 125 Armor Class 15 Hit Points 75
Damage Immunities poison, psychic Damage Immunities poison, psychic

Cannon Ball. Ranged Weapon Attack: +10 to These Huge catapults are too large to be transported
hit, range 600/2400 ft., one target. Hit: 66 (12d10) in one piece and require assembly. Standard
bludgeoning damage. catapult stones cost 15 gp and weigh 75 pounds
These massive cannons are usually crafted in each. They require two actions to load, one action
multiple pieces, and sometimes feature the heads to aim, and one action to fire. Aiming requires a DC
of demons, devils, or other fiends at their mouths. 12 Intelligence check.
Like normal canons, they propel their projectiles Catapult Ball. Ranged Weapon Attack: +8 to
with great force. A fiend’s mouth cannon has a hit, range 120/480 ft., one target. Hit: 33 (6d10)
misfire chance. Fiend’s mouth cannon balls cost 45 bludgeoning damage.

4 gp and weigh 30 pounds each.

Catapults
HEAVY CATAPULT
Gargantuan object
Armor Class 15 Hit Points 125
Catapults are stone-throwing siege engines powered Damage Immunities poison, psychic

by winched arms that run through torsion skeins


These Gargantuan catapults are too large to be
and hold their payload in a cup that swings up and
transported in one piece and require assembly.
over the weapon when released. Catapults can hurl
Heavy catapult stones cost 25 gp and weigh 100
a variety of different types of ammunition (the
pounds each. They require two actions to load,
damage given is for stone projectiles; other types
one action to aim, and one action to fire. Aiming
of ammunition can be found in the Special Siege
requires a DC 15 Intelligence check.
Engine Ammunition section, below). Catapults are
Catapult Ball. Ranged Weapon Attack: +10 to
indirect-fire siege engines.
hit, range 120/480 ft., one target. Hit: 44 (8d10)
LIGHT CATAPULT bludgeoning damage.
Large object
Armor Class 15 Hit Points 50 Corvus
Damage Immunities: poison, psychic
A corvus is a boarding device that features a
These catapults are Large and often mounted on hinged counterweight system for mounting a bridge
wheels. The targeting DC of a light catapult is vertically on the side of a ship, with a hooked end to
9. Light catapult stones cost 10 gp and weigh 50 grab onto a target ship. A corvus is usually 10 feet
pounds each. wide and 15 feet long. It has a damage threshold
Catapult Stone. Ranged Weapon Attack: +6 to of 5 and 10 hit points per square. Using a corvus
hit, range 120/480 ft., one target. Hit: 22 (4d10) requires a DC 10 Intelligence check as an action,
bludgeoning damage. provided the corvus is in the correct position, which
is within the length of the corvus and adjacent to
another ship. If the check fails, the corvus fails to
catch on the target and must be reset (an action).
Once a corvus is attached, it takes a Strength check
as an action to dislodge the corvus. Alternatively,

86
if the corvus is attached to a ship, the pilot of dealing its damage to all creatures within a 30-foot
either ship can make a sailing check as an action radius (DC 18 Dexterity save halves). Firewyrms
to dislodge the corvus (a check that succeeds by have a damage threshold of 10 and 125 hit points.
5 or more destroys the corvus). The base DC for One use of firewyrm ammunition costs 400 gp and
either of these checks is 10, and the DC increases weighs 40 pounds.
by 2 for every Small or Medium creature currently
Springal
standing on the corvus. If a corvus is disengaged
while creatures are standing on it, those creatures A springal uses a torsion-cranked composite paddle
must make a DC 15 Dexterity saving throw or fall. to strike a firing rack containing multiple arrows,
Succeeding at the saving throw allows them to which rain down in an arc over a burst area.
move to the nearest area of safe ground, but such Springals are indirect-fire siege engines that affect
movement provokes opportunity attacks. A corvus the targeted square and a 15-foot radius around
cannot be armored. A corvus does not count toward that square.
a ship’s maximum number of siege engines.

Firedrake
ARROW SPRINGAL
Huge object
4
Armor Class 15 Hit Points 75
These Huge siege engines are often mounted on Damage Immunities poison, psychic

wheels. This apparatus fires gouts of Alchemist’s


This springal propels a group of arrows that rains
fire in either a 60-foot line or a 30-foot cone (siege
down on the targeted square and in a 15-foot burst
crew leader’s choice). Targets in the area take 6d6
around that square. One use of arrow springal
points of fire damage (DC 13 Dexterity save for half
ammunition costs 20 gp and weighs 10 pounds.
damage); those who fail their saves also catch on fire.
Arrows. Ranged Weapon Attack: +8 to hit, range
A firedrake with the broken condition that suffers
150/600 ft., one target and all targets within 15 ft.
a further mishap explodes, dealing its damage to
Hit: 13 (3d8) piercing damage.
all creatures within a 20-foot-radius burst (DC 13
Dexterity save for half damage). Firedrakes have a ROCKET SPRINGAL
damage threshold of 10 and 75 hit points. One use Huge object
Armor Class 15 Hit Points 75
of firedrake ammunition costs 200 gp and weighs Damage Immunities poison, psychic
20 pounds.
This highly volatile springal propels a group of
Firewyrm
black-powder rockets that rain down on the targeted
This siege engine is a larger version of the firedrake. square and in a 15-foot burst around the area. If
A firewyrm is too large to be transported to the the rocket springal misfires, it explodes, dealing
battlefield in one piece and must be assembled its damage in a 20-foot blast around the springal.
once the component parts reach the battlefield. A This explosion destroys the rocket springal. One
firewyrm fires its gout of flame in either a 120- use of rocket springal ammunition costs 500 gp and
foot line or a 60-foot cone (crew leader’s choice). weighs 30 pounds.
Targets in the area take 6d6 points of fire damage Rockets. Ranged Weapon Attack: +8 to hit, range
(DC 18 Dexterity save halves). Those who fail their 150/600 ft., one target and all targets within 15 ft.
saves catch on fire. A firewyrm with the broken Hit: 16 (3d10) fire damage.
condition that suffers a further mishap explodes,

87
Trebuchet Trebuchet Stone. Ranged Weapon Attack: +6 to
hit, range 200/800 ft., one target. Hit: 22 (4d10)
Trebuchets are similar in form to catapults, with
bludgeoning damage.
the payload placed into a basket, cup, or sling at the
end of a long lever, and a counterweight (often with STANDARD TREBUCHET
crew or animals pulling attached ropes) close to Huge object
Armor Class 15 Hit Points 50
the fulcrum. The leverage imparted by a trebuchet Damage Immunities poison, psychic
allows it to hurl massive missiles. Trebuchets are
too bulky to move on wheels or vehicles and must These Huge siege engines typically hurl large
be assembled on the battlefield. stones indirectly at a target (targeting DC 12).
A standard trebuchet’s ammunition scatters on
LIGHT TREBUCHET
Large object
contact, dealing full damage to the target square
Armor Class 15 Hit Points 50 and half its damage to creatures and objects within
Damage Immunities poison, psychic 5 feet of the target square (creatures can make a DC
4 These Large siege engines typically hurl large
14 Dexterity save to halve the damage again). One
use of trebuchet stones costs 30 gp and weighs 110
stones indirectly at a target (targeting DC 9). A
pounds.
light trebuchet’s ammunition scatters on contact,
Trebuchet Stone. Ranged Weapon Attack: +8 to
dealing full damage to the target square and half
hit, range 200/800 ft., one target. Hit: 33 (6d10)
its damage to creatures and objects within 5 feet
bludgeoning damage.
of the target square (creatures can make a DC 12
Dexterity save to halve the damage again). One use HEAVY TREBUCHET
of light trebuchet stones costs 15 gp and weighs 60 Gargantuan object
Armor Class 15 Hit Points 125
pounds. Damage Immunities: poison, psychic

These Gargantuan siege engines typically hurl large


stones indirectly at a target (targeting DC 15). A
heavy trebuchet’s ammunition scatters on contact,
dealing full damage to the target square and half
its damage to creatures and objects within 30 feet
of the target square (creatures can make a DC 16
Dexterity save to halve the damage again). One use
of heavy trebuchet stones costs 40 gp and weighs
120 pounds.
Trebuchet Stone. Ranged Weapon Attack: +10 to
hit, range 200/800 ft., one target. Hit: 44 (8d10)
bludgeoning damage.

88
Special Siege Engine Table 4-7: Special Siege
Ammunition Engine Ammunition
A mmunition Cost Weight
The following kinds of ammunition can be used Alchemist’s fire 200 gp 10 lbs.
in select types of indirect-fire siege engines. The Chain shot 50 gp 30 lbs.
ammunition description specifies which types Liquid ice 400 gp 20 lbs.
of siege engines can use the special ammunition. Plague bundle 80 gp 20 lbs.
The costs and weights on Table 4-7: Special Siege Smoke shot 250 gp 20 lbs.
Engine Ammunition are for individual uses of special
ammunition.
Alchemist’s Fire: This is either a hard, ceramic
container of Alchemist’s fire that can be used as Liquid Ice: This hard, ceramic canister
ammunition in catapults, or a ceramic bulb of filled with alchemical liquid ice can be used
Alchemist’s fire mounted on the tip of a ballista bolt
to be fired from ballistae. When it hits its target
as ammunition in catapults. When it hits its target
square, it deals 4d6 points of cold damage to each 4
square, it deals 4d6 points of fire damage to each creature within 5 feet of the target space, and each
creature and wooden structure within 5 feet of the creature must make a DC 15 Constitution saving
target space, and each creature must make a DC 16 throw or become restrained for 1 round. Every
Dexterity saving throw or catch on fire (wooden creature within the area between 5 and 30 feet of
objects automatically catch on fire). Every creature the target space must make a DC 15 Constitution
and wooden object within the area between 5 and saving throw or take half damage. On a siege
30 feet of the target space must make a DC 16 engine mishap, this ammunition explodes before
Dexterity saving throw or take half the fire damage it is launched, dealing its damage to all nearby
but does not catch on fire. On a natural 1 on the creatures as if one of the spaces of the siege engine
attack roll, this ammunition explodes before it is (crew leader’s choice) were the target square.
launched, dealing its damage to the siege engine Plague Bundle: This hard, ceramic canister is
and all nearby creatures and wooden objects as if filled with a noxious mass of diseased carrion and
one of the spaces of the siege engine (crew leader’s offal that can be used as ammunition for a catapult.
choice) were the target square. This alchemical fire It deals only half damage, but every creature hit by
ignores the damage threshold of wooden objects. it is exposed to sewer plague. A Gm might allow a
Chain Shot: Made of two small catapult stones plague bundle to inflict other diseases.
chained together, this ammunition can be fired from Smoke Shot: This hard ceramic sphere contains
catapults. Chain shot is especially good at tearing two alchemical substances separated by a thin
through sails and rigging, dealing double its normal barrier, much like a smoke pellet in larger form.
damage to that form of propulsion. It deals normal It can be used as ammunition in catapults. When
damage to a creature, and if hit, the creature must smoke shot hits the target space, it deals 2d6 points
succeed at a DC 15 Constitution saving throw or be of bludgeoning damage to any creature in that
knocked prone. Chain shot is relatively ineffective space, and the substances mingle and then create
against ships themselves, dealing only 2d6 points an area of foul but harmless yellow smoke radiating
of damage for a light catapult, or 4d6 points of 30 feet from the target square. Treat the effect as
damage for a standard catapult. a fog cloud spell. On a natural 1 on the attack roll,

89
Table 4-08: Buildings
Hit Points
Material AC Threshold L arge Huge Gargantuan
Wood 15 5 120 270 960
Stone 17 8 200 450 1,600
Iron or steel 19 10 400 900 3.200
Adamantine 23 20 560 1,260 4,480

Table 4-09: Gates


Material Hit Point Threshold L arge Huge Gargantuan
Wood 5 60 135 240
Stone 8 100 225 400

4 Iron or steel
Adamantine
10
20
200
280
500
630
800
1,120

Table 4-10: Walls


Material Damage Threshold Hit Points per 5-Foot Square
Wood 5 30
Stone 8 45
Iron or steel 10 90
Adamantine 20 120

the ammunition explodes before it is launched. Its When any of these structures reach 50% hp, their
effect is centered on one of the spaces of the siege damage threshold is halved.
engine (crew leader’s choice).
Buildings
Shore Bombardment Buildings are sizable structures with many hit
While most of the rules for siege engines given points. When a building is reduced to half its
above are intended to facilitate ship-to-ship hit points, it is broken—it still stands, but only
combat, ships armed with siege engines also can partially. It can be easily entered, and for all intents
attack fortifications or buildings on land, pounding and purposes it has been breached. Reducing a
them to rubble and demoralizing their defenders to building to 0 hit points completely destroys that
the point of surrender. The following rules give the building. Creatures inside the building suffer the
statistics for various buildings and barriers that are effects of a cave-in.
often the targets of siege engine attacks. They are All these building statistics assume that the
split up into three different categories: buildings, structure’s inside is somewhat hollow but sturdily
gates, and walls. built, with enough space for its occupants to
walk around inside. Flimsy buildings have half

90
the hit points of the buildings detailed in Table: Squares of walls can be magically treated. Doing
Buildings. Buildings can be magically treated, like so doubles the damage threshold and hit points.
dungeon walls and doors can. Doing so doubles Magically treating wall squares costs 500 gp per
their hardness and hit points. Magically treating a wall square.
building costs 5,000 gp for a Large building, 10,000 Destroying a section of wall allows it to become
gp for a Huge building, 20,000 gp for a Gargantuan breached. When a square of wall is breached, any
building, and 40,000 gp for a Colossal building. sections directly above it fall onto the missing
For larger buildings, put together multiple section of walls. Doing this reduces the falling wall
buildings of these sizes and add the hit points section to half its current hit point total –1. A wall’s
together. The damage threshold is subtracted from damage threshold is subtracted from damage dealt
the damage dealt by any attack (minimum 0). by any attack (minimum 0).

Gates
Spell Effects in
Gates serve as the entrances and exits to fortified
structures, and are typically the weakest spots
Naval Combat 4
in any fortification’s defenses. Gates are at least Creatures can attack ships with spells. Ships are
Large, but can be as large as Colossal. It typically objects, so spells that can only target creatures
takes three moves and actions to open or close a have no effect on ships. However, because a ship
Large gate (up to three creatures can work together is actively crewed and piloted, it can make saving
to close a Large gate as a move and an action), and throws against spell effects. Ships are immune to
larger gates typically take at least a minute to close most spells that require a mental (Intelligence,
or open. Wisdom, Charisma) save. A ship without a crew is
Gates can be magically treated. Doing so doubles considered an unattended object and cannot make
the hardness and hit points. Magically treating a saving throws.
gate costs 2,000 gp for a Large gate, 4,000 gp for The effects of most spells on ships can be
a Huge gate, 8,000 gp for a Gargantuan gate, and determined normally. However, certain spells have
16,000 gp for a Colossal gate. A spellcaster with the different effects in naval combat. The effects of these
Craft Magic Arms and Armor feat can magically spells are detailed on the following page. GMs can
treat gates. use these examples as guidelines for determining
Gates can be attacked and damaged, or they can how other spells not listed here affect ships. For
become broken as a result of ramming. When a gate the most part, these effects only apply during ship-
reaches 50% hp, it is effectively breached, and can to-ship combat, not during normal combat aboard
be moved through as if it were an opening one size a ship, though some affects (such as starting fires),
smaller. The gate’s damage threshold is subtracted could still apply, at the GM’s discretion.
from damage dealt by any attack (minimum 0). Animate Objects: A ship under the control of a
pilot cannot be animated with this spell without
Walls
the pilot’s consent. An animated ship moves as
The walls that guard castles and cities are sturdy the caster directs. It needs no crew other than
fortifications, usually constructed in a series of the caster, who is considered the ship’s pilot. An
5-foot squares. A square of wall has an AC of 5, and animated ship’s statistics, such as its hit points, do
damage threshold and hit points equal to its type. not change.

91
Black Tentacles: This spell can be cast on the Globe of Invulnerability, Tiny Hut, Wall of Ice, Wall
surface of the water or on a ship’s deck. The of Thorns: The effects created by these spells move
tentacles do not attack ships. with a ship.
Blade Barrier, Cloudkill, Fog Cloud, Pyrotechnics, Magnificent Mansion, Rope Trick: The entrances to
Stinking Cloud, Storm of Vengeance: The effects the extradimensional spaces created by these spells
created by these spells do not move with a ship. do not move with a ship.
Call Lightning, Chain Lightning, Lightning Bolt, Magic Weapon: These spells also affect siege
Scorching Ray, Storm of Vengeance: These spells do engines and siege engine ammunition.
not start fires on a ship. Mirage Arcana: Ships are considered structures
Control Water: A ship cannot leave the area affected for the purposes of this spell.
by this spell and must take the “uncontrolled” Ice Storm, Sleet Storm: The sleet, snow, and ice
action for the duration of the spell. created by these spells do not move with a ship,
Control Winds: The area of winds created by this but the deck is considered icy. These spells also

4 spell does not move with a ship.


Delayed Blast Fireball, Fireball, Flame Arrows,
allow a ship to make an additional saving throw to
extinguish fires.
Flame Blade, Flaming Sphere, Meteor Swarm, Produce Incendiary Cloud: The cloud created by this spell
Flame: These spells can start fires on a ship. does not move with a ship, but the caster can
Dimension Door, Teleport: Because ships are concentrate to move the cloud along with a ship.
constantly in motion, the caster of teleportation This spell can start fires on a ship.
spells must have line of sight to teleport onto a ship. Passwall: A ship can make a Constitution save to
Otherwise, a caster must scry upon a particular negate the effects of this spell. A ship affected by
ship first, then immediately teleport to the scryed this spell gains the sinking condition, but the ship
destination. Any delay in casting means the ship is restored to its normal condition when the spell
has moved from its scryed location and the spell ends (though a sunken ship remains sunk).
fails. Prismatic Spray, Prismatic Wall: These spells do
Disintegrate: This spell deals normal damage not start fires on a ship unless the ship passes
to a ship or fortification and ignores the damage through the spell effect and rolls a natural 1 on
threshold of the target. its saving throw against fire damage. A prismatic
Earthquake: This spell has no effect in the deep wall moves with a ship if it is anchored to the ship.
waters of the ocean. Otherwise, it does not move with a ship.
Fabricate: The materials created by this spell can Reverse Gravity: A ship must fit entirely within
be used to repair a ship. the spell’s area to be affected by this spell, though
Fire Storm, Flame Strike: These spells do not start creatures and objects on a ship’s deck are affected
fires on a ship unless the ship rolls a natural 1 on normally. If an entire ship is affected and falls back
its saving throw against fire damage. down more than 50 feet, the pilot must succeed at a
Forcecage, Wall of Force: The effects of these DC 20 sailing check when the ship lands or it gains
spells move with a ship if they are anchored to it. the sinking condition.
Otherwise, they do not move with a ship, and a ship Sunbeam, Sunburst: These spells deal only half
running into them makes a ramming maneuver. damage to ships.
Gaseous Form: A creature in gaseous form does Wall of Fire: A wall of fire cast on the deck of a
not move with a ship. ship moves with the ship and can start on-board

92
fires. Otherwise, the wall does not move with the Dexterity of 0 (–5 penalty to AC), and an additional
ship, and does not start on-board fires. –2 penalty to its AC.
Whirlwind: Most ships are too large to be affected hp: The ship’s total hit points. At 0 or fewer hit
by this spell, but loose objects and creatures on the points, a ship gains the sinking condition. A ship
ship’s deck may still be affected. that sinks completely is considered destroyed.
Wind Wall: The effects of this spell move with a Ships do not have ability scores, and are immune to
ship if it is anchored to the ship. ability score damage or drain. They are also immune

Ship Statistics to bleed damage. Unlike other objects, ships do not


take half damage from energy attacks, but do take
half damage from all ranged weapons except siege
A vast variety of boats and ships exist in the
engines. This line also lists the total hit points for
real world, from small rafts and longboats to
the ship’s oars and sails, if any.
intimidating galleons and swift galleys. To represent
Base Save: The ship’s base save modifier. All of
the numerous distinctions of shape and size that
exist between water-going vessels, the following
stat blocks categorize several standard ship sizes
the ship’s saving throws have the same value. To
determine a ship’s actual saving throw modifiers, 4
add half the pilot’s sailing skill modifier (or half the
and their respective statistics, including all water
pilot’s Wisdom modifier) to the ship’s base saving
vehicles that characters can purchase. GMs can use
throw. A ship is immune to most effects that require
or alter the statistics below to create new ships for
a mental (Intelligence, Wisdom, or Charisma)
specific cultures or races to suit the needs of their
saving throw (though pilots, crew members, and
individual campaigns. All ships have the following
passengers typically are not).
traits.
Maximum Speed: This is the fastest that a ship
Name: The name or type of the ship.
can move. When a ship has more than one means
Size and Type: The size and type of the ship.
of propulsion, it may also have more than one
Squares: The number of 30-foot squares the
maximum speed. If a ship has sails, it can move at
ship takes up on the battle mat, followed by the
double its maximum wind propulsion speed when it
ship’s actual dimensions. A ship’s width is always
moves in the direction of the wind.
considered to be one square.
Acceleration: This is how fast a ship can increase
Cost: The ship’s cost in gp. Sometimes the
its speed each round. It also determines the
description or the weapons section provides
maximum amount a ship can safely decelerate each
possible modifications for the ships. These are not
round.
included in the cost of the ship, nor are additions
Ramming Damage: The base damage dealt by
like rams or siege engines.
the ship on a successful ramming attack (without
AC and Damage threshold: The ship’s base
a ram).
Armor Class and damage threshold, based on
Propulsion: The types of propulsion used by the
its size, defenses, and its construction material
ship.
(hardness 5 for most wooden ships). To calculate
Sailing Check: The skills typically used to make
the ship’s actual AC, add the current pilot’s sailing
a sailing check with this type of ship.
skill modifier (or Wisdom modifier, if she is using
Control Device: The typical control device the
that ability to drive the ship) to the ship’s base
pilot uses to steer the ship.
AC. If the ship is not in motion, it has an effective

93
(when using muscle); Intelligence using ship’s helm
(when using wind or current)
Control Device tiller
Means of Propulsion 140 oars, 80 squares of sails
(two masts)
Crew 200 (60+140 Medium rowers)
Decks 3
Cargo/Passengers 150 tons/250 passengers

One of the largest sailing ships on the sea, a galley


has 70 oars on either side. A galley can be any large
ship that primarily relies on oars for propulsion,
but also contains one to three masts with sails.
Galleys typically stick close to the coast, as long
ocean voyages are risky in such vessels. This stat

4 Means of Propulsion: The actual means and


amount of propulsion used to move the ship.
block can be used to represent a variety of historical
galleys, from biremes and triremes to galliots and
dromonds.
Crew: This is the minimum number of crew
Weapons: Up to 40 Large direct-fire siege engines
members needed to move the ship, in addition to the
in banks of 20 positioned on the port and starboard
pilot. If a ship uses muscle propulsion, the number
sides of the ship, or up to 12 Huge direct-fire siege
and size of creatures providing the propulsion are
engines in banks of six on the port and starboard
listed here as well. Any crew required to operate a
sides of the ship. These siege engines may only fire
ship’s siege engines is in addition to this number.
out the sides of the ship that they are positioned on
Decks: The usual number of decks on a ship and
and cannot fire toward. the forward or aft sides of
any important information about those decks is
the ship. These siege engines cannot be used while
given in this section.
the galley is being rowed.
Cargo/Passengers: The amount of cargo (in tons)
For an additional 8,000 gp, a galley can be fitted
a ship can hold, as well as the number of non-crew
with a ram and castles with firing platforms fore,
passengers it can carry.
aft, and amidships. Each of these firing platforms
GALLEY 30,000 GP can hold a single Large or Huge direct-fire or
Colossal ship indirect-fire siege engine. Siege engines on the fore
Squares 4 (20 ft. by 130 ft.) and aft firing platforms can be swiveled to fire
Defense out the sides of the ship or either forward or aft,
AC 2; Damage threshold 5 depending on their position. A siege engine on the
hp 1,560 (oars 1,400, sails 320)
amidships can be swiveled to fire out either side of
Base Save +8
the ship.
Offense
Maximum Speed 60 ft. (muscle), 60 ft. (wind), or 120 JUNK 15,000 GP
ft. (muscle and wind); Acceleration 30 ft. Colossal ship
Ramming Damage 8d8 Squares 3 (20 ft. by 75 ft.)
Statistics Defense
Propulsion muscle, wind, or current AC 2; Damage threshold 5
Sailing Check Charisma (Persuasion or Intimidation) hp 900 (sails 360)

94
Base Save +6 Defense
Offense AC 6; Damage threshold 5
Maximum Speed 90 ft. (wind); Acceleration 30 ft. hp 600 (oars 80, sails 80)
Ramming Damage 8d8 Base Save +4
Statistics Offense
Propulsion wind or current Maximum Speed 30 ft. (muscle), 30 ft. (wind), or 60
Sailing Check Intelligence using ship’s helm ft. (muscle and wind); Acceleration 30 ft.
Control Device tiller Ramming Damage 4d8
Means of Propulsion 90 squares of sails (three Statistics
masts) Propulsion muscle, wind, or current
Crew 10 Sailing Check Charisma (Persuasion or Intimidation)
Decks 2 (when using muscle); Intelligence using ship’s helm
Cargo/Passengers 100 tons/100 passengers (when using wind or current)
Control Device tiller
This flat-bottomed sailing ship has two or three Means of Propulsion 8 oars, 20 squares of sails (one
mast)
masts with junk-rigged sails, allowing it to be easily
sailed by a small crew. Junks typically have a high
Crew 15 (7+8 Medium rowers)
Decks 1
4
poop deck and a flat bottom with no keel, and so
Cargo/Passengers 50 tons/100 passengers
rely on daggerboards, leeboards, or large rudders
for stability. A junk’s hull is divided into several This flat-bottomed ship has a few oars to supplement
watertight compartments, like a stalk of bamboo, its single mast with a square sail. It can make both
which strengthen the hull and slow flooding. Junks sea and river voyages. Keelboats are designed
are capable of ocean travel, and have a waterborne to carry cargo, rather than for fighting. Types of
speed of 2 miles per hour or 48 miles per day. keelboats include the cog, hoy, hulk, karve, and
Weapons: Up to 12 Large direct-fire or indirect- knarr.
fire siege engines in banks of six positioned on the Weapons: One Large direct-fire or indirect-fire
port and starboard sides of the ship, or up to four siege engine positioned on the forward or aft side
Huge direct-fire siege engines in banks of two on of the ship. This siege engine can be swiveled to fire
the port and starboard sides of the ship. These siege out either side of the ship, or either forward or aft,
engines may only fire out the sides of the ship that depending on its position.
they are positioned on and cannot fire toward the
LONGSHIP 10,000 GP
forward or aft sides of the ship. In addition, up to
Colossal ship
two Large direct-fire or indirect-fire siege engines Squares 3 (15 ft. by 75 ft.)
may be positioned one each on the forward and aft Defense
sides of the ship (one Huge direct-fire or indirect- AC 2; Damage threshold 5
fire siege engine may be positioned on the aft side hp 675 (oars 400, sails 120)
of the ship instead, but the forward side can only fit Base Save +5
a Large siege weapon). These siege engines can be Offense
swiveled to fire out either side of the ship, or either Maximum Speed 30 ft. (muscle), 60 ft. (wind), or 90
ft. (muscle and wind); Acceleration 30 ft.
forward or aft, depending on their position.
Ramming Damage 8d8
KEELBOAT 3,000 GP Statistics
Gargantuan ship Propulsion muscle, wind, or current
Squares 2 (15 ft. by 50 ft.) Sailing Check Charisma (Persuasion or Intimidation)

95
(when using muscle); Intelligence using ship’s helm
(when using wind or current)
oflogs lashed together, using two to four oars for
Control Device tiller propulsion. Rafts are not designed for ocean travel.
Means of Propulsion 40 oars, 30 squares of sails A raft cannot carry any siege engines.
(one mast)
Crew 50 (10+40 Medium rowers)
ROWBOAT 50 GP
L arge ship
Decks 1 (with small cargo area under the deck)
Squares 1 (5 ft. by 10 ft.)
Cargo/Passengers 50 tons/100 passengers
Defense
This long and relatively narrow boat has a single AC 9; Damage threshold 5
mast with a square sail and 40 oars. It can traverse hp 60 (oars 20)
lakes, oceans, and deep rivers. This stat block can Base Save +1
be used to represent Norse longships such as the Offense
karvi, snekkja, and skei, as well as the balinger and Maximum Speed 30 ft. (muscle); Acceleration 30 ft.
birlinn. Ramming Damage 1d8
Weapons: Up to two Large direct-fire or indirect- Statistics

4 fire siege engines positioned one each on the forward


and aft sides of the ship. These siege engines can be
Propulsion muscle or current
Sailing Check Charisma (Persuasion or Intimidation)
(when using muscle); Intelligence using ship’s helm
swiveled to fire out either side of the ship, or either (when using wind or current)
forward or aft, depending on their position. Control Device oars
Means of Propulsion 2 to 4 oars
RAFT —
Crew 1 (the pilot, who is also a rower, plus up to 1
L arge ship additional Medium rower)
Squares 1 (10 ft. by 10 ft.) Decks 1
Defense Cargo/Passengers 1,000 pounds/up to 3 passengers
AC 9; Damage threshold 5 (a rowboat can carry a total of 4 Medium creatures,
hp 30 (oars 20) either as crew or passengers)
Base Save +0
This small boat has two to four oars and is primarily
Offense
used to ferry a few passengers across small areas
Maximum Speed 30 ft. (muscle); Acceleration 30 ft.
Ramming Damage 1d8 of water such as a harbor, stream, or small lake.
Statistics Larger ships use rowboats as tenders or lifeboats.
Propulsion muscle or current A rowboat cannot carry any siege engines. This stat
Sailing Check Charisma (Persuasion or Intimidation) block can be used to represent any of a number small
(when using muscle); Intelligence using ship’s helm open boats propelled by oars, such as dinghies,
(when using wind or current)
dories, skiffs, and wherries.
Control Device oars
Means of Propulsion 2 oars SAILING SHIP 10,000 GP
Crew 1 (the pilot, who is also a rower, plus up to 3 Colossal ship
additional Medium rowers) Squares 3 (30 ft. by 90 ft.)
Decks 1 Defense
Cargo/Passengers 1,000 pounds/up to 3 passengers AC 2; Damage threshold 5
(a raft can carry a total of 4 Medium creatures,
hp 1,620 (sails 360)
either as crew or passengers)
Base Save +6
The most basic and primitive type of ship, a raft Offense
is a simple, flat boat with no hull, often made Maximum Speed 90 ft. (wind); Acceleration 30 ft.

96
Ramming Damage 8d8
Statistics
Propulsion wind or current
Sailing Check Intelligence with ship’s helm
Control Device steering wheel
Means of Propulsion 90 squares of sails (three
masts)
Crew 20
Decks 2 or 3
Cargo/Passengers 150 tons/120 passengers

This massive sailing ship has one to four masts


(usually two or three) with either square or
lateen sails. Often they have raised forecastles
and sterncastles. Sailing ships are primarily used Offense
for ocean travel. Most merchant ships, and many
military and pirate vessels are sailing ships of one
Maximum Speed 30 ft. (muscle or wind);
Acceleration 30 ft.
Ramming Damage 1d8
4
type or another. Sailing ships come in a variety of
Statistics
different designs, including barques, brigantines,
Propulsion muscle, wind, or current
caravels, carracks, larger cogs, frigates, galleons,
Sailing Check Charisma (Persuasion or Intimidation)
schooners, sloops, and xebecs. A sailing ship with (when using muscle); Intelligence using ship’s helm
four masts and outfitted with siege engines is often (when using wind or current)
known as a man-o’-war. Control Device oars
Weapons: Up to 20 Large direct-fire siege engines Means of Propulsion 6 oars, 10 squares of sails (one
mast)
in banks of 10 positioned on the port and starboard
Crew 4 to 10 Medium rowers
sides of the ship, or up to six Huge direct-fire siege
Decks 1
engines in banks of three on the port and starboard Cargo/Passengers 2 tons/up to 12 passengers
sides of the ship. These siege engines may only fire (depending on size, a ship’s boat can carry up to
out the sides of the ship that they are positioned a total of 16 Medium creatures, either as crew or
passengers)
on and cannot fire toward the forward or aft sides
of the ship. In addition, up to two Large or one Ship’s boats are usually carried on the decks of
Huge direct-fire or indirect-fire siege engine may larger ships to use as tenders to ferry passengers
be positioned on both the forecastle and sterncastle and cargo from ship to shore or between ships. Some
of the ship. These siege engines can be swiveled to ship’s boats are reserved for the use of officers,
fire out the sides of the ship or either forward or while others are used as landing craft or to carry
aft, depending on their position. boarding parties. An average ship’s boat is 16 to
24 feet long (though the largest ship’s boats can be
SHIP’S BOAT 500 GP
upward of 30 feet long) and has anywhere from four
L arge ship
Squares 1 (10 ft. by 20 ft.) to 10 oars as well as a single mast with a square or
Defense lateen sail. A ship’s boat has a waterborne speed of
AC 9; Damage threshold 5 2 miles per hour or 20 miles per day. A ship’s boat
hp 120 (oars 60, sails 40) cannot carry any siege engines. This stat block can
Base Save +2 be used to represent any of several types of ship’s

97
boats, such as cutters, gigs, jolly boats, launches, positioned on and cannot fire toward the forward
longboats, or pinnaces, as well as other small, open or aft sides of the ship. These siege engines cannot
boats such as faerings, sampans, and whaleboats. be used while the warship is being rowed.
For an additional 8,000 gp, a warship can be
WARSHIP 25,000 GP
fitted with a ram and castles with firing platforms
Colossal ship
Squares 4 (20 ft. by 100 ft.) fore, aft, and amidships. Each of these firing
Defense platforms can hold a single Large or Huge direct-
AC 2; Damage threshold 10 fire or indirect-fire siege engine. Siege engines on
hp 1,200 (oars 600, sails 320) the fore and aft firing platforms can be swiveled to
Base Save +7 fire out the sides of the ship or either forward or
Offense aft, depending on their position. A siege engine on
Maximum Speed 60 ft. (muscle), 30 ft. (wind), or 90 the amidships can be swiveled to fire out either side
ft. (muscle and wind); Acceleration 30 ft.
of the ship.
Ramming Damage 8d8

4 Statistics
Propulsion muscle, wind, or current
Ship Modifications
Sailing Check Charisma (Persuasion or Intimidation) Not all ships are created equally. Players looking
(when using muscle); Intelligence using ship’s helm
for a ship that is faster, tougher, or more agile might
(when using wind or current)
Control Device tiller consider adding modifications to their vessels.
Means of Propulsion 60 oars, 40 squares of Each of the following ship improvements must
magically-treated sails (one mast) be planned, built, or installed (as appropriate) by
Crew 80 (20+60 Medium rowers) someone an Intelligence check using appropriate
Decks 2 artisan’s tools (carpenters for woodwork, smiths
Cargo/Passengers 50 tons/160 passengers for metalwork and so forth). In order to alter a
This ship is crafted of reinforced wood with a ship with one of the following modifications, the
single mast and magically treated sails, although shipwright must make a skill check, with the final
oars can also propel it. A warship is used for short- DC dependent upon the overall complexity of the
distance forays and troop deployment, as it does desired modification. A failed check means that
not have cargo space to carry supplies for large this particular ship-builder is unable to install
numbers of passengers over a long distance. Like that feature, though 1/2 of the cost of the feature
galleys, warships are not designed for sea voyages is nonetheless expended on wasted parts. Another
and tend to stick close to the coast. A warship is not shipwright must be consulted to complete the
used for cargo. The largest Norse longships, called work, but the DC for his check is increased by 2 if
drekar or drakkar, as well as very large galleys such any previous modifications were made by another
as galleasses and lantern galleys, are all considered shipwright (different builders have different
warships. techniques).
Weapons: Up to 20 Large direct-fire siege
engines in banks of 10 are positioned on the port
Ship Improvements
and starboard sides of the ship, or up to six Huge The following ship improvements can be added to
direct-fire siege engines in banks of three on the a ship.
ship’s port and starboard sides. These siege engines
may only fire out the sides of the ship that they are

98
Additional Crew Quarters Requirements: Intelligence DC 8; Cost: 100 gp
per port (in addition to the cost of the weapons)
The ship’s sailors have more space to sleep and eat.
Benefit: The ship may support 10% more Extended Keel
passengers, but its cargo capacity is decreased by
The ship’s keel is longer than usual for a vessel of
10%.
its type.
Requirements: Intelligence DC 12; Cost: 20% of
Benefit: The ship’s measurements from bow to
base ship cost
stern are 10% longer than normal, though cargo
Armor Plating capacity is not appreciably affected. The ship is
more stable, and grants a +1 bonus on all sailing
Your hull is reinforced so that attacks may bounce
checks. This improvement must be installed at the
right off.
time of the ship’s construction and cannot be added
Benefit: By attaching metal plates to the ship,
later.
the hull’s hit points are increased by +15% and
its damage threshold is increased by +4. This
modification reduces a ship’s cargo capacity by
Requirements: Intelligence DC 9; Cost: 10% of
base ship cost 4
15%. The armor plating slows the ship, imposing a Figurehead
–1 penalty on all sailing checks. The ship’s tactical
Some ships sport fanciful carvings on their
speed in ship-to-ship combat is not affected, but its
bowsprits.
waterborne speed is reduced by 20%.
Benefit: This modification is strictly cosmetic,
Requirements: Intelligence DC 18; Cost: 30% of
with no real impact on game play. Players are
base ship cost
encouraged to design their own custom figureheads,
Broad Rudder such as dolphins, mermaids, and other such
creatures of myth.
Your wide rudder makes your ship more
Requirements: Intelligence DC 8; Cost: 100–
maneuverable.
1,000 gp, depending on the port and the craftsman
Benefit: A wide rudder makes a ship nimbler,
granting a +1 bonus on all sailing checks. Glass Bottom
Requirements: Intelligence DC 8; Cost: 500 gp
The bottom of the ship is inset with wide windows,
Concealed Weapon Port permitting those inside to gaze into the ocean.
Benefit: This has no effect on ship performance,
Your ship hides the danger it poses with cleverly
other than making the ship’s bottom only as strong
disguised weapons.
as thick glass
Benefit: The ship’s belowdecks area undergoes
Requirements: Intelligence DC 12; Cost: 5% of
major reconstruction in order to house Large
base ship cost
direct-fire siege engines, such as light ballistae
or cannons, if they are in use in the campaign. A Increased Cargo Capacity
concealed weapon port can only be recognized on a
An efficient remodeling of the ship’s layout means
successful DC 15 Perception check. Each concealed
more room for the ship’s stores.
port reduces a ship’s cargo capacity by 5 tons, in
Benefit: The ship’s cargo capacity is increased by
addition to the space required by the weapon itself.
10%.

99
Magically Treated Sails
Your sails are enchanted to be especially durable.
Benefit: The ship’s sails are magically treated,
doubling their hit points and threshold. This
improvement can only be added by a spellcaster
capable of ritual casting.
Requirements: Ritual spellcaster, Intelligence
DC 15; Cost: 500 gp per 5-foot-square of sails

Movable Deck
The features of the ship’s decks are designed to be
Requirements: Intelligence DC 13; Cost: 15% of moved in order to disguise the ship as an altogether
base ship cost different vessel.
4 Magically Treated Control Device
Benefit: After pulling up dozens of kingpins, the
crew can slide the sterncastle forward on hidden
Your tiller or other control mechanism is resilient rails, rearrange the position of the masts, extend
and hard to damage. the gunwales, lower the poop deck, transfer the
Benefit: The ship’s steering wheel or tiller is ship’s wheel, and make other cosmetic changes
magically treated, doubling its hit points and such as a new figurehead and different-colored
damage threshold. This improvement can only be sails. The secret pins, levers, and tracks can only
added by a spellcaster capable of ritual casting. be found with a DC 20 Perception check during a
Requirements: Ritual spellcaster, Intelligence close examination of the ship.
DC 15; Cost: 1,000 gp Requirements: Intelligence DC 18; Cost: 40% of
base ship cost
Magically Treated Hull
Narrow Hull
Your hull is enchanted to be incredibly strong.
Benefit: The ship’s hull is magically treated, The ship has been intentionally designed with a
doubling the ship’s hit points and damage slenderer hull, enabling it to slip through smaller
threshold. This improvement can only be added by spaces.
a spellcaster capable of ritual casting. Benefit: The ship’s beam (width) is decreased
Requirements: Ritual spellcaster, Intelligence by 20%, and cargo capacity is reduced by 10%.
DC 18; Cost: 4,500 gp per square of ship However, the ship gains a +2 bonus on all sailing
checks. This improvement must be installed at the
Magically Treated Oars
time of the ship’s construction and cannot be added
Your oars are enchanted to be nearly unbreakable. later.
Benefit: The ship’s oars are magically treated, Requirements: Intelligence DC 22; Cost: 15% of
doubling their hit points and damage threshold. base ship cost
This improvement can only be added by a spellcaster
Ram
capable of ritual casting.
Requirements: Ritual spellcaster, Intelligence The ship bears a standard ram, usually sheathed in
DC 8; Cost: 100 gp per oar bronze or iron, mounted on its bow.

100
Benefit: A ship equipped with a ram deals an Benefit: This does not change a ship’s cargo
additional 2d8 points of damage with a ramming capacity. A smuggling compartment can hold
maneuver, and ignores the damage for the first anything that fits within a 5-foot cubic space. If
square it enters of a solid object, and all damage you are using the plunder rules, in general, two
from ramming creatures or other objects (such as smuggling compartments are required to hold
other ships). 1 point of plunder. A DC 20 Perception check is
Requirements: Intelligence DC 8; Cost: 50 gp required to locate smuggling compartments in a
(Large ship), 100 gp (Huge ship), 300 gp (Gargantuan search of the ship.
ship), or 1,000 gp (Colossal ship) Requirements: Intelligence DC 11; Cost: 500 gp
per 5-foot-square compartment
Rapid-Deploy Sails
Sturdy Hull
The ship’s rigging undergoes a wholesale change as
improvements in engineering enable the sails to be The ship’s body has had additional supports and
raised and lowered much faster than normal.
Benefit: Any sail adjustments can be made in half
layers of wood added to it, making it thicker and
more resilient. 4
the normal time, granting a +1 bonus on all sailing Benefit: The hull’s damage threshold is increased
checks. by 2, but the ship’s cargo capacity is reduced by
Requirements: Intelligence DC 15; Cost: 10% of 10%.
base ship cost Requirements: Intelligence DC 8; Cost: 10% of
base ship cost
Silk Sails
Wooden Plating
Few ship improvements are as beautiful as the
addition of silk sails. These sails can be designed For protection during naval combat, this ship has
in whatever color the player desires; they are often received additional wooden planks nailed to its
embroidered with striking images of the sea. Such hull.
sails are usually imported from faraway lands. Silk Benefit: The hull’s hit points are increased
sails give the ship superior rates of movement, as by 5% and its damage threshold is increased by
they capture and displace the wind more efficiently. 2. However, this reduces cargo capacity by 10%
Benefit: A ship with silk sails gains a +1 bonus as extra room must be made inside for beams to
on opposed sailing checks to gain the upper hand. support the reinforcements. The ship’s tactical
The ship’s tactical speed in ship-to-ship combat is speed in ship-to-ship combat is not affected, but its
not affected, but its waterborne speed is increased waterborne speed is reduced by 10%.
by 10%. Requirements: Intelligence DC 15; Cost: 20% of
Requirements: Intelligence DC 10; Cost: 15% of base ship cost
base ship cost
Sample Modified Sailing Ship
Smuggling Compartments
PIRATE BRIG (SAILING SHIP) 14,500 GP
The ship’s bulkheads are modified so that gaps Colossal ship
between them can serve as hidden cargo storage Squares 3 (30 ft. by 100 ft.)
areas. Initiative +8
Defense
AC 16; Damage threshold 5

101
hp 1,620 (sails 240)
Base Save +13
Offense
Fleet Battles
Maximum Speed 90 ft. (wind); Acceleration 30 ft. Historically speaking, battles at sea were nearly
Ranged 6 light ballistae +10 (3d8), 4 light catapults as important as battles on land just because of the
+15 (4d6) outsized importance that control of the waterways
Ramming Damage 10d8 has always had on commerce, communication,
Statistics and transport. Cities and fortifications sprang up
Propulsion wind or current around water both to take advantage of the natural
Sailing Check Intelligence using ship’s helm
barriers they provide but also to deny free passage
Control Device steering wheel
to their rivals. Control of the waters, whether on
Means of Propulsion 60 squares of sails (two masts)
rivers, lakes, or ocean sea-lanes, is a critically
Decks 3
Cargo/Passengers 150 tons/120 passengers important element in a holistic view of warfare.
Crew Naval engagements are a much closer

4 Captain NE female human rogue 11


Other Crew CN female dwarf bard 5
approximation in a fantasy Rpg to their real-world
equivalents, with the primary anachronisms being
First Mate CN male human sorcerer 8 the decision of whether to incorporate gunpowder
CN male human rogue 2 weapons and how to integrate magical artillery
NE female half-orc barbarian 6 alongside weapons powered by tension and torsion.
N male human rogue 6 More tellingly, of course, naval combat requires the
45 pirate cutthroats (CE human fighter 6)
integration of traditional ships under oar and sail
Equipment
and the crews and soldiers that inhabit their decks
Armaments 6 light ballistae (port and starboard) with
200 light ballista bolts; 4 light catapults (fore and with savage sea monsters of every description. The
aft) with 50 light catapult stones and 10 alchemist’s presence of water-breathing sentient races and
fire canisters monsters also brings the realities of submarine
Modifications ram, rapid-deploy sails, silk sails, 2 warfare into play in an Rpg campaign in an
smuggling compartments
analogous way to the elevation of aerial combat
Cargo 4 points of plunder
through various elevation levels. A battle at sea may
take place primarily at the surface, but it may be
joined on multiple levels by battles in the heavens
above and the deeps below.
For players and GMs who wish to integrate fleet
battles and naval combat into a broader uniform
system for building and managing kingdoms of their
own, building up their militaries, and engaging
in large-scale warfare, the rules presented in
Kingdoms, Ultimate Rulership, Ultimate Battle, and
(especially) Ultimate War for 5th Edition. Ultimate
War deals specifically with naval combat above and
below the waves, integrating it with mass combat on
land and in the air and with siege warfare; however,
the rules presented there depend on the use for the

102
4

other products in that line. While those rules are be of the same ship type, such as a longship, junk,
engaging and exciting in their own right, not all sailing ship, or warship. Each squadron must have
GMs and players want that level of detail. The fleet at least one ship, with a maximum number of ships
rules here occupy a middle space, between fully equal to 3 + the commodore’s Charisma modifier.
detailed military expeditions between rival nations Likewise, the fleet as a whole must have at least
using the Kingdoms rules and its expansions, but one squadron and can have a maximum number
that are larger than a skirmish between just a few of squadrons equal to 3 + the admiral’s Charisma
ships, which are best handled with the ship-to-ship modifier. A character with a Charisma modifier
combat rules in the previous section. If you want of -3 or worse cannot serve as a commodore or
to be able to pull together a short series of fleet admiral. If using rules such as Fame or Infamy for
battles without a ton of prep time, these rules are PCs in a nautical campaign, as described in the
for you. Pirate Campaign Compendium, the PCs (or specific

Fleet Basics NPCs with a Fame or Infamy score) can use this
score divided by 10 plus their chosen admiral’s
A fleet consists of multiple ships organized under Charisma modifier.
a single admiral. A fleet is made up of squadrons, Command Bonus: Many rolls in fleet combat
each led by a commodore. Each individual ship in use a simple statistic for admirals or commodores
a fleet is crewed by a captain and her crew. For the called their Command Bonus, which has a base
sake of simplicity, all ships in a squadron should equal to the commander’s proficiency bonus (if any)

103
with water vehicles, or a base of 1 for every 5 Hit Some fleets may have all unique squadrons (this is
Dice or levels if the commander is not proficient likely to be the case for the PCs’ fleet) while others
with them. To this base the command bonus might simply have multiple essentially identical
is increased by 1 for each of the following that squadrons (as far as game statistics go).
apply: Intelligence modifier +2 or greater, Wisdom Configuration: This lists the number and type of
modifier +2 or greater, Charisma modifier +2 or ships in the squadron.
higher, or each background, feat, class feature, Commodore: This lists the name of that
or similar characteristic that is relevant to ships, squadron’s commodore, the commodore’s Charisma
sailing, or the ocean, at the GM’s discretion. modifier, and her proficiency bonus for driving
Command Checks: A Command Check is water vehicles.
determined by rolling 1d20 and adding the Hits: The amount of damage a squadron can take
Command Bonus, plus any other relevant modifiers before all of its ships sink.
based on flagship boons or other factors determined Morale: This lists the squadron’s morale score.

4 by the GM.

Fleets
Defense Value: This is the DC of any attack
against the squadron in order to cause significant
damage.
A fleet is represented in text as a stat block, as Attack Value: This lists the squadron’s attack
follows: roll modifier.
Name: This lists the fleet’s name. Damage: This lists the damage the squadron
XP: This lists the number of experience points deals on a successful hit.
earned by the PCs for defeating the fleet. Experience Morale Check: This lists the squadron’s morale
point awards for defeating a fleet should be tailored check modifier.
to match a Challenge roughly equal to the party’s
average level at the time the battle took place. For
Terminology
particularly tough or easy battles, the GM can Listed below are key terms for describing fleet
adjust this award upward or downward as she sees battles.
fit. Admiral: Commander of a single fleet. An admiral
Admiral: This lists the name of the fleet’s influences a fleet’s morale score and determines
admiral, followed by the admiral’s proficiency the fleet’s maximum size.
bonus for driving water vehicles and the fleet’s Battle Phase: Period during which each squadron
initiative modifier. attacks the enemy fleet.
Flagship: This lists the name of the fleet’s Captain: Commander of a single ship.
flagship. Commodore: Commander of a single squadron.
Significant Characters and Boons: This lists the A commodore primarily influences a squadron’s
fleet’s significant characters, their location in the Attack Value and Defense Value.
fleet, and the boons they provide to the fleet. Disabled: A ship that has taken an amount of

Squadrons damage equal to its hits is disabled. A disabled ship


does not count toward its squadron’s damage rolls
The second half of a fleet stat block lists the or the squadron’s number of hits. A ship that takes
fleet’s individual squadrons. The entries below further damage while it is disabled sinks.
are repeated for each of the fleet’s squadrons.

104
Flagship: The ship in a fleet on which that fleet’s
admiral is located.
Fleet: A number of squadrons that are commanded
by a single admiral.
Hits: Every ship in a squadron takes up a certain
number of squares—this number represents the
number of times the ship can be damaged during
fleet combat before becoming disabled and is
referred to as its hits.
As long as the amount of damage a ship has taken
does not equal its number of hits, the damage is
automatically repaired at the end of the fleet battle.
a sunken ship is subject to the GM’s discretion and
A squadron has a number of hits equal to the sum
how quickly and successfully the PCs undertake
of its ships’ hits.
Morale: Every squadron has a morale score
rescue attempts (in the case of a player fleet).
4
ranging from 1 to a maximum of 10. When a Building a Fleet
squadron’s morale score drops to 0, that squadron
The point of these rules is not to create multiple
mutinies and is lost.
small fleets under PC control, but rather to create
Morale Check: This check is made during the rout
one single large fleet—as such, any one party might
phase of a fleet battle and requires rolling a d20 and
only ever control a single fleet at a time in a typical
adding the squadron’s morale check modifier. This
nautical or pirate campaign, though if desired you
check determines whether a squadron mutinies and
could create a number of squadrons which might
is removed from play.
operate independently if the campaign demanded
Round: A round consists of a battle phase and a
it. In this way, the heroes might fight a rival pirate
rout phase. A single round of mass naval conflict
lord’s fleet in one area of the campaign while their
generally accounts for 10 minutes of open warfare
allies fought off an invading flotilla sent by a
in game time.
hostile nation or merchant consortium, with those
Rout Phase: Period after a battle phase when
squadrons recombining into a large fleet or trading
each squadron must make a morale check to avoid
squadrons between them for later actions. Generally
mutiny.
speaking, though, much as a party of heroes tends
Ship: A single ship in a fleet, which is commanded
to stick together during the course of an adventure
by a single captain.
rather than separating and pursuing their own
Significant Character: A Pc (in the case of a
subplots independently, so too should they stick
player fleet) or a named unique NPC (in the case
together when running fleet battles. Regardless of
of a GM-controlled fleet) whose presence in a fleet
how you organize fleets, use the following steps to
grants additional boons and bonuses.
get the fleet organized.
Squadron: A number of similar ships commanded
by a single commodore. Step 1: Fleet Name, Home
Sunken: When a ship sinks, it is removed entirely Port, and Flagship
from a fleet. A new ship must be purchased or
The name the PCs choose for their fleet and the
recruited to replace it. Survival of any characters on
names of their home port and the fleet’s flagship

105
controlled fleet) or unique, named NPCs (in the
Table 4-11: Ship Types case of a GM-controlled fleet). Record the names
The number of hits it takes to sink a ship
and how much damage a squadron of ships of the significant characters here, as well as their
of each type does in fleet combat is listed location in the fleet (either on the fleet’s flagship,
below.
or in a squadron). If a significant character is an
Hits/
admiral, he must be located on the flagship—if a
Ship Size Dmg Ship Ships
Boats 1d2 1 raft, rowboat, significant character is a commodore, she must be
ship’s boat located in the squadron she commands. Finally,
Small 1d3 2 keelboat each significant character grants the fleet a boon—
Medium 1d4 3 junk, longship, record that significant character’s boon here. See
sailing ship Flagship Boons on below for more details.
Large 1d6 4 galley, warship
Step 5: Begin Recruiting Squadrons

4 Each squadron recruited has its own statistics to


go along with it, but if the PCs wish to build up
their own squadrons from scratch, they can do that
have no effect on the fleet’s statistics—these are
as well (although this is fantastically expensive—
purely flavor elements.
it’s generally faster and easier to recruit existing
Step 2: Select an Admiral squadrons of allies or hired mercenaries).

A fleet can have only one admiral. Whether this Creating a Squadron
is a PC or an NPC ally is in large part irrelevant,
A squadron consists of a number of individual
but you should explain to the PCs that a fleet
ships, each commanded by a captain. The squadron
admiral should have a strong mental ability scores
(and its captains) are in turn commanded by a
(especially Charisma) and should possess skills,
single commodore. A squadron can have no more
talents, or knowledge about ships and the sea.
ships than its commodore’s Charisma modifier +
Note that nonadmiral PCs can still bolster a fleet
3. Each squadron and its statistics is listed in its
by granting flagship boons (see Step 4). Record the
fleet’s stat block under a separate subheading.
admiral’s name and his or her command bonus on
kkName the Squadron: Record the squadron’s
the sheet.
name at the top of the box—this name can be
Step 3: Determine Maximum Squadrons whatever you want.
kkDetermine the Configuration: Record the
A single fleet can consist of a maximum number
number of ships in the squadron, along with
of squadrons equal to the party’s Infamy score
the type of ships in the squadron. Record
divided by 10 (rounded down)—this initial value is
how many hits each ship contributes to that
increased or decreased by the admiral’s Charisma
squadron’s total hits. Ship type determines
modifier. For NPC fleets, this maximum is 3 + the
how many hits each ship contributes. All
admiral’s Charisma modifier.
ships in a squadron must be the same type of
Step 4: Assign Significant Characters ship. The types of ships available for use in a
fleet are listed in the sidebar, including the
Each fleet possesses a number of significant
hits for each ship of that type.
characters—either PCs (in the case of a player-

106
kkSelect Commodore: List the name of the (round down), with a minimum morale
squadron’s commodore, along with her score of 1 and a maximum score of 10.
Charisma modifier and Profession (sailor) kkDetermine Defense Value: A squadron’s
skill modifier. An admiral can never serve Defense Value (DV) is equal to 10 + the
as a commodore. If a commodore is also commodore’s Command Bonus, further
a significant character (either a PC or a increased by some flagship boons.
significant named NPC), that squadron gains kkDetermine Attack Value: A squadron’s Attack
a +2 bonus on all attack rolls, damage rolls, Value is equal to its commodore’s Command
and morale checks. (As a general rule, most Bonus. This value can be increased by
NPC fleets should have 2–4 significant named flagship boons or the presence of a significant
NPCs serving as commodores.) commodore.
kkDetermine Hits: A squadron’s hits equals the kkDetermine Damage: A squadron’s base
number of ships in the squadron multiplied damage is determined by the size of the ships
by the number of hits each ship contributes.
For example, a squadron of five rafts would
in the squadron, plus an additional point of
damage per ship in the squadron. This damage 4
have only 5 hits (since a raft is only a 1-hit can be further modified by flagship boons
ship), whereas a squadron of five warships and the presence of significant commodores.
would have 20 hits (since a warship is a 4-hit kkDetermine Morale Check: A squadron’s base
ship). This number is temporarily reduced by morale check is equal to its commodore’s
disabled ships and permanently reduced by Charisma modifier, further modified by
sunken ships. flagship boons and the presence of significant
kkDetermine Morale: Morale for each squadron commodores. Each time that squadron has
fluctuates during a battle. A newly created a ship become disabled, add +1 to its loss
or recruited squadron has a starting morale count. Each time a squadron has a ship sink,
score of 3. A typical NPC fleet’s squadron add +1 to its loss count. Each time an entire
has a starting morale score of 3 points. squadron is destroyed or mutinies, add +1
Inexperienced crews or sailors press-ganged to each surviving squadron’s loss count. A
or enslaved into service might have a lower squadron’s total morale check is equal to its
starting morale of 2 or even 1, while veteran base check minus its loss count.
or elite crews might have a morale score of
4 or 5. If a squadron’s morale score is ever
Flagships and Significant
reduced to 0, the squadron mutinies and is Characters
lost—it cannot be “repaired” in this case and
A flagship is the ship on which the fleet’s admiral
can only be replaced by a new squadron. A
is located. A flagship moves around during a fleet
single squadron’s morale score can never be
battle, issuing orders and providing support as
higher than 10.
needed, but does not itself belong to a specific
kkSpecial: If using the Infamy rules in the
squadron. A flagship cannot be damaged or sunk
Pirate Campaign Compendium, a newly
during a fleet battle and is generally regarded as
consigned squadron’s morale is equal to
a prize or trophy of any conflict. See the Victory
the party’s Infamy score divided by 10
section for more details on the fate of a flagship
once a fleet battle is resolved.

107
A flagship’s primary purpose in a fleet is to grant Intelligence (History), Intelligence (Nature),
boons to the fleet. Boons are advantages granted Wisdom (Insight), Wisdom (Perception), Wisdom
by the fleet’s significant characters. For a party- (Survival), Charisma (Deception), or Charisma
controlled fleet, each PC counts as a significant (Intimidation).
character. A Gm-controlled fleet’s significant
Defensive Tactics
characters are unique NPCs—a GM-controlled fleet
generally has four significant characters. At the start of a battle phase, select a squadron.
A fleet gains one boon for each significant That squadron gains a +2 bonus to its Defense
character who travels with the fleet. If the Value for that battle phase.
significant character associated with a particular Requirement: None.
boon is not present in the fleet (either because that Special: This boon may be taken multiple times.
character was elsewhere at the time of the battle or Each time it is taken, you may add a +2 bonus to a
because that character’s squadron was destroyed), different squadron at the start of the battle phase.

4 the fleet does not gain that boon.

Flagship Boons
(This bonus does not stack if it is placed on the
same squadron.)

Divine Protection
Flagship boons must be chosen when the fleet is
created, and once chosen, they cannot generally At the start of a battle phase, select a squadron
be changed. Adding a new significant character in the fleet. That squadron takes 1 fewer point of
to the group allows a new boon to be selected, but damage than it normally would when attacked by a
otherwise, you must decommission the current squadron in the other fleet.
flagship and place a new flagship in command of Requirement: Significant character with the
the fleet in order to be able to pick different boons. channel divinity or lay on hands class feature.
Decommissioning a flagship in this way deals 1d4 Special: This boon may be taken multiple times.
points of damage to each squadron’s morale score— Each time it is taken, it must be applied to a
which can result in the need to replace squadrons different squadron at the start of the battle phase.
if mutinies result from this morale damage. The (This bonus does not stack if it is placed on the
available flagship boons are as follows. A boon same squadron multiple times.)
cannot be taken more than once for a fleet unless
Loyalty
otherwise noted.
Whenever you recruit a new squadron, all squadrons
Advanced Tactics
gain a +2 bonus on morale checks (this bonus does
At the start of a battle phase, select a squadron. not stack if multiple squadrons are recruited).
That squadron gains a +2 bonus to its Attack Value. Requirement: Significant character with a
Whenever that squadron deals damage during that Charisma score of 15 or higher.
battle phase, you can determine which enemy ships
Magical Artillery
take the damage, rather than the damaged fleet
doing so. All squadrons gain a +1 bonus on damage rolls and
Requirement: Significant character with a a +1 bonus on morale checks.
proficiency bonus of at least +5 with water vehicles Requirement: Significant character capable of
and at least 4 of the following: siege weapons, casting at least one 6th-level spell.

108
Overwhelming Requirement: Significant character capable of
casting at least one 4th-level spell.
The fleet’s maximum number of squadrons
increases by 1. If this boon is lost, the squadron Swift to Battle
with the lowest morale (determined randomly
The admiral gains a +4 bonus on Command Bonus
if multiple squadrons have equally low morale)
checks made to determine initiative.
immediately mutinies.
Requirement: None.
Requirement: Significant character with
Special: This boon may be taken multiple times—
Charisma score of 15 or higher.
its effects stack.
Special: This boon may be taken multiple times—
its effects stack. Vengeance
Reckless Maneuver The first time one of the fleet’s ships sinks in a battle
phase, all allied squadrons become overwhelmed
At the start of a battle phase, select a squadron in
the fleet. That squadron gains a +4 to its Attack
Value for that round, but these maneuvers leave it
with a need for vengeance and gain a +2 bonus on
attack rolls and morale checks for the rest of that 4
battle phase.
open to attacks. The selected squadron takes a –2
Requirement: None.
penalty to its Defense Value until it acts in the next
battle phase. Running Fleet Battles
Requirement: None.
A fleet battle begins as a result of two fleets
Special: This boon may be taken multiple times.
encountering each other on the high seas. During a
Each time it is taken, it must be applied to a
mass naval conflict, players do not draw upon their
different squadron at the start of the battle phase.
characters’ abilities—instead, they use their fleet’s
(This bonus does not stack if it is placed on the
squadrons to make attacks against the enemy,
same squadron multiple times.)
with their characters serving as commanders on
Remorseless Advance the ships. A mass naval combat plays out over
the course of multiple rounds, with each round
At the start of a battle phase, select a squadron.
consisting of a battle phase and a rout phase. At
That squadron gains a +2 bonus on attack rolls and
the start of a combat, place each fleet’s ships on the
damage rolls for the duration of that battle phase.
table as representations for the attack, using any
Its morale increases by +1 at the start of the battle
tokens, miniature ships, or other similar markers
phase.
you wish. For each squadron, place a number of
Requirement: Significant character with a
appropriately sized ship counters on the table
proficiency bonus of +4 or greater with all martial
so that they are adjacent to each other. For ease
weapons.
of reference, you can use a card (of any kind) to
Swift Repairs indicate each squadron, with a number of counters
on that card equal to the number of ships in the
At the end of a battle phase, roll 1d6. You may remove
squadron. Alternately, a square of graph paper with
this amount of damage from any combination
the name of the squadron at its top and a number of
of non-sunken ships from any single squadron,
rows marked to indicate the ships in the squadron,
including disabled ships.
so that squares of the graph paper or tally marks

109
4

can be used to indicate damage to the ships in gets to make the first attack, using any one of his
battle (see below). Actual placement on the table squadrons. The other fleet then makes its first
is irrelevant as the placement of ships in the battle attack, using any one of its squadrons. Attacks
is purely abstract using these rules. The allocation with squadrons go back and forth during the battle
of damage represents the ships maneuvering and phase until all squadrons able to attack have done
shifting position during the battle. so—a single squadron can only attack once per
battle phase. If one fleet has more squadrons than
Battle Phase
the other, the additional squadrons attack at the
At the start of a battle phase, each fleet’s admiral end of the battle phase after the other fleet has
makes a Command check to determine initiative. used up all of its attacks for that round.
The admiral whose result is higher gains the upper
Attacking
hand in that battle phase, which grants all of his
squadrons a +1 bonus on attack rolls. This Command When you attack with a squadron, pick one of the
check is repeated at the start of each battle phase. enemy fleet’s squadrons as your target. Roll 1d20
Each fleet then takes turns making attacks with and add that squadron’s attack value. If the result
their squadrons. The winner of the initiative roll equals or exceeds the enemy squadron’s Defense

110
Value, you deal damage as appropriate for your damage equal to its hits, it becomes disabled. A
squadron. If you miss, you still deal damage to the disabled ship does not count toward its squadron’s
target squadron, though your base damage die is damage rolls when it attacks, and it increases that
reduced by one size and you subtract 1 point and squadron’s loss count by +1. A ship that takes
apply no other increases from any boon or effect. damage while it is disabled sinks and is removed
Hence, a squadron of 4 warships deals 1d6+4 hits entirely from the fleet, increasing that squadron’s
to the target on a successful attack, 1d6 for its loss count by an additional +1.
Large ship size plus 4 for the number of ships. On
Losing a Squadron
failed attack, it deals 1d4-1 points of damage (1d4
for smaller ship size, with no bonus for the number Each time you lose an entire squadron (as a result
of ships and applying an additional -1). Small ships of either damage or mutiny), increase the loss count
and boats deal no damage on attacks that fail to for each surviving squadron by +1.
overcome the target squadron’s Defense Value.
Abandoning Ship
This damage is an abstract combination of siege
weapons, ramming, spellcasting, missile fire, and For simplicity’s sake, you can assume that a 4
even boarding actions against enemy crews. commodore’s ship is the last to sink in any squadron.
Note that not all characters on a sinking ship
Assigning Damage
automatically perish. Typically, a ship sinks slowly
The damaged fleet normally gets to assign its enough that officers and crew can abandon ship,
damage by marking (either by crossing out of by and there’s usually ship’s boats and other pieces of
placing a marker such as a die, penny, or some other wreckage to grab onto. Once a battle is over, you
counter) the amount of damage on the targeted can assume that any significant characters who
squadron. This damage doesn’t all have to be on were on a sinking ship survive, either by escaping
the same ship—you can spread it out in any way in a boat, by clinging to flotsam, or by fleeing via
you wish among all of the non-sunken ships in your magical means. The ultimate fate of a significant
squadron. character on a sunken ship depends more on the
results of the actual battle itself. If the imperiled
Critical Hits and Fumbles
character’s fleet wins, she can be rescued after the
A natural 20 on an attack roll always hits and battle, but if her fleet loses, the best she may be able
allows you to assign damage to the enemy as you to look forward to is capture by the enemy—more
wish, rather than allowing the defender to allocate often, such victims are merely left to perish via the
it (you do not deal double damage with a critical countless methods the sea presents for death.
hit, though). A natural 1 always misses entirely
Rout Phase
(and results in no damage at all to the enemy
fleet). Every time a squadron scores a critical hit, A rout phase occurs after each battle phase. At this
its morale score increases by 1; each time it rolls a point, each surviving squadron must succeed at a
fumble, its morale score decreases by 1. DC 10 morale check by rolling 1d20 and adding its
morale check modifier. Failure indicates that the
Effects of Damage
squadron takes 1d4 points of damage to its morale
Each point of damage reduces a squadron’s total score. A squadron whose morale score is reduced to
hits. When a particular ship takes an amount of 0 immediately mutinies and is removed from play.

111
Mutinied squadrons that have fled can be brought and abilities of such creatures, such as granting
back into the fleet later if the admiral of the fleet a squadron of krakens the advanced tactics boon
survives and can persuade them to rejoin. due to both their high Intelligence and their siege
monster ability that makes their attacks especially
Fleeing a Battle
devastating to ships and similar objects.
At the end of a rout phase, an admiral can attempt
Shore Fortifications
to flee the battle entirely. When he does so, the
other fleet immediately gets one free attack using Fleet combat assumes an engagement on the high
any one of its squadrons and can target any one of seas, but if one fleet is defending a port, you could
the fleeing fleet’s squadrons. The fleeing admiral allow a portion of the fleet to remain sheltered
makes Command check with a –4 penalty, opposed within the harbor. Possession of the harbor could
by the other admiral’s Command check. If the grant one squadron the benefits of the defensive
fleeing admiral’s check result is higher, his fleet tactics or swift repairs boon (or even both, for a

4 escapes; otherwise, every squadron in the fleeing


admiral’s fleet takes 1 point of morale damage and
dedicated naval base). A squadron in the harbor,
however, may be either unable to attack or may have
the battle continues into a new round. disadvantage on Command rolls made to attack.
In addition, for a battle near shore you could
Special Rules
designate shore fortifications as a special type of
These fleet battle rules are intentionally abstract, squadron. Wooden forts can take 2 hits (with a +1
so a great many special cases and unusual bonus to DV), while stone forts can take 6 hits (with
situations are not addressed in the interest of a +3 bonus to DV). Forts may be purely defensive,
simplicity and playability. However, if you wish to offering shelter and forcing their destruction before
incorporate some additional rules, you can include the harbor or city they protect can be attacked
the following. directly. However, most shore forts are armed with
siege weapons and soldiers. Still, their range is
Creatures as Ships
limited and they are unable to move, so a short fort
In most cases, you should use the ship-to-ship squadron cannot attack a squadron of ships unless
combat rules to deal with sea creatures attacking that squadron attacks the forts first, indicating
ships and vice versa. However, in an exotic scenario that they have come close enough that the forts can
with large numbers of large aquatic creatures that return fire.
were either intelligent enough to behave tactically
Time
or could be controlled by magic or other means,
you could treat Huge or larger creatures as if they The amount of time each turn of a fleet battle
were ships, with each creature being able to take takes is abstract, but if tracking time is important
a number of hits equal to its hit points divided by due to other events occurring at the same time,
100 (rounding down; hence, creatures with fewer including a fleet action going on in the background
than 100 hit points should not be treated as ships. so to speak while PCs are adventuring nearby, each
Squadrons made up of creatures with strong attack turn (including both rout and battle phase) can be
abilities, such as a dragon turtle’s breath weapon, treated as taking 1d4 hours.
are treated as if you had the magical artillery boon.
You can assign other boons that fit the theme

112
Wind and Weather wish to create. In general, the enemy captures
the PCs’ flagship and seeks to take them captive
The effects of high winds or severe weather
or execute them. Allies or NPCs on their crew are
generally are not addressed by these rules either,
considered to have surrendered or been overcome
as they are assumed to affect both fleets equally.
by their enemies and defeated in combat. You
If that is not the case and such conditions offer an
could play out a boarding action on board the
advantage to one side or the other, you may add a +2
PCs’ flagship, assuming that PCs have taken 1d6 x
bonus on Command checks to determine initiative
10% of their hit points in damage throughout the
during a battle phase, and an additional +1 bonus
course of the battle. If the PCs surrender or escape
on Command checks made to attack.
before their fleet is destroyed, every squadron in
In addition, in conditions of fog, darkness, or
their fleet takes 1d8 points of damage to its morale
heavy weather that similarly obscures vision, attack
score, in most cases causing their fleet to disband.
rolls take a -2 penalty for dim light, light fog, or
Squadrons that do not mutiny may keep fighting
typical rain and heavy weather. In total darkness,
heavy fog, or severe storms, all attack rolls have
disadvantage, and any attack has a 50% chance
even without the PCs in command or may flee and
seek shelter with allies remaining loyal to the PCs 5
(and perhaps even trying to recruit other mutinied
to miss entirely, dealing no damage. The above
crews to reform the fleet and seek to effect a ransom
penalties apply instead as a bonus on Command
or rescue).
checks made to flee from battle.
In stormy conditions, you may require PC Victory
commodores to make proficiency checks using
If the PCs win the battle, they capture the enemy
their water vehicle proficiency modifier for their
flagship. In most cases, the fleet’s commanders
squadrons at the end of each rout phase, with a
refuse to go down without a fight. At this point, the
DC set by the severity of conditions. A failed check
PCs resolve the conflict by engaging in shipboard
results in 1d3 hits of damage to their squadron.
combat against the enemy, but because of their
This damage may be increased if there are reefs
recent triumph, all PCs and their allies gain a +2
or shoals, and if land or a harbor is nearby ships
bonus on attack rolls, skill checks, and saving
retreating from battle may be able to take shelter
throws made during this shipboard combat.
or beach themselves to avoid damage or potential
Each surviving squadron gains 1d4 points of
sinking.
morale with a fleet victory, minus 1 point for
Victory every ship in that squadron that was sunk during
battle (minimum 0 morale gain). After a battle, any
A fleet wins a battle once all of the enemy’s ships are
damage to non-disabled ships are repaired at the
removed from play, either by disabling or sinking all
rate of 1 hit per hour as the crew works to recover
the ships in play or by causing squadrons to mutiny
from the battle. disabled ships must be towed back
and flee. When victory is secured, the enemy fleet’s
to a harbor for repairs (unless the fleet has the Swift
flagship is rendered defenseless, allowing the
Repairs boon). A disabled ship is reduced to 5% of
victors to board the flagship at once.
its total hit points. Sunken ships and ships that
PC Defeat fled a battle after their squadron was reduced to 0
morale cannot be repaired—they must be replaced.
If the PCs are defeated, the repercussions of that
defeat depend on the course of the adventure you

113
C h ap t e r 5 : This chapter presents a treasure trove of
optional rules to make nautical exploration,

Pirates
aquatic adventuring, and sailing the seven
seas more interesting and exciting for you and
your players. From seasickness and storms at
sea to rum, raiding, and so much more, you’ll

e r
find a ton of interesting options for your

P l u n d
campaign here!

and

114
Aquatic
Adventuring
Aquatic terrain is the least hospitable to most PCs,
because they can’t breathe there. Aquatic terrain
doesn’t offer the variety that land terrain does.
The ocean floor holds many marvels, including
undersea analogues of any of the terrain elements
described earlier in this section, but if characters
find themselves in the water because they were
pushed off the deck of a pirate ship, the tall kelp
beds hundreds of feet below them don’t matter.
Accordingly, the only important distinction for
dealing with aquatic terrain is generally whether
it is flowing water (such as streams and rivers) and
non-flowing water (such as lakes and oceans).
The basic rules for aquatic terrain and combat
underwater are presented in the 5E System Reference
5
Document but are presented here in summary for
ease of reference.
Swimming: Lakes and oceans simply require
the water is clear, and 1d8 × 10 feet if it’s murky.
a swim speed or successful Strength (Athletics)
Moving water is always murky, unless it’s in a
checks to move through (DC 10 in calm water, DC 15
particularly large, slow-moving river.
in rough water, DC 20 in stormy water). Characters
Invisibility: An invisible creature displaces water
need a way to breathe if they’re underwater;
and leaves a visible, body-shaped “bubble” where
failing that, they risk drowning. When underwater,
the water was displaced. Being invisible underwater
characters can move in any direction. Any character
gives a creature advantage on Dexterity (Stealth)
can wade in relatively calm water that isn’t over his
checks, but on a failed check opponents can see
head, no check required. Similarly, swimming in
the invisible creature’s location and size (though
calm water only requires Strength (Athletics) skill
not its appearance or specific features). Creatures
checks with a DC of 10. Characters proficient in
attacking an invisible creature have disadvantage
Athletics can swim easily in calm water without
on their attack rolls.
needing to make checks.
Falling and Diving into Water: If the water is at
A creature without a swimming speed must
least 10 feet deep, the first 20 feet of falling do no
succeed on a DC 10 Constitution saving throw for
damage. A fall of up to 30 feet deals 1d3 bludgeoning
each hour it spends swimming or gain one level of
damage, while a fall of 40 feet or more deals 1d6
exhaustion. If a creature has a swimming speed, it
bludgeoning damage, plus 1d6 for every additional
uses the standard travel pace rules in the Srd.
10 feet fallen.
Stealth and Detection Underwater: How far you
Characters who deliberately dive into water at
can see underwater depends on the water’s clarity.
least 10 feet deep (20 feet deep for fall over 60 feet)
As a guideline, creatures can see 4d8 × 10 feet if

115
can reduce falling damage from a dive, treating Creatures and objects that are fully immersed in
the fall as 10 feet shorter with a successful DC water have resistance to fire damage.
11 Strength (Athletics) or Dexterity (Acrobatics)
check, plus an additional 10 feet shorter for every 1
Drowning
point by which they exceed the DC. A creature can hold its breath for a number of
Underwater Combat: When making a melee minutes equal to 1 + its Constitution modifier
weapon attack, a creature that doesn't have a (minimum of 30 seconds).
swimming speed (either natural or granted by When a creature runs out of breath or is choking,
magic) has disadvantage on the attack roll unless it can survive for a number of rounds equal to its
the weapon is a dagger, javelin, shortsword, spear, Constitution modifier (minimum of 1 round). At
or trident. the start of its next turn, it drops to 0 hit points
A ranged weapon attack automatically misses and is dying, and it can't regain hit points or be
a target beyond the weapon's normal range. Even stabilized until it can breathe again.
against a target within normal range, the attack roll For example, a creature with a Constitution of
has disadvantage unless the weapon is a crossbow, 14 can hold its breath for 3 minutes. If it starts
a net, or a weapon that is thrown like a javelin suffocating, it has 2 rounds to reach air before it

5 (including a spear, trident, or dart). drops to 0 hit points.

116
Deep Water Dexterity (Stealth) checks. A creature that is prone
in flowing water must succeed on a DC 10 Dexterity
Very deep water is generally pitch black, requiring
saving throw each round or be pulled 5 feet away
darkvision or other exceptional senses to navigate
from shore and 10 feet downstream (20 feet for
unless a light source is provided. In addition, in
fast-moving water) by the current. Creatures with
deep water the pressure of the water can impact
a swimming speed have advantage on this saving
traveling. A creature traveling at a depth greater
throw.
than 100 feet but less than 200 feet treats every
A creature trying to swim in rapids must succeed
two hours of travel as if suffering from a forced
on a DC 15 Strength (Athletics) check each round to
march as detailed in the System Reference Document
move where it wants. Each time a creature fails this
5.1. A creature traveling at a depth greater than 200
check, it is pushed up to 30 feet further down the
feet treats every hour of travel as if suffering from
river than where it started. Each round a creature
a forced march.
swims through rapids, it must succeed on a DC 15
The Bends: If a creature is more than 100 feet
Dexterity saving throw or take 3 (1d6) bludgeoning
below the surface and ascends more than 100 feet
damage. Creatures with a swimming speed have
in 1 minute, gas bubbles develop in its bloodstream
advantage on the Strength (Athletics) check and
from the rapid depressurization. The creature must
make a Constitution saving throw at the end of that
the Dexterity saving throw.
5
minute. The DC is 10 + 1 for every 10 feet it moved
past 100 feet in 1 minute. On a failure, a creature
Coastal Terrain
suffers one level of exhaustion. Creatures naturally Coastal areas range from rocky cliffs to muddy
adapted to living in the ocean depths automatically tide marshes. The following special rules apply in
succeed on this saving throw. coastal areas.
Cold Water: A creature more than 100 feet below
the surface of the water must succeed on a DC 10
Beaches
Constitution saving throw each minute or take 2 Beaches vary from sandy to rocky, and but while
(1d4) cold damage. Creatures with resistance or beautiful they offer dangers where the land meets
immunity to cold damage or creatures naturally the sea.
adapted to living in cold or deep water automatically
Pebbles
succeed on this saving throw.

Moving Water Some beaches are covered with broad swaths of


small, loose rocks polished smooth by the action of
When water is moving swiftly, including rivers and wave and wind. Pebbles are treated as loose sand
rapids but also fast-moving currents and crashing (see below), but the penalty on Dexterity checks is
surf, the following additional rules apply. increased to -2.

Flowing Water Sand, Loose


Large, placid rivers move at only a few miles per Soft, dry sand makes it hard to keep your footing,
hour, but some move at a swifter pace and many as does extremely wet, mucky sand. Such areas
contain areas of rapids. A creature without a are difficult terrain, and creatures in them take a
swimming speed that wades in a river treats the -1 penalty on Dexterity checks; this penalty also
area as difficult terrain and has disadvantage on applies on Dexterity saving throws to avoid being

117
knocked prone. You can dash or charge across wide passes 1d4 x 10 feet wide, or narrow crevasses
loose sand, but it is very tiring; if the number of 5 feet wide and dropping 1d4 x 5 feet.
times you dash or charge within 1 minute exceeds If the coral is within 5 feet of the surface,
your Constitution bonus, you must make a DC creatures can walk across it, treating it as difficult
10 Constitution saving throw to avoid becoming terrain. Such coral spans can form natural bridges
fatigued. You can end this fatigue with a new DC 10 from eaches to rocky offshore outcrops and may
Constitution saving throw at the end of any round hide entrances to stony rifts or caves below the
in which you do not dash, attack, cast a spell, or water’s surface. Medium or smaller swimming
move more than half speed. creatures can move through a reef, treating it as
difficult terrain, but reefs are impassable to Large
Sand, Packed
or larger swimmers.
Wet sand is typically well-packed and comparatively
Striking a Reef
easy to traverse, similar to solid ground.
A ship takes 10 (3d6) piercing damage for every
Sand Dunes
10 feet it moves within an area covered in reefs.
Along windy coastlines, mounded dunes of loose Each reef within 5 feet of the ship is destroyed after

5 sand are a common sight, often surmounted by


tough, stringy beach grass or low-lying scrub brush
dealing its damage to the ship. A creature with
proficiency in navigator’s tools or water vehicles
undergrowth. Typical dunes are 2d6 x 10 feet long, has advantage on saving throws and ability checks
1d4 x 5 feet high, and 1d6 x 10 feet wide. Dunes to see and avoid hitting a reef. Areas covered in
are usually treated as loose sand, though an area submerged rocks work like areas covered in reefs,
with substantial undergrowth might be considered except the rocks aren’t destroyed after the ship
packed sand. The sloping edges of a sand dune are moves through the area.
very difficult to climb, requiring a DC 10 Strength
Tide Pools
(Athletics) check to climb up and a DC 10 Dexterity
(Acrobatics) check to climb down without falling These collections of seawater keep transitional
prone. In addition, when ascending a dune each zone life alive when the tide recedes and are often
foot of movement costing 4 feet of movement when infested with urchins, anemones, starfish, and a
moving uphill. variety of mollusks and crustaceans. Such creatures

Reefs often are venomous, and a creature knocked prone


or taking piercing or slashing damage while in a
Warm seas are legendary for their bountiful and tide pool, or spending 1 minute or more prone in a
beautiful reefs teeming with sea life. Many reefs tide pool becomes poisoned unless they make a DC
are entirely submerged, while others lie just below 12 Constitution save.
the surface and emerge from the water at low tide
or form islets and even permanent atolls. Reefs
Shipwrecks
can be miles long in total, but each reef head 1d8 Wrecked ships are common in the oceans whether
x 5 feet high, usually in water 1d8 x 10 feet deep in the dark depths or crashed on a reef. Along with
(though rare deepwater coral can be found 200 or the danger of encountering unfriendly creatures
more feet below the surface), extending 1d12 x 5 inhabiting the wreckage, characters must also be
feet long and wide. Coral heads may separated by wary of rotten wood. The timbers of a wrecked ship

118
5

swell with seawater, becoming rotten and unstable. Waves


A creature must succeed on a DC 15 Wisdom
Water along the coast is difficult terrain, constantly
(Perception) check to notice that a particular
shifting as the tides come in and out and as storms
section of wood is not structurally sound. If a
bring strong winds. A creature without a swimming
creature steps on the rotten wood, the wood breaks
speed that wades in coastal water treats the area as
and the creature falls onto rocks or a lower deck,
difficult terrain and has disadvantage on Dexterity
taking 1d6 bludgeoning damage for every 10 feet
(Stealth) checks. A creature that is prone in coastal
it fell. The creature must then succeed on a DC 15
water must succeed on a DC 10 Dexterity saving
Dexterity saving throw or be knocked prone and
throw each round or be pulled 10 feet away from the
buried by the timbers that come crashing down
shore by the current. Creatures with a swimming
on top of it. The buried creature is restrained and
speed have advantage on this saving throw.
unable to stand up. A creature, including the buried
Strong wind, such as from a storm, causes waves
target, can take an action to make a DC 10 Strength
to crash against the shore. Each creature in coastal
check, ending the buried state on a success.
water affected by a strong wind must make a DC 10
When the pilot of a ship is navigating water filled
Dexterity saving throw at the end of each round.
with partially-sunken wrecked ships, treat the
On a failed save, a creature is knocked prone and
spaces containing the wrecked ships as if they were
has disadvantage on the saving throw to avoid
reefs.
being pulled away from shore by the current.

119
Reputation and or tread a path of skulduggery and perfidy. At the

Influence GM’s option, specific heinous acts may serve to


increase bad reputation or reduce a group’s good
name, causing its reputation score to decrease if
Over the course of their careers, the characters
they had previously followed a righteous path. The
may want to boast of their triumphs, share the
opposite is true, of course, with acts of mercy and
stories of their greatest treasures, or weave tales
generosity leading other miscreants and ne’er-do-
of powerful creatures they defeated. Recounting
wells to believe the group has gone soft and lost
such deeds can gain the characters a reputation. As
its malicious edge, reducing its bad reputation. In
the group becomes more famous, they can leverage
either case, acts contrary to the group’s established
their fame to gain the upper hand in interactions
pattern of behaviour reduce its reputation back
with officials, hire more people to their cause, or
towards zero.
garner support from other like-minded groups.
The reputation system allows the characters to Gaining Reputation
track how their legend is growing over the course
A group wanting to gain reputation needs a deed
of the campaign and provides tangible benefits for
to share and an audience to listen. To increase the
building their reputation. This system assumes
5 the characters are leaders within an organization
or group, which can be as large as a pirate ship,
reputation score of the group, a character needs
to spend 1 day of downtime reveling and boasting
of the group's deeds. This character must make a
thieves guild, or mercenary company or as small as
DC 15 Charisma (Intimidation, Performance, or
a group of heroes traveling the land.
Persuasion) check to tell the story of the group's
Reputation and deed. Multiple characters can combine their efforts

Influence Points in recounting the group's deed, reducing the DC by


1 for each character spending 1 day of downtime to
The characters have a reputation score they can help the storyteller. On a failure, the group can't
increase by recounting their stories. A group's increase their reputation in that location for 1 week.
reputation score represents the sum of all the On a success, the group increases their reputation
characters' tales and deeds over the course of the score by 1. If the storyteller succeeds by 5 or more,
group's career and isn't reduced by anything other the group increases their reputation score by 2; if
than time—even rival groups trying to defame the it succeeds by 10 or more, the score increases by 3.
characters still draw attention to the characters The group can't increase their reputation score by
and their deeds. Influence points are a resource more than 3 on any one reputation check. A deed of
the characters can spend to gain benefits from exceptional note or a particularly significant event
their reputation and are limited by their reputation in a story might also increase the group's reputation
score. score, at your discretion.

Good or Bad Reputation Even the most devoted (or intoxicated) fans
don't want to hear the same stories over and over
A group should decide whether they want to pursue a again. To represent this, the group can increase
positive or negative reputation. Generally speaking, their reputation score by a maximum of 5 in any
a strong reputation has the same effect whether the particular location. This limitation resets each
PCs choose to embrace benevolence and altruism time the group reaches a new reputation threshold.

120
Plunder and Reputation
Proof of a group's deeds in the form of plunder
can help the group increase its reputation whether
that be buying drinks for the listeners or using
the plunder to aid locals in need. The characters
can spend 1 plunder to gain advantage on the next
Charisma check the characters make to increase
their reputation. In addition, if the characters fail
a Charisma check to increase their reputation, they
can spend 1 plunder to reroll the check. They can
only spend plunder to reroll the check once per day.

Recruits and Reputation


Your characters might at some point want to add
more people to their organization or crew. To add
a member to an organization, the captain, leader of
the organization, or designated recruiter must make
a DC 15 Charisma (Persuasion) check, to convince
5
people to join the organization, or Charisma
(Intimidate) check, to press-gang or otherwise
force new members into joining. On a failure, the
recruiter was unable to recruit new members and provides the characters with bonuses and allows
can't try again until the next day. On a success, the the group to spend influence points to gain
recruiter recruits 4 (1d8) new members and can't special benefits. Characters can't move to the next
recruit more until the next week. If the characters threshold until they reach the reputation minimum
are trying to recruit new members in one of their and the character level minimum of that threshold.
favored locations, they can add their threshold For example, a group of level 4 characters with
bonus to their reputation score as a bonus on this 19 reputation can't gain more reputation or move
Charisma check (for example, a recruiter from to the Known reputation threshold until they
a Well-Known organization gains a +4 bonus on reach level 5. Likewise, level 8 characters with 3
the Charisma check to recruit new members). For reputation can't move past the Local Celebrities
nautical campaigns, use the statistics of a bandit threshold until they increase their reputation
to represent the new crew members. For campaigns above 19. Characters gain influence points each
that are not nautical, use the statistics of a bandit, day, based on their reputation threshold, and lose
guard, or noble, depending on what type of recruit any unspent points at the end of each day. Each
is most applicable to the characters' group or threshold is detailed below.
organization.
Noted/Disgraceful
Reputation Thresholds 10–19 Reputation Level 1+
The characters' reputation has thresholds and Characters can spend influence points on the Table
limits based on the group's level. Each threshold 1-1 below. The characters can choose one location

121
Table 5-01: Reputation and Influence Benefits
N oted/D isgraceful R eputation
Cost Benefit
2 Loyal to the Cause. For 1 minute, the characters and each member of the organization within 30 feet of them have advantage
on saving throws and ability checks against being charmed, frightened, grappled, or restrained.
5 Attention! The characters can reroll their initiative checks during one combat encounter. This benefit can only be used once
per week.
5 Dead Men Tell No Tales. For 1 minute, the characters and each member of the organization within 30 feet of them have
advantage on death saving throws.
10 Get Up! The characters and each member of the organization within 30 feet of them regain 10 (3d6) hit points. This benefit can
only be used once per week.
H onorable /D espised R eputation
Cost Benefit
5 Wind at Our Backs. The characters can travel at a fast pace without penalty for 1 day. If the characters are on a ship, its speed
is doubled for 1 day.
5 Eyes and Ears Everywhere. The characters have advantage on Intelligence (Investigation) and Wisdom (Perception) checks in
their favored locations for 1 hour.
10 Better Together. For 1 round, the characters and each member of the organization within 30 feet of them have advantage
on attack rolls against a creature if at least one other member of the organization is within 5 feet of the creature and isn’t
incapacitated.
10 You Might Have Heard of Us. For 1 day, the organization’s recruiter has advantage on its next Charisma check to recruit new
members and, if successful, recruits 2 (1d4) additional members.
Famous /I nfamous R eputation

5 Cost
5
Benefit
You’ll Listen! The characters have advantage on Charisma checks when interacting with local law enforcement in their favored
locations for 1 hour.
5 Honor the Code. The characters have advantage on Charisma checks when interacting with members of other similar
organizations for 1 hour. For example, a crew of pirate characters would have advantage when interacting with other pirates or
sailors, but not when interacting with members of a city’s thieves’ guild.
10 Together as One. For 1 round, the characters and each member of the organization within 30 feet of them deal an extra 3
(1d6) damage when hitting a creature with any weapon if at least one other member of the organization is within 30 feet of the
creature.
15 Call to Arms! The characters can call 2 (1d4) NPCs of challenge rating 1 or lower to aid them in combat. If the characters are
at sea or in the wilderness, they instead call local wildlife of challenge rating 1 or lower such as sharks, hawks, or wolves. The
creatures called are not under the control of the characters and disperse after the combat ends. This benefit can only be used
once per week.
G lorious /N otorious R eputation
Cost Benefit
5 Look Out! One character can move up to its speed as a reaction without provoking opportunity attacks.
10 You’ll Listen and Like It! The characters have advantage on Charisma checks when interacting with nobility or any political
figures or officials in their favored locations for 1 hour.
10 Get Up and Fight! The characters and each member of the organization within 30 feet of them regain 21 (6d6) hit points and
have advantage on attack rolls, saving throws, and ability checks for 1 round. This benefit can only be used once per week.
20 Enemy of the Cause. The characters choose one enemy to curse for 1 week. The characters and each member of the
organization within 30 feet of them have advantage on one saving throw or ability check each round against the cursed enemy.
The enemy is aware of the curse *and who cursed it and can end the effect with a remove curse spell. This benefit can only be
used once per week.
L egendary R eputation
Cost Benefit
10 Hell on Our Heels. The characters can travel for 16 hours at a fast pace without penalty for 1 day. Each additional hour traveled
after 16 hours is treated as a forced march as normal. If the characters are on a ship, its speed is quadrupled for 1 day.
15 Zealot of the Cause. For 1 minute, the characters and each member of the organization within 30 feet of them have advantage
on saving throws and ability checks against being incapacitated, paralyzed, stunned, or knocked unconscious.
20 No One Left Behind. The characters and each member of the organization within 30 feet of them regain 42 (12d6) hit points
and are cured of any diseases and curses affecting them. This benefit can only be used once per week.
25 Even the Gods Have Heard of Us. The characters can summon one celestial or fiend with a Challenge of 5 or lower, which
appears in an unoccupied space within 30 feet of the characters. The creature disappears when it drops to 0 hit points or after
10 minutes. The creature is friendly to the characters and members of their organization, and it acts on initiative count 20
each round. It obeys any verbal commands the characters issue to it as long as those commands don’t violate the creature’s
alignment or its connection to the deity who sent it to aid the characters. If not directed, it will defend itself and the characters
from hostile creatures but otherwise takes no actions. This benefit can only be used once per week.

122
5

as their favored location, usually their home city character can maintain a modest lifestyle without
or port, and gain a +2 bonus on Charisma checks having to pay 1 gp per day while in their favored
to increase their reputation score made while in location. At this threshold, the characters gain 10
that location. Each character can maintain a poor (2d6 + 3) influence points each day.
lifestyle without having to pay 2 sp per day while
Famous/Infamous
in their favored location. At this threshold, the
characters gain 7 (2d4 + 2) influence points each
30–39 Reputation Levels 8+
day. Characters can spend influence points on Table 1-3
and all lower threshold tables. Noted/Disgraceful
Honorable/Despised
Reputation benefits can be purchased for half
20–29 Reputation Levels 5+ price. The characters can choose a second favored
Characters can spend influence points on the Table location and gain a +4 bonus on Charisma checks
1-2 and lower threshold tables. The characters have to increase their reputation score made in either
advantage on Charisma checks when interacting favored location. At this threshold, the characters
with people in their favored location. Each gain 13 (2d8 + 4) influence points each day.

123
Plunder
There’s a difference between plunder and the gold
pieces in a pirate’s pocket. While gold doubloons and
fabulous jewelry can be plunder, pirates are rarely
lucky enough to encounter a ship with a hold full
of such treasures. Typically, there are trade goods,
foodstuffs, spices, and valuables of a more mundane
sort. Such takes can fetch significant prices, but
for scallywags more interested in looting than the
specifics of what they loot, this system provides
Glorious/Notorious a way for parties to track their plunder without
40–49 Reputation Levels 11+ getting bogged down by lists of commonplace cargo
and their values down to the copper piece. Aside
Characters can spend influence points on Table 1-4
from streamlining the collection of riches, this
and lower threshold tables. Honorable/Despised
system also allows characters to increase their
benefits can be purchased for half price. Characters
5 can sell plunder in their favored locations for 550
gp per plunder instead of the standard 500 gp. Each
infamy, paying off crew members and spreading
their wealth with more appealing dispensations of
loot than whatever was aboard the last merchant
character can maintain a comfortable lifestyle
ship or royal treasury they robbed.
without having to pay 2 gp per day while in either
favored location. At this threshold, the characters Winning Plunder
gain 16 (2d10 + 5) influence points each day.
It is largely up to you to decide what plunder
Legendary your characters receive throughout their career.
50+ Reputation, Levels 14+ Typically, any time the characters claim a ship's
cargo, conquer an enemy's hideout, or find a
Characters can spend influence points on Table
significant treasure, there's the potential for a
1-5 and lower threshold tables. Famous/Infamous
portion of that wealth to translate into plunder.
Reputation benefits can be purchased for half price
Plunder means more than five wicker baskets, a
and Noted/Disgraceful Reputation benefits are
barrel of pickled herring, three short swords, and a
free. The characters can choose a third favored
noble’s outfit; it’s a generalization of a much larger
location and gain a +6 bonus on Charisma checks to
assortment of valuable but generally trade-focused
increase their reputation score made in any of their
goods, helping to avoid bookkeeping on lists of
favored locations. Each character can maintain a
random goods. A cargo ship carrying construction
wealthy lifestyle without having to pay 4 gp per day
timber, dyed linens, crates of sugar, animal furs,
while in any favored location. At this threshold, the
and various other goods is a ship full of plunder.
characters gain 19 (2d12 + 6) influence points each
Plunder is not meant to serve as a replacement for
day.
more standard forms of treasure, such as potions
Table 5-01: Reputation and Influence Benefits
or magical items. It is meant to serve as a useful
lists sample benefits the characters can gain from
shorthand for what varied mundane treasures
spending influence points at each threshold.
are discovered and can be sold for values in gold.

124
Characters can also buy plunder if they wish, Table 5-02: Types of Storms
though those who do so risk becoming known as Storm Severity Navigation DC
merchants rather than pirates. Heavy fog or rain 5

Buying and Selling Plunder Thunderstorm


Tropical depression
10
15
Plunder's main values are in gold pieces and Tropical storm 20
reputation. Reputation is described in further Hurricane 25
detail below. In general, 1 plunder is worth 500 gp, Waterspout 30
whether that be a crate of iron ore or half a cargo
hold of foodstuffs. The characters must spend 1 day
of downtime for each point of plunder they want to
and daring mariners do all they can to gauge and
sell and convert into its gold piece value. It is up
predict these tempests but acknowledge that if the
to you to decide the maximum plunder that can be
sea and sky desires a ship’s doom, there’s little even
bought or sold at any given settlement. A hamlet in
a skilled sailor can do about it.
the mountains might not have the resources to buy
The storm rules below presuppose a nautical
5 plunder from the characters. Likewise, that same
campaign in temperate to tropical latitudes, but
hamlet might not be able to sell the characters
more than 1 or 2 plunder in the form of animal furs
you can use these rules unchanged in cold oceans
or arctic regions. While hurricane-level storms are
5
or lumber.
much rarer near the poles, the net effect of such
Crews and Plunder storms on ships is no different.
For the most part, weather at sea is no different
Pirate crews are paid in shares of the ship's plunder,
than weather on land; however, when storms form,
not in a daily wage. To simplify the bookkeeping
they can be particularly dangerous to ships at sea.
of wages for an entire crew, characters should
Use the Types of Storms table to determine the
deduct 1 plunder from their total each time they
severity of the storm your characters are facing.
sell plunder to represent the shares of plunder
The more severe a storm is, the harder it is for the
paid out to the crew. It is up to you to decide how
characters to navigate and the more dangerous its
a crew reacts if the characters decide not to pay
disasters.
them plunder on a regular basis. Plunder can also
The character piloting the ship must make a
be used as a simplified way to pay members of an
Wisdom (Survival) check to safely steer the ship in
organization in campaigns that are not nautical, at
the storm. If the pilot is not proficient in navigator's
your discretion.
tools or water vehicles, it has disadvantage on this

Storms at Sea check. If the pilot's check fails by 5 or more, use the
Disaster table to determine the result of the pilot's
More than terrible pirates and vicious sea monsters failure. If the pilot's check fails by 10 or more, use
menace those who sail the deadly seas of the pirate the Major Disaster table. Some disasters affect
isles. Hurricanes and monsoons lash the tropics every creature on board, while others only affect
with regular seasonal cycles, but even lesser those on deck or those in the rigging. The pilot is
storms can spell the destruction of a vessel and its considered to be on deck for the purposes of these
unprepared crew. Deadly weather is a fact of life disasters. It is up to you to decide how often a check
for most who regularly sail beyond the horizon, will be needed from the ship's pilot.

125
respect for that nation’s sovereignty and marks the
ship as a guest in foreign waters.
Private Signal: A private signal is the personal
flag of a particular ship or captain. This flag is
usually the captain’s personal insignia or the
emblem of an organization. A captain seeking work
as a privateer must register her personal emblem
with a nation before obtaining letters of marque
from them; this emblem appears on her private
signal, and helps the government track her ship.
Flag Positions: Ships use several common flag
positions to signal their intentions. In domestic
waters, a ship flies its ensign at the top of the
mast. Beneath the ensign appears the ship’s private
signal.
A private signal flown alone means the ship

5 considers itself unaffiliated with any government—


in short, a pirate vessel. Pirate flags are generally
flown alone. Some pirates have two versions of
their flag, one with a black background and one
the same emblem on red; a red flag signifies that

Pirate Miscellany no quarter or mercy will be given.


In foreign waters, a ship flies the courtesy flag
The following optional rules cover a wide range at top mast. Beneath the courtesy flag, ships fly
of topics for nautical campaigns, some purely for their ensign and then their private signal. Flying
flavor and maintaining the atmosphere of a pirate an ensign without a courtesy flag in foreign waters
campaign and others to give specific mechanical can be seen as a declaration of hostile intent.
advice for unusual situations aboard ship. On ships without a flagpole, the ensign is always

Flags hoisted aft, as close to the stern as possible. The


courtesy flag, if any, is flown fore (close to the bow)
On the sea, the position of your flag can mean and the private signal is flown amidships.
the difference between life and death. Even A flag flown upside-down is a signal of distress.
pirates prefer to obey flag etiquette unless they’re
deliberately attempting to deceive others. Three
Hazards
types of flags are commonly used on the water. Brutal storms are not the only hazards at sea,
Ensign: An ensign is a ship’s domestic flag, and wary captains know to keep on the alert for a
indicating its home country. number of strange dangers that may bedevil them
Courtesy: A courtesy flag is the flag of a foreign in their voyages.
nation, which a ship flies when in the home waters
of or islands claimed by another country. It signifies

126
Table 5-03: Disasters
d6 Disaster
1 Rudder Jam. The rudder jams, making steering difficult. The pilot has disadvantage on its next
Wisdom (Survival) check to navigate the storm.
2 Water on Deck. All movement on the deck of the ship is difficult terrain for 1 minute.
3 Loose Rigging. The wind tears ropes loose from the rigging. Each creature not below deck must
succeed on a DC 10 + 1 per Storm Severity Dexterity saving throw or take 7 (2d6) bludgeoning
damage.
4 Shaky Sea Legs. A giant wave crashes into the ship, rocking it. Each creature on the ship must
succeed on a DC 10 +1 per Storm Severity Dexterity saving throw or be knocked prone.
5 Ruined Provisions. Saltwater sloshes into the dry food provisions, ruining 1 weeks' worth of food.
6 No Prey, No Pay. Cargo secured on the deck breaks free, spilling overboard. The ship's plunder is
reduced by 1.

Table 5-04: Major Disasters 5


d6 D isaster
1 Man Overboard! The ship pitches violently. Each creature on the deck must make a DC 10 + 1 per
Storm Severity Dexterity saving throw. If a creature fails by 5 or more, it is pushed to the railing
and dangles off the side of the ship, holding onto the railing or a nearby loose rope. If a creature
fails by 10 or more, it is pushed overboard into the sea.
2 Shiver Me Timbers! A massive wave sweeps over the deck of the ship. Each creature on the deck
must make a DC 10 + 1 per Storm Severity Dexterity saving throw or be pushed 10 feet toward the
stern of the ship and knocked prone. A pilot that fails this saving throw has disadvantage on its
next Wisdom (Survival) check to navigate the storm.
3 Fire in the Hole. Lightning strikes the ship. Each creature not below deck must make a DC 10 +
1 per Storm Severity Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save,
or half as much damage on a successful one. Creatures in the rigging have disadvantage on this
saving throw.
4 Spring a Leak. The force of the storm cracks a hole in the ship. The ship takes 14 (4d6) damage
each minute until the leak is repaired.
5 Sprung on Her Cable. The ship is suddenly turned perpendicular to the path it was going
previously. Each creature on the ship must succeed on a DC 10 + 1 per Storm Severity Dexterity
saving throw or be knocked prone.
6 Snapped Mast. One of the ship's masts snaps in the wind, halving the ship's speed until the mast
is repaired. Each creature in the rigging on that mast must succeed on a DC 10 + 1 per Storm
Severity Dexterity saving throw or fall from the rigging, taking 1d6 bludgeoning damage for every
10 feet it fell.

127
Barnacles DC is 5 for the sixth day and increases by 1 for each
additional day. Creatures that have proficiency
Barnacles are underwater creatures with hard
with navigator's tools or water vehicles have
external shells that attach themselves permanently
advantage on this saving throw. Characters driven
to structures, such as docks and ships. Each week
mad by sunstroke and exposure in the doldrums
a ship is in the water, it gains barnacles. If the
often hurl themselves into the sea or give over to an
barnacles on a ship have not been removed within
irresistible compulsion to drink seawater, but while
the past 4 weeks, the barnacles create drag on the
others might plot a murderous spree of cannibalism
ship, halving its speed.
against other survivors.
Dead Calm
Gasping Water
Some areas of calm water attract undead that take
Some areas of water are depleted of oxygen content,
advantage of those trapped on immobile ships.
whether due to natural conditions or supernatural
These are known as "desecrated doldrums" or
effects that leach the live-giving elements from
“dead calms” and can be discovered with a detect
the water. A pocket of gasping water is visually
evil and good spell. Undead in desecrated doldrums
indistinguishable from ordinary water, though
have advantage on all saving throws. These
5 areas are usually desecrated by the presence of a
particularly powerful undead creature or unholy
its presence can be noted with a successful DC
20 Intelligence (Nature) check after swimming in
it or observing another creature swimming in it.
object. Putting the creature to rest, destroying the
Within an area of gasping water, an amphibious or
object, or bathing the object in holy water removes
water-breathing creature (whether naturally able to
the desecration from the calm water. Alternatively,
breathe water or through using magic) can’t breathe
a hallow spell cast on the ship prevents the undead
and must hold their breath or
in the desecrated doldrums
begin suffocating.
from climbing aboard
and attacking those Phantom Fog
on the ship.
Though fog is common
Doldrums at sea, phantom fog is
hard to detect and,
Areas of calm air
thankfully, rare. It
and flat water
appears as ordinary
are known as
fog until a creature
doldrums and
enters it. A creature
are hazardous to
inside of phantom fog
ships powered by
must make a DC 10 Wisdom
sails. A ship powered by
saving throw. On a failure, the creature
sails is unable to move in an area
becomes convinced the fog is filled with the ghosts
of calm water for 2d10 days. A creature on a ship
of drowned sailors and is frightened for 1 minute
made immobile by calm water for more than 5 days
as it sees visions of drowned, bloated, and decaying
must succeed on a Wisdom saving throw at the
sailors floating in the mist. A creature that spends
end of each day after the fifth or gain 1 long-term
an hour in phantom fog must make a DC 15 Wisdom
madness until the ship is able to move again. The

128
saving throw. On a failure, the creature gains 1 no longer has to make the saving throw for the
long-term madness and another long-term madness remainder of that voyage. Creatures that have
for each additional hour it spends in the fog after proficiency with navigator's tools or water vehicles
that as the visions of drowned sailors get closer and are accustomed to life on ships and don't have to
make physical contact with the creature. Creatures make this saving throw.
that have proficiency with navigator's tools or water
Typhus
vehicles have advantage on these saving throws.

Sea Sickness Typhus is a general term for a category of diseases


carried by lice and ticks that live on rodents. Ships
The following maladies are common in nautical are full of stowaway rodents and insects, exposing
settings. sailors in their confined spaces to typhus. Each
day a creature is aboard a ship with stowaway
Scurvy
rodents, it must succeed on a DC 11 Constitution
A creature becomes infected with scurvy when it saving throw or become infected. It takes 1d6 days
eats food of poor quality or that has been tainted for typhus' symptoms to manifest in an infected
by exposure to the elements, as often happens creature. Initial symptoms include fever and red
on ships on long-distance voyages. If a creature
spends a week eating such food, it must make a
spots over the arms, back, and chest. The infected
creature suffers one level of exhaustion and has 5
Constitution saving throw at the end of the week. disadvantage on Intelligence and Wisdom saving
The DC is 10 for the first week and increases by 1 throws and ability checks until the disease is cured
for each additional day the creature eats such food. as its mind becomes hazy with its thoughts and
A creature with scurvy has disadvantage on words being hard to follow.
Strength and Dexterity saving throws and ability At the end of each long rest, it must make a DC
checks as its limbs begin to feel weak and heavy. 11 Constitution saving throw. On a failure, the
After the second failed saving throw, red and blue creature takes 7 (2d6) necrotic damage and its hit
spots stain the creature's skin, its gums start to rot, point maximum is reduced by the same amount as
and it can't regain hit points until the disease is gangrenous sores, smelling of rotting flesh, break
cured. A creature can recover naturally from scurvy out across its skin. The typhus is cured with two
by eating purified food or food of good quality for successful saving throws.
two days. Scurvy can be prevented by purifying
poor quality or tainted food with the purify food
Letters of Marque
and drink spell. An ordinary pirate pillages and plunders as
it wishes, earning the enmity of all who cross
Seasickness
its path. However, some sailors operate under
Creatures unaccustomed to life on ships run the the auspices of a government or similar major
risk of getting seasick. At the start of each day on organization, not directly as part of their fleet but
a ship, a creature unaccustomed to life on a ship as independent privateers who are authorized to
must succeed on a DC 8 Constitution saving throw conduct what amounts to legalized piracy—as long
or become poisoned for the rest of the day. When a as they attack the enemies of their patrons. This
creature succeeds two days in a row, it has become kind of illicit charter is called a letter of marque
accustomed to the pitch and roll of the ship and and grants its bearer license to attack and capture

129
Navigation
In a typical nautical campaign, the PCs will sail
their ship to a variety of destinations. In order to
do so, they must successfully plot a course and
follow it to their destination. When at sea, a ship's
pilot determines where and how to navigate the
ship. Sometimes the captain is the pilot, but this
is not always the case. The pilot makes a Wisdom
(Survival) check to navigate the ship when you
decide its appropriate. Use the Navigating the Sea
table to determine the DC. Ships traveling at a fast
pace take a -5 penalty on this check, while ships
ships of enemy nations as a privateer. It is not an
traveling at a slow pace grant a +5 bonus.
uncommon practice for maritime nations to issue
letters of marque and reprisal to ships that operate Maps
near their own home waters, where their writ
5 is strongest, but they also may issue such letters
authorizing actions of pillage and prize-taking in
Maps can vary greatly in quality, with some
providing a wealth of detail and others being little
better than vague outlines with a few landmarks.
more distant seas, especially in areas where pirates
Some may be outright misleading, whether
reign supreme. Letters of marque may be granted
deliberately or through lack of skill in creating
to specific ships, regardless of who commands the
them. A typical map of good quality may grant a
ship, or may be granted to a specific captain and his
+1 or +2 bonus on Wisdom (Survival) checks to
or her officers. The bearer gains the legal authority
navigate a ship, while one of exceptional accuracy
to seize or destroy cargo, incarcerate or slay crew
instead may grant advantage on such checks. A
and passengers, and sink or capture ships from
poor-quality or inaccurate map may impose a
other nations, mercantile or otherwise.
penalty or disadvantage on such checks instead.
Within pirate-dominated areas, a letter of marque
Good-quality maps generally cost 10 gp for those
serves as a sign of fealty to the ruling pirate council
that grant a +1 bonus, 50 gp for those that grant
or pirate lords, and the manifold privileges it
a +2 bonus, and those granting advantage 100 gp.
affords also apply against any ships or captains
Poor-quality maps typically cost 10 gp as well but
who haven’t sworn loyalty to a known pirate lord
can only be detected as such with a successful DC
or who doesn’t carry their own letter of marque. Of
15 Intelligence check. You may add your proficiency
course, bearing a letter of marque is no guarantee
bonus if you are proficient with ships, if you are
of safety from other pirates, who frequently strike
familiar with the area shown in the map, or if you
first and ask questions later. Possession of a pirate
have expertise with maps and geography due to
letter of marque is a crime in most civilized nations
your background or other factors.
and regularly carries a penalty of death by hanging.
An intentionally created fraudulent map may be
Most pirate lords keep accounts of which ships
harder to detect, with a DC equal to the Intelligence
and captains have letters of marque, making it
check result of the creature that created the map.
extraordinarily difficult to forge these documents
or steal them to perpetrate a deception.

130
This functions like trying to forge a document or Table 5-05:
spot a forgery. Navigating the Sea
Unwilling Passengers Location
N avigation
DC
Familiar waters, land in sight 5
Sometimes in a nautical campaign, PCs may be
Familiar waters, no land in sight 10
press ganged into joining a crew or otherwise
Unfamiliar waters, land in sight 15
kidnapped or taken on a voyage where they don’t
Unfamiliar waters, no land in 20
know where they are going. In such a case, trapped
sight
characters can attempt a Wisdom (Survival) check
as above, though the DC may be increased if they
are only allowed above decks at night. Success on
the check enables them to identify the country
with powerful magical healing such as the heal
or region their ship passes on its voyage, while a
spell, while lost limbs can only be healed by the
DC 20 check enables them to identify individual
regenerate spell.
islands or settlements.
A character that loses a limb might want to
This assumes the PCs are in an area with which
compensate for the loss by replacing it with a
they have some familiarity. The DC increases by
1 for every 100 miles away they are from familiar
prosthetic. The Prosthetics table lists the types of
prosthetics available.
5
territory (GM’s discretion).
Eye Patch: An eye patch is a patch of cloth or

Peg Legs and leather that covers a single eye or eye socket and

Eye Patches ties behind the head. While wearing an eye patch
you have disadvantage on ranged attack rolls, as
if you had lost an eye. If you are already missing
This optional system gives GMs a way to assign
an eye and cover that eye socket with the patch,
scars and major wounds to their PCs. Before
the eye patch doesn't cause any further hindrance.
implementing this system, consider these rules
In addition, you have advantage on Charisma
carefully. Major wounds can have major effects
(Intimidation) and Charisma (Persuasion) checks
upon play, and some groups may not appreciate
when interacting with anyone associated with or
such debilitations, preferring the threat of death
fearful of pirates.
and an unscarred resurrection over a thematic
Hook Hand: A hook hand is a metal hook with
crippling.
a socket built on the base of the hook to fit over
Life on the sea isn't always easy or safe, and,
a wrist. If you aren't missing a hand, you have
though they may have a medic on board, not
disadvantage on Dexterity checks that require
all ships have magical healing on-hand. Pirates
precise control and coordination and can't use
and sailors routinely sport peg legs, eye patches,
items that require two hands while wearing the
and hook hands, evidence of rough life on the
hook hand. Your unarmed strikes with the hook
high seas. A major wound might happen when a
hand deal piercing damage instead of bludgeoning
creature suffers a critical hit, when it drops to 0 hit
damage.
points, or when it takes over half its hit points in
Peg Leg. A peg leg is a wooden stump with a socket
damage. To determine the wound, roll on the Major
built on one end to fit over your knee. If you aren't
Wounds table. Most major wounds can be healed
missing a leg, using a peg leg reduces your speed by

131
10 feet. You can carve a hidden compartment into 0. Peg legs assume your knee is mostly intact. If it
your peg leg and hide items weighing up to 2 pounds isn't, you must use a prosthetic leg instead.
in it. If you are missing a leg, your speed is only Prosthetic: A prosthetic is a realistic simulation
reduced by 10 feet instead of halved when using a of your missing hand, arm, leg, or foot. It is usually
peg leg. If you are missing all your legs and replace carved of wood and painted to match your skin
them with peg legs, your speed is halved instead of tone. Prosthetic legs allow you to walk with halved

Table 5-06: Prosthetics Table 5-07: Major Wounds


Item Cost Weight d20 Wound
Eye patch 1 sp — 1-5 Minor Scar. You have a small scar from your
Hook hand 1 gp 1 lb. encounter. It doesn't hinder you and might
prove a good conversation piece.
Peg leg 1 gp 5 lbs..
6-10 Impressive Wound. You survive your
Prosthetic hand 5 sp 1 lb. ordeal and the wound it caused heals into
Prosthetic foot 5 sp 2 lbs. an impressive display of your might. You
Prosthetic arm 5 gp 3 lbs. have advantage on Charisma checks when
interacting with pirates, sailors, soldiers,
5 Prosthetic leg 10 gp 6 lbs.
and other humanoids of battle and war.
11-14 Major Scar. You have a severe scar that is
clearly visible and can only be hidden by
magical means. You have disadvantage on
all Charisma checks except when interacting
with pirates, sailors, soldiers, and other
humanoids of battle and war.
15-17 Loss of a Finger. You lose one of your
fingers. If you lose 3 or more fingers, you
gain no benefit from the finesse property
on weapons and you have disadvantage on
Dexterity ability checks that require precise
control and coordination such as picking
a lock, shuffling cards, disabling a trap, or
playing an instrument.
18 Loss of an Eye. You have disadvantage on
ranged attack rolls. If you lose all of your
eyes, you're blinded.
19 Loss of a Foot or Leg. Your speed is halved
and you have disadvantage on Strength
and Dexterity checks that require you to
move. If you lose all of your legs, your speed
becomes 0 and you can't benefit from any
bonus to your speed.
20 Loss of an Arm or Hand. You can't use items
that require two hands and you can only
hold one object at a time. In addition, you
have disadvantage on Strength checks that
require both arms. A spellcaster can still
cast spells with somatic components as long
as it has one free hand available.

132
speed and prosthetic hands and arms allow you to Arm Wrestling
hold an item, such as a shield or holy symbol, in a
More dangerous than most land-based arm wrestling
fixed position. You can carve a hidden compartment
matches, ship-based arm wrestling often involves
in your prosthetic limb. A prosthetic hand or foot's
sharp objects covering the table or barrel top where
compartment can hold one item weighing less than
the wrestling happens. These objects can include
1 pound. A prosthetic arm or leg's compartment
knives, broken glass, caltrops or any other small,
can hold items weighing up to 2 pounds.
sharp objects. The two participants must make

Pirate Fun up to three contested Strength (Athletics) checks


with the winner being the participant who wins at
With time on their hands and precious few places to least two of the contests. The loser takes 1d4 + the
go, pirates have come up with an astonishing array winner's Strength modifier piercing damage as its
of pastimes. One way pirates amuse themselves hand and arm are pushed into the sharp objects.
is through songs and stories. Pirates love a good
sea chantey, and characters with skill in Charisma
Cannonball Toss
(Performance) quickly find themselves popular In this game, the participants throw a heavy stone
members of the crew (although pirates aren’t or a lead ingot (not an actual cannonball as captains
generally fans of opera and other formal or classical
performances). If a character succeeds at a DC 20
generally frown upon using valuable ammunition
for games) as far across the deck as possible. Each
5
Charisma (Performance) check, he gains a +2 bonus participant makes a Strength (Athletics) check. The
on all Charisma checks made to interact with any result is the number of feet the "cannonball" goes
listener among the crew for the next 24 hours. A down the deck. The participant with the farthest
result of 9 or lower, however, indicates that the next toss wins.
time he attempts to use Charisma (Performance) to
entertain the crew, everyone ignores him unless he
Heave
makes a successful DC 15 Charisma (Deception) or A popular game, especially among pirates, heave is
Charisma (Intimidation) check before doing so to a game where all the participants drink a ration of
draw their attention. rum in one giant swig each round. Each participant
Aside from telling stories, singing songs, and must succeed on a DC 15 Constitution saving
other recreations (all of which might be simulated throw to resist the effects of rum rather than the
with the Perform skill), these pastimes have two standard saving throw due to the speed at which the
things in common: they are dangerous, and they participants must drink the ration. The participant
are played for money. When betting on any of the left standing at the end wins.
following games, the minimum bet is 1 gp, and the
maximum ready cash any NPC in the lesser crew
Grog
is likely to have is 20 gp. Some people are bad Grog is a ration of rum that has been mixed with
losers—the ramifications of this are left for the GM water and citrus juice. Captains create grog to make
to decide if they seek revenge against crewmates the rum last longer and to help their crew combat
that win too often. scurvy. A creature who drinks grog has advantage
on its next scurvy saving throw.

133
Rum kkEvery sailor must do her fair share of work,
and neither shirk her duty nor pass off work
As the least expensive drink in ports across the
to another, lest she face 20 lashes. A ship’s
world, rum is the drink of choice for pirates and
primary entertainer may rest 1 day per week
sailors. On longer voyages, many captains institute
but must stand ready to entertain on all
a half-pint ration of rum each evening for every
others.
member of the crew. This ration helps keep the crew
kkEvery sailor receives an equal share of food
more sated and focused on recreational activities
and drink, and 1 ration of liquor every day.
rather than infighting. Many captains have
kkAny sailor found drunk on duty shall face
punishments for crew members selling, spilling,
10 lashes. Any sailor too drunk to function
or otherwise not drinking their rations once the
effectively during battle shall be keelhauled.
captain has made the ration mandatory.
kkA sailor who suspects a hazard, be it storm
Rum (Ingested) cloud, sea monster, or enemy ship, must raise
the alarm immediately. Any sailor who sees
A creature that ingests rum must succeed on a DC
an unfamiliar sea creature must inform the
13 Constitution saving throw or become poisoned
captain immediately.
for 1 hour. If a creature fails the save by 5 or more
5 while poisoned, it falls unconscious for 1 hour or
until cured of the poisoned condition.
kkA sailor shall not speak to any creature of the
sea without the captain’s permission.
kkA sailor must not speak ill of the dead lest

Pirate Justice they summon restless spirits to the ship.

To maintain the obedience and effectiveness of their


crews, most captains enforce strict schedules and
Pirate Punishments
The following presents (in order of severity)
shipboard laws upon their vessels, all maintained
the game effects of a variety of typical nautical
by the swift dispensation of brutal punishments.
punishments, which the PCs have the potential to
Many of the following rules are enforced on pirate,
face or inflict during their piratical careers. Most
military, and merchant vessels, though individual
of these sentences are meted out just before the
captains and their crews may not follow all of
evening meal, at an event typically referred to as
them. Each captain or crew also may have specific
the bloody hour. Victims are tied to the whipping
additional rules that apply on board their ship.
post on the main deck and their backs stripped for
kkAny sailor caught below deck with open flame,
punishment—with penalties doubled for those who
magical or mundane, will suffer 10 lashes. All
resist.
candles and lanterns are to be extinguished
The captain, or delegated punisher, then lashes
at sunset.
the offender the number of lashes it has earned by
kkNo sailor is to play cards or dice for money
breaking the rules, stopping early if the offender
while onboard, nor use such things to take
passes out before the lashes are completed.
advantage of her crewmates on shore.
Particularly cruel captains might continue the
kkNo sailor is to bring aboard a husband, wife,
punishment even after this. Typical punishments
child, person of ill virtue, or any passenger
are listed below by severity. A roll of 1 on such an
unbeknownst to the captain. Both sailor and
attack is treated as a non-damaging fumble that
passenger face marooning.

134
still counts as a strike, much to the amusement of taking 7 (2d6) slashing damage on a failed save, or
the crew. half as much damage on a successful one.

Rope Bash Marooning


Primarily used more as a reprimand for bad A particularly difficult crew member who continues
behavior, a rope bash involves the punisher to disregard the rules and disobey the captain even
whipping the victim with the sealed end of a ship's after other punishments might be abandoned on a
rope. The victim takes 1 bludgeoning damage per small island with little to no vegetation or animal
two lashes. life. The victim is given one bottle of water or rum

The Lash and a sharp knife to face starvation or suicide. If no


islands are available, a captain might opt to set the
The main form of punishment aboard a ship, the offender adrift on a lifeboat or raft with the bottle
lash is a wrapped whip that deals 1 slashing damage and knife.
to the victim per lash.
Walking the Plank
Cat-o’-Nine-Tails A sailor condemned for severe offenses may be
Captains use this barbed, multi-tailed whip when
more severe punishment is required. The victim
immediately thrown overboard, oftentimes with
its hands bound together or weights tied to its feet 5
takes 2 (1d4) piercing damage per lash. to prevent swimming. In some cases, the captain

Confined to the Sweatbox may force the offender, at sword point, to walk off
the boat as a demonstration to the rest of the crew
The sweatbox is a small, metal box left on the of what happens when committing such offenses.
deck and exposed to the sun, creating a confined Particularly cruel captains may chum the waters
space with unbearably hot conditions. The victim first to attract sharks that devour the offender as
is placed in the sweatbox for 1 hour per two lashes. the crew watches.
Each hour a creature is in the box, it must make a
DC 10 Constitution saving throw, taking 5 (2d4) fire
Hanging
damage on a failed save, or half as much damage on Captured pirates are regularly hanged by naval
a successful one. officers after being taken prisoner. Any captain,

Keelhauling though, may use the punishment at sea by stringing


the offender by the neck from the yardarm or
The mere threat of keelhauling can bring the most bowsprit. This is a common punishment for
disobedient sailor in line. It is the most feared treacherous or mutinous sailors.
punishment among pirates as it often ends in death.
When a victim is keelhauled, it is tied to a rope Roles Aboard a
looped over the ship's keel and dragged down one
side of the ship, underwater across the barnacle-
Pirate Ship
encrusted hull, and up the other side. The victim A pirate crew is more than just a mob of cutthroats
is keelhauled for 1 round per lash. Each round, the on a ship; all crew members have specific roles and
victim must make a DC 10 Dexterity saving throw, responsibilities, with harsh punishments being
meted out upon those who shirk their duties.

135
5

136
Listed here are some of the standard roles aboard vessel. Carpenters are chiefly responsible for
a typical pirate ship. Not all of these roles might maintaining the ship below the deck, finding and
be represented on every vessel, but such details plugging leaks, repairing damage, and replacing
can help players understand their characters’ daily masts and yards. As the crew member most skilled
duties. with the saw, the carpenter typically serves as a

Boatswain ship’s surgeon as well—bones cut just as easily as


timbers.
The boatswain, or bosun (pronounced “bosun”
either way), is responsible for the upper deck of
Cook
the vessel and above. This makes the boatswain While the quartermaster normally allocates the
accountable for all rope, rigging, anchors, and sails. rations, the cook and his apprentices make and
At the start of the day, the boatswain and those distribute meals to the crew. Although some better-
under her weigh anchor, raise the sails and report outfitted vessels employ skilled cooks to attend to
on the general condition of the ship’s deck to the the captain and the officers, many cooks are drawn
captain. As she oversees many of the ship’s basic from crew members who have suffered crippling
daily labors, the boatswain is often responsible for injuries, allowing them to still serve even after
keeping discipline and dispensing punishment.

Cabin Boy/Girl
such trauma.

Helmsman/Coxswain/Pilot 5
Servant to the captain and other officers, this low- An officer who steers the ship. The captain may take
ranking and typically young crew member assists the helm when on deck or may shout commands to
other sailors in their duties and runs various the helmsman to direct them.
errands across the ship, requiring him or her to
gain a measure of understanding of almost all the
Master-at-Arms
ship’s roles. Concerned with the security of the ship, the fitness

Captain of the crew, and the dispensing of justice, the


master-at-arms typically is one of the most feared
The ultimate authority on any ship, his word is law and dreaded of a ship’s officers.
to all on board. The captain chooses where to sail,
what to plunder, and who fills the other stations
Master Gunner
aboard the vessel, among many other command The master gunner is in charge of all shipboard
decisions. Leadership often proves perilous, artillery, ensuring moisture and rust don’t ruin the
however, as a captain is, above all, meant to secure weapons and that the crew knows how to use them.
success for his ship and crew. Failing to do so On board ships with firearms, the master gunner
increases the threat of mutiny. maintains the vessel’s cannons, firearms, and

Carpenter/Surgeon powder supplies; on ships without such weapons,


she maintains the ballistas, catapults, and so on.
No matter what enchantments or alchemical The gunner’s assistant is called a powder monkey.
unguents augment a pirate ship its heart and bones
are still wood. This simple fact makes the carpenter
one of the most important positions aboard any

137
Q uartermaster Bilge: The filthy, musty lowest part of a ship’s
interior, usually the first place for leaks to show
The quartermaster oversees the supplies and items
up and collect foul water. Also used to indicate
stored aboard the ship. She maintains the supplies
nonsense or foolish conversations.
of food and weaponry, oversees the disbursement
Bilge Rat: Rats living in the bilges of a ship,
of food to the cook and doles out the rum ration to
the lowliest vermin on board the ship (though
the crew.
sometimes eaten in times of emergency). Also used
Rigger a serious insult.
Binnacle: A glass-topped box fixed to a stand on
Riggers work the rigging and unfurl the sails. In
the deck. The binnacle houses a compass.
battle, next to that of a boarding party, the riggers’
Black Jack: A large drinking cup made of leather.
job is one of the most dangerous, as they pull enemy
Black Spot: A black mark on a piece of paper with
vessels near enough to board.
a threatening message, usually a death threat.
Swab Boom: A horizontal beam attached to a mast to
hold the bottom of a sail.
Any sailor who mops the decks. Also used as slang
Booty: Treasure.
for any low-ranking or unskilled crew member.
5 Terminology
Bow/Prow: The front end of a ship.
Bowsprit: An angled horizontal mast stretching
out from the front of the ship.
Pirates and sailors use many technical terms and Brig: Barred cells below decks for captives.
also develop their own slang and verbal shorthand Bubbles: A person who can’t swim.
at sea. Many of the terms below have become Bulkhead: A dividing wall inside a ship’s hull.
common on ships and in port cities, particularly in Bung Hole: A hole in a wooden barrel sealed with
dock districts. a cork, used to pour out drinks.

A C

Adrift: Floating loose at sea. Can also mean Capstan: A revolving upright cylinder used for
someone who has run away or gone missing. winding rope, cable, or chain, with lever-handles
Aft/Abaft: Towards the rear of a ship. for several sailors to work together to turn it.
Ahoy: A greeting. Made more friendly by adding Captain’s Dance: When two ships meet in open
“matey.” water and wish to parlay, each ship sends out a
Anchor: A person who wears heavy metal armor. boat. The two captains meet on one ship; the two
Astern: Trailing behind a ship. first mates meet on the other.
Avast ye: “Pay attention.” Chase: A ship that is being pursued by pirates.
Coaming: A raised lip around a hatch to keep
B
water from spilling belowdecks.
Ballast: Rocks or other heavy objects place in a Crow’s Nest: A raised lookout stand, usually atop
ship’s hold to make it more stable. the highest mast in larger ships or in the bow in
Batten Down the Hatches: Prepare the ship for smaller boats.
an upcoming storm.
Beam: The width of a ship.

138
D H

Dance the Hempen Jig/Dance with Jack Ketch: Hands: The crew of a ship.
Death by hanging. Head: Toilet on board a ship.
Draft: The depth below the waterline of a ship’s Hearties/Mateys: A familiar and friendly term of
keel. address between sailors.
Draught: The amount of liquid taken in a single Heave Ho: An admonition to push or pull harder,
act of drinking. with all your strength.
Duffle: A sailor’s belongings. Heel: A ship leaning to one side, especially when
making a turn or in high winds.
F
Helm: The steering mechanism of a ship, either a
Fancy Jacket: Someone who dresses and talks tiller or wheel controlling a rudder.
like a pirate but has no real sailing experience. Hold: A large open area inside a ship’s hull for
Fast Colors: A country’s flag. Privateers holding cargo.
sometimes fly pirate or merchant flags to lure Holystone: Bars of sandstone used to scrub the
pirate ships close, then raise their true flags when deck.
combat begins. Hornswoggle: To cheat or trick someone.
Fathom: A measurement of six feet, used primarily
to measure water depth.
Hulk: A ship that has been gutted but remains
afloat. Too old or damaged for battle, hulked ships
5
Fishslicer: A small blade, like a dagger. might be rebuilt for other purposes, including as
Following Sea: Waves going in the same direction floating prisons.
as a ship. Hull: The body of a ship.
Freeboard: The height of a ship’s deck above the
J
waterline.
Frenzy: A fight, particularly a tavern brawl. Jack Ketch: A hangman.
Jack Tar (or tar): A pirate or sailor.
G
Jolly Boat: A light boat carried at the stern of a
Gallows Jumper: Someone who has died and then larger sailing ship.
come back to life, such as through a raise dead spell.
K
Gangplank: A removable ramp for boarding or
disembarking a ship. Keel: The wooden beams that form the spine
Gangway: An open walkway along the side of a running down the center of the ship’s hull.
ship’s upper deck. Also used as an exclamation for
L
people to clear a path.
Gunwale: The top edge on the side of a boat, Lad/Lass: A younger male/female.
often with a reinforced rail or band above the level Ladder: Stairs on board a ship.
of the gun deck. Warships might have openings in Lateen: A triangular sail.
the gunwale for cannons. League: A measure of linear distance equal to
three miles.
Lights: Lungs. (The “lights” in famous
exclamations like “I’ll have your liver and lights!”

139
5

actually refers to lungs, rather than eyes, as P


landlubbers often imagine.)
Palaver: A conversation to make a deal or trade
List: A ship leaning to one side, especially when
information.
taking on water and starting to sink.
Paying Cargo: Passengers.
Lubber: A clumsy or stupid person, often a
Poop Deck: The deck that is highest and farthest
“landlubber.”
to the rear, where the wheel or tiller is usually
N located.
Port: The left side of a ship when facing its bow.
Mast: A tall pole for mounting sails. On ships with
Press Gang: A group of sailors or pirates who
multiple masts, the forward mast is the foremast,
kidnaps others to force them into service on a ship.
the central mast the mainmast, and the rear mast
Prize: A captured ship. A skeleton crew might
the mizzenmast.
board the ship or it might be towed by its captors
O for later sale or ransom.

Old Salt/Sea Dog: An old or experienced sailor Q


or pirate.
Quarterdeck: A rear deck raised above the level
Orlop: A low deck where ropes, cables, and chains
of the main deck (though not as high as the poop
are stored.
deck).

140
R Strike the Colors: Lower a ship’s flag, usually to
signal surrender.
Rigging: Ropes, chains, and tackle used to operate
Sutler: A merchant in port who sells items needed
the masts, sails, booms, and yardarms of a ship.
for ships to make repairs and resupply.
Rudder: A flat piece of wood turned by the helm
to help turn the ship. T
Running Lunch: A rat or large insect. Sailors
Tack: To reposition a sail to change how the wind
sometimes joke that a new crewman must “catch
catches it, often used in a zig-zag movement to sail
himself a running lunch.”
partially against the wind by sailing back and forth
S across it.
The Cat’s out of the Bag: A punishment has been
Scallywag: Sometimes used as an insult, but
ordered and it is going to be administered without
sometimes to affirm that someone is a genuine and
mercy. It also can mean a plan of action has begun
legitimate pirate worth his salt.
and it is too late to turn back.
Scaly: A fish. Can also refer to a sea monster.
The Sweet Trade: Piracy.
Scuppers: Openings along the gunwales bordering
Three Sheets to the Wind: Someone who is very
a ship’s deck allowing water on deck to drain back
off the deck into the sea rather than draining into
the ship’s hull.
drunk.
Transom: Horizontal beams across the stern of 6
a ship.
Scurvy: A disease common to sailors caused by
vitamin C deficiency. Also used as a derogatory W
adjective to amplify an insult.
Windbound: Unable to set sail because of wind
Scuttle: To intentionally sink a ship you are on.
conditions. Can mean any situation in which a
Sea Legs: The ability to maintain balance on a
person cannot act because of outside circumstances.
rolling deck.
Windlass: A revolving horizontal cylinder used
Shark Bait: Someone who is going to die soon.
for winding rope, cable, or chain, with lever-handles
Shiver Me Timbers: An expression of shock,
for several sailors to work together to turn it.
surprise, or fright.
Windspinner: A spellcaster, specifically one who
Skeleton Crew: A small crew, barely enough to
possesses weather magic.
operate the ship.
Sounding: Taking the depth of the seafloor near X
land, typically with a rope and lead weight.
X-er: A treasure hunter—someone always looking
Spar: A general term for all rigging poles on a
for “the X that marks the spot.”
ship, including masts, booms, and yardarms.
Splice the Main Brace: Hoist a drink in celebration Z
of a hard day’s work or a hard-won battle.
Yardarm: The main horizontal boom holding the
Squiffy: Tipsy or mildly drunk.
top edge of a sail. Hanging is sometimes done from
Starboard: The right side of a ship when facing
a yardarm.
its bow.
Yo Ho/Yo Ho Ho: An exclamation of cheer or to
Stern: The rear of a ship.
draw attention to the speaker.

141
C h ap t e r 6 :
N a u ti c a l
H e r o es

142
6

Aethan Calder
143
Aethan Calder (range 20/60), one target. Hit: 5 (1d4 + 3) piercing
damage.
Light Crossbow. Ranged Weapon Attack. +5 to hit,
ammunition (range 80/320), loading, two-handed,
one target. Hit: 7 (1d8 + 3) piercing damage.
“My father sailed these seas—a scourge to any Bonus Actions
who crossed his path. He heard the pirate’s Second Wind. You have a limited well of stamina that
call at an early age and made many enemies you can draw on to protect yourself from harm. On
over the years. It proved his undoing in the your turn, you can use a bonus action to regain hit
end, betrayed by a crew which despised him points equal to 1d10 + your fighter level. Once you
more than those he pillaged. But I’ll tack to a use this feature, you must finish a short or long
different wind. I believe winning the hearts of rest before you can use it again.
those who sail with you gains their friendship
and loyalty to the end of their days...and not
just your own. For me, that’s more valuable Background
than any plundered cargo or buried treasure.
And you can carry it proudly, unashamed and Aethan Calder (AY-thun Cawl-duhr) grew up in the
unafraid someone stronger will try and take it Pirate Isles as the unrealized son of a well-known
from you.” pirate named Alexander Calder. When making port,
—words of camaraderie by Aethan Calder, son
of deceased pirate lord, Alexander Calder his father would woo his young mother, Emelyn
Tace, owner of a local tavern called the Tempest's
Brew. For years, Aethan had no idea of his father's
AETHAN CALDER identity as Emelyn sought to protect him from

6 Medium humanoid (human), chaotic good fighter 1


Armor Class 17 (studded leather, shield)
Hit Points 12 (1d10 + 2)
Calder's enemies and steer him away from a pirate's
life. But Aethan relished the tales of piracy and
derring-do he overheard in his mother's tavern
Speed 30 ft.
anyway. And he would often visit the docks to learn
Str Dex Con I nt Wis Cha
about ships and swordplay rather than making beds
13 (+1) 16 (+3) 12 (+1) 12 (+1) 12 (+1) 14 (+2)
and running errands. As a result, an adventurer's
Saving Throws Strength, Constitution heart bloomed in him despite his mother's efforts.
Skills Acrobatics +5, Perception +3, Athletics +3, In time, Aethan's father perished at the hands of
Intimidate +4
a mutinous crew. Squabbling over unequal shares
Senses passive Perception 13
of treasure, they murdered him and tossed his body
Languages Common, Elven
Fighting Style (Dueling). When Aethan is wielding a overboard. It eventually washed ashore at the same
melee weapon in one hand and no other weapons, port Aethan and his mother called home. Only
he gains a +2 bonus to damage rolls with that then, in her grief, did Emelyn explain Aethan's true
weapon.
heritage. And, despite her best intentions, it caused
Gear Studded leather armor, shield, rapier, dagger,
light crossbow with 10 bolts, backpack, bedroll a rift between them, as Aethan resented both the
rations (3 days), pouch, tinderbox, waterskin, 8 gp, nature of his father's demise, as well as being kept
3 sp, 6 cp in the dark about him for so long.
Actions During this same time, a traveler came to their
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., tavern, an exotic, half-elven explorer named
one target. Hit: 9 (1d8 + 5) piercing damage.
Cathran Tyvirian who took room and board in
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d4 + 5) piercing damage. their upstairs loft. She drew Aethan's interest and
Dagger. Ranged Weapon Attack: +5 to hit, thrown they developed a romantic relationship despite his

144
mother's disapproval. For Aethan, the attraction pay for goods or services (up to a maximum of 5gp
was more than a means to rebel against his mother. in value).
He fell in love with Cathran, but their time together
was merely a dalliance to the half-elf. Her research
Physical Description
and exploration of the Cyclopean ruins among the Just 19 years old, Aethan has a lean, athletic build,
Pirate Isles left little room for putting down roots, having honed his muscles and reflexes through
and she had no interest in long-term attachments rigorous exercise and martial training. He stands 5
she'd eventually outlive. feet, 11 inches tall and weighs 170 lbs., keeping his
Cathran finally decided to leave, taking passage dark hair trimmed in a rakish cut so it hangs down
on a ship bound for a more distant shore. Running just in line with the thin beard and goatee tracing
away from home, Aethan followed her with youthful his hard-set jaw. His eyes are the color of the storm-
determination, childishly imagining he could ridden sky, and he dresses in matching colors of
leave behind his boring life while simultaneously gray and white. He wears a brown, polished, studded
winning Cathran's heart and convincing her to let leather breastplate with greaves for his shoulders,
him adventure by her side. The half-elf sought to arms, and legs over his normal clothes. Aside from
dissuade him, and while arguing, they unexpectedly the ornate rapier constantly belted at his waist, he
ran afoul of a dockside scallywag running a press also straps a well-used buckler to his left forearm,
gang for a local pirate crew. Falling into his trap, keeps a trusty dagger in his boot, and carries a light
they now find themselves looking out for one crossbow with a small quiver of bolts on his back
another in a situation which promises to bring
them together through hardships neither could
when expecting trouble.

Personality
6
have imagined.
Aethan has a devil-may-care attitude about most
Skill Proficiencies
things. He chafes at any sense of authority which
Athletics, Perception. others try to wield over him, preferring to chart
his own course and heed his own conscience.
Tool Proficiencies
Inherently good at heart, he recognizes a lot of
Vehicles (water). injustice exists in the world, including the tyranny
which outside interests want to wield over those
Feature: Buccaneer’s Blood
living in the Pirate Isles. He abhors a bully, often
One of Aethan's ancestors—Captain Alexander getting in over his head when coming to the aid
Calder—was an infamous raider from the Pirate of others, but relishes the conflict, eagerly pitting
Isles whose very name struck fear in the hearts of himself against evil-minded men with the same
those who sailed the open sea. Piracy is in Aethan's adventurous heart his father held as a pirate. But in
blood, and despite his good heart, he's always Aethan's mind, he measures himself by his heroic
longed for adventure on a sailing ship. When deeds and derring-do more than any personal gain
Aethan reveals his heritage in any port town, he he receives for his efforts.
can get away with minor transgressions of the law,
since most people will be afraid to report him to the
authorities. Examples of such minor crimes include
breaking furniture during a brawl or refusing to

145
Note Roleplaying Ideas
For maximum roleplaying impact, if there’s
another charismatic, wildhearted PC in the kkAethan clings to his romantic feelings for
group (and no one plays Aethan’s love interest, Cathran Tyvirian despite their difficult
Cathran), that character, with their player’s circumstances at sea. He comes to her aid
consent, should be chosen as the recipient of
his romantic interest instead. in any battle, caring little for himself if it
means keeping her safe and winning her
heart by displaying the bravery and honor he
legitimately feels inside himself.
kkWhile Aethan never desired a pirate's life, he

Advancement proves exceptionally good at matching his


father's accomplishments once fully devoted
During his early adventuring career, Aethan to the pirate lifestyle. His natural leadership
advances as a fighter with each new level. At 2nd and daring spirit inspires those around him,
level, he gains one use of the Action Surge fighter and he feels obligated to live up to the trust
ability. At 3rd level, he adds the Battle Master they place in him.
archetype, choosing the Evasive Footwork, Parry, kkAethan resents truly evil acts of piracy,
and Riposte maneuvers. At 4th level, Aethan drawing the line at killing defenseless
increases his Dexterity by two. (Alternatively, at prisoners or betraying his comrades.
4th level Aethan can forego the Dexterity increase kkAethan follows a personal code of honor
6 and instead select a Feat that enhances his skill at
swordplay.)
instilled in him by his fencing mentor,
Javairius Kyle, and feels duty-bound to
respond to challenges and duels, even forcing
such confrontations if someone insults him or
his friends.

146
6

Cathran Tyvirian
147
Actions

Cathran Tyvirian Mace. Melee Weapon Attack: +3 to hit, reach 5 ft.,


one target. Hit: 3 (1d6) bludgeoning damage.
Hand axe. Melee Weapon Attack: +3 to hit, light,
reach 5 ft., one target. Hit: 3 (1d6) slashing
“Hah! Can you feel that? The shift in the wind? damage.
The snap of the sails? We’re really moving now! Hand axe. Ranged Weapon Attack: +4 to hit, light,
The goddess shows her favor. She watches from the thrown (range 20/60), one target. Hit: 5 (1d6 + 2)
stars. She knows our needs. And now, she speeds slashing damage.
our journey to the horizon itself...to a place where
fortunes are found and our dreams can be made
real, but only if we’re brave enough to face the
Background
unknown and whatever lies ahead. Who knows what Cathran Tyvirian (Kath-rin TY-veer-EE-uhn)
that’ll be? There’s a new challenge every day, you came to the Pirate Isles because of her dreams
know? It’s what makes life worth living! And when
the ride is finally over, I want to look back and say I and visions of an ancient Cyclopean civilization
let the wind take me wherever it wanted! I lived the which once existed among the islands. She takes
journey! And I was fearless!” such portents very seriously and attributes them as
—happy assertions shouted into a strong headwind
by the adventurous Cathran Tyvirian, well-traveled direct messages from her goddess, whose dreams
handmaiden of the goddess of stars and good fortune and stars have always guided her path. She hopes
they’ll lead to a great discovery, a stronger faith,
and the grandest adventure of her life. She also
CATHRAN TYVIRIAN
looks forward to sharing that experience with any
6 Medium humanoid (half-elf), chaotic good cleric 1
Armor Class 16 (studded leather, shield)
Hit Points 10 (1d8 + 2)
who travel with her.
Cathran’s upbringing was much less optimistic.
Speed 30 ft. Her elven father worked as a maritime soldier for
Str Dex Con I nt Wis Cha an isolationist island kingdom closed to outsiders.
11 (+0) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 14 (+2) He met her seamstress mother a few times on shore
leave while visiting the coastlands, but always left
Saving Throws Wisdom, Charisma (advantage on
saving throws to avoid being charmed; immune to with the tide, shirking all responsibility for raising
magical sleep; +1 on all saving throws) a child. As a result, Cathran grew up fatherless,
Skills Acrobatics +5, History +2, Investigation +2, rebellious, and independent-minded. Longing to
Perception +3
see the world, she readily accepted the faith of
Senses Darkvision, passive Perception 15
the Goddess of Dreams, following her fortune to
Languages Common, Cyclops, Elvish
Spellcasting. Cathran is a 1st-level spellcaster,
the Pirate Isles. And, much like her father, she
a follower of the Goddess of Stars, Luck, and entertained a number of romantic relationships
Dreams. Her spellcasting ability is Wisdom (spell along the way while never settling down.
save DC 13, +5 to hit with spell attacks). She has
One of Cathran’s more heartbreaking trysts
the following cleric spells prepared:
Cantrips (at will): light, sacred flame, spare the included young Aethan Calder, a charismatic
dying swashbuckler with his own family issues and
1st level (2 slots): cure wounds, guiding bolt adventurous spirit. She met him at his mother’s
Gear Studded leather armor, shield, mace, hand tavern, the Tempest’s Brew. But, in time, she sensed
axe, backpack, bedroll, pouch, rations (3 days),
he’d become too serious. Not ready for true love,
tinderbox, waterskin, wooden holy symbol, 8 pp, 6
gp, 3 sp, 8 cp Cathran packed her things and left for another
island to continue researching the Cyclopean

148
civilization from her dreams. She never anticipated Note
Aethan would chase after her. And, when he caught For maximum roleplaying impact, if there’s
another wide-eyed, youthful PC in the
up to her on the seedy docks of a distant port, she
group (and no one plays Cathran’s would-
argued with him to turn back. In that moment be paramour, Aethan), that character, with
of distraction, both were unexpectedly accosted their player’s consent, should be chosen
as her potential love interest instead.
by a press gang for a local pirate crew. Knocked
unconscious and dragged aboard the pirates’
ship, Cathran and Aethan now find themselves
in dire circumstances, forced to look out for one
father, instantly drawing in those who speak with
another as they begin an entirely different journey
her. She stands 5 feet, 9 inches tall and weighs 135
together.
lbs., dressing in faded green leggings, a plain, white
Skill Proficiencies tunic, and knee-length, brown leather boots. She
wears studded leather armor over this ensemble and
History, Investigation
wields a narrow mace with a light wooden shield in
Tool Proficiencies battle. She also keeps an ever-sharp handaxe belted
at her waist and a wooden butterfly charm on a
Cartographer’s tools
leather cord around her neck.
Feature: Lucky Explorer
Personality
Cathran has studied ancient history for much of
her life and came to the Pirate Isles to explore the
Cathran has a confident optimism about her,
always steadfast, loyal, and supportive of her
6
myriad, vine-choked ruins of an ancient Cyclopean
friends, believing she can overcome any problem
civilization. During her travels, she has become an
with sufficient planning, patience, and flexibility.
expert in finding things out, and has learned the
She roots this conviction in her faith, relying on the
ancient Cyclops tongue as a bonus language. When
Goddess of Stars, Luck, and Dreams to guide her
Cathran devoted her life to the priesthood, the
path and keep her safe. An ever-curious loreseeker,
Goddess of Stars, Luck, and Dreams sensed her love
she's also eager to travel and experience the world,
of exploration and promised she would always find
valuing her freedom above all else. Genuinely
her way home no matter how far she sailed. As a
interested in new people, new lands, and ancient
result, as a bonus action Cathran can automatically
mysteries, she projects a friendly demeanor to
determine where true north lies.
earn the trust of those she meets. But, despite her
Physical Description positive outlook, Cathran wisely faces the world
with open eyes, always prepared to defend herself
Cathran bears the glow of a sun-kissed traveler,
and those close to her.
having spent most of her 30 years wandering
the open sea from one port to another. Her once Advancement
chestnut brown hair has lightened considerably
With each new level, Cathran advances as a cleric.
over the years, giving it almost a sandy-blonde
At 2nd level, she gains the Channel Divinity and
appearance now, but it's her deep blue eyes which
Divine Domain features, choosing the Luck Domain
capture the most attention. They bear a stronger
(see sidebar) or another available domain based on
resemblance to her human mother than her elven
luck, dreams, or the stars. She also gains healing

149
Luck Domain word as a 1st level cleric spell. At 3rd level, she adds
The Luck domain focuses on the seemingly- command as a 1st level spell and prayer of healing
random acts of chance that define an
and spiritual weapon as 2nd level spells. At 4th level,
individual’s life. Whether the luck is good
or bad, these tiny threads of fate weave Cathran’s Wisdom score increases by two, and she
through the world, influencing the shape gains locate object as a 2nd level cleric spell.
of events yet to come. Deities that claim
influence over the Luck domain range from
those who represent inevitable fate, to
Roleplaying Ideas
those who personify randomness and chaos. kkCathran's headstrong obsession with the
Clerics with the luck domain seek to bestow
ancient ruins and sunken treasure of the
good luck to their allies and bad luck to their
foes, or to see the fate of a creature before Pirate Isles may lead her into situations which
it occurs. put her and her friends in undue danger. This
could foster further tension, concern, or even
Luck Domain Spells guilt depending on the outcome. Regardless,
Cleric L evel Spells
1st bless, bane she feels something pulling her onward. It
3rd augury, warding bond even affects her dreams and she wonders
5th beacon of hope, blink if her goddess is leading to her something
7th divination, freedom of movement important—one of the main reasons she won't
9th confusion, dream allow herself to settle down.
kkWhile Cathran may ultimately rebuff the
Bit of Luck: At 1st level, you gain a +1
6 bonus to all saving throws.
Channel Divinity: Starting at 2nd level,
romantic feelings Aethan Calder holds for her,
their shared principles and spirit for adventure
you can use your Channel Divinity to bestow could still establish a solid foundation for
a bit of luck—good or bad—on those near lasting friendship. Their relationship could
you. As an action, you can grant either
advantage or disadvantage to one creature take all manner of twists and turns as they
within 30’, which applies to the next d20 roll seek their fortunes together on the high sea.
they make. Jealousy and bitterness could form if Cathran
Good Fortune: At 6th level, once per day
you can see dimly into the future and use or Aethan show affection for an NPC during
your luck to guide you to a better outcome. the campaign. Or, true love could blossom as
You can choose to reroll any single die roll each is forced to sacrifice something to keep
that you make before the outcome has been
determined. the other safe.
Strike True: At 8th level, the first critical kkThe stars, and astrology in general, have
hit you score automatically does maximum always guided Cathran's life. She feels they
damage (as if you had rolled the maximum
amount on the appropriate damage dice). represent the will of her goddess, written
You can opt to not use this ability when it across the sky for all to see. But sometimes,
occurs, but if you do you cannot use it again Cathran might misread their intent, leading to
later in the day.
Lucky Hit: At 17th level, once per day you interpretations both dangerous and humorous.
can alter the result of any d20 to either a 1
or a 20. You can make this choice after the
result of the die roll is known, but before
the effects are applied. For example, you
can use this to turn an enemy’s successful
attack to an automatic miss by changing the
roll to a 1, or convert a failed saving throw
into a success by changing the die roll to a
20. You can apply this effect to a d20 rolled
by any creature and not just yourself.
150
6

Fairweather Prindle
151
“Fairweather” Actions
Short Sword. Melee Weapon Attack: +5 to hit, reach

Lumis Prindle 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
Dagger. Ranged Weapon Attack: +5 to hit, thrown
“Oh, come now, Captain. These goods were bought (range 20/60), one target. Hit: 5 (1d4 + 3) piercing
with blood coin and the lives of those you kidnapped damage.
and forced into slavery. So, who’s the real pirate here? Sling. Ranged Weapon Attack. +5 to hit,
Certainly not us! We’re just the hand of fate, taking ammunition (range 30/120), one target. Hit: 5 (1d4
back that which should have never been yours from + 3) bludgeoning damage.
the outset. And once we’re done here, we’ll make Bonus Actions
free men of these slaves with the full knowledge that Bardic Inspiration. Choose one creature other than
many will volunteer to serve among our crew, more yourself within 60 feet of you who can hear you.
than eager to visit further punishment on you should That creature gains one Bardic Inspiration die, a
our paths cross again. If you don’t believe that, I urge d6. Once within the next 10 minutes, the creature
you to look into their eyes. Many would set upon you can roll the die and add the number rolled to one
now if we gave the word. So, if I were in your place, ability check, attack roll, or saving throw it makes.
I’d take my losses and my leave and be thankful for The creature can wait until after it rolls the d20
my life.” before deciding to use the Bardic Inspiration die,
—not so idle threats from ever loquacious and but must decide before the GM says whether the
eloquent, “Fairweather” Prindle, educated roll succeeds or fails. Once the Bardic Inspiration
halfling, entrepreneur, and master diplomat
die is rolled, it is lost. A creature can have only one
Bardic Inspiration die at a time. Lumis can use this

6
ability up to 3 times between long rests.
“FAIRWEATHER” LUMIS PRINDLE Lucky. When you roll a 1 on the d20 for an attack
Small humanoid (halfling), chaotic good bard 1 roll, ability check, or saving throw, you can reroll
Armor Class 15 (studded leather) the die and must use the new roll.
Hit Points 9 (1d8 + 1)
Speed 25 ft. Background
Str Dex Con I nt Wis Cha
Lumis Prindle (Loo-miss Pren-duhl)—also known
10 (+0) 16 (+3) 12 (+1) 13 (+1) 10 (+0) 16 (+3)
as "Fairweather" to his friends—came to the Pirate
Saving Throws Dexterity, Charisma (has advantage Isles as a wandering musician and storyteller five
on saving throws to avoid being frightened)
years ago. Narrowly avoiding a group of slavers
Skills Deception +5, Perception +2, Performance +5,
Persuasion +5, Stealth +5 (can attempt to hide even
wanting to add him to their ship's 'cargo,' he
when obscured only by a creature that is at least realized he'd better make lots of friends to assure
Medium size) his continued freedom and safety. Since then, he's
Senses passive Perception 12 worked hard at knowing someone he can count on in
Languages Common, Halfling every port of call—law-abiding or not—by making
Spellcasting. Lumis is a 1st-level spellcaster. His
himself indispensable as an informant, diplomat,
spellcasting ability is Charisma (spell save DC 13,
+5 to hit with spell attacks). He knows the following and entertainer. As a result, he's learned quite a bit
bard spells: about the local politics of the Pirate Isles, all while
Cantrips (at will): mage hand, prestidigitation steering clear of associating too strongly with any
1st level (2 slots/day): charm person, healing word, particular faction. He holds a healthy respect for the
hideous laughter, longstrider
lords of the Pirate Council—especially those who
Gear Studded leather armor, short sword, dagger,
sling w/ 10 bullets, backpack, bedroll, rations (5 do well by the ones they protect—even spinning
days), waterskin, whetstone, 10 pp, 6 gp, 1 sp, 5 cp. barroom tales to heighten their legends.

152
Unfortunately, Lumis once embellished a tale of And, while he shuns footgear altogether, his feet are
two pirates who turned on one another over a golden as tough as the studded leather armor he dons when
idol. He painted one of them in a more favorable expecting trouble. He also straps a well-maintained
light than the other and unknowingly insulted the short sword and dagger to his belt, alongside his
remaining pirate and his crew who were drinking favorite sling and a pouch of pebbles collected from
at the same bar. Under the guise of buying him a the many beaches he's visited.
few drinks for his performance, the pirates took
revenge by drugging him and hauling him off to
Personality
become an unwilling member of their crew. Now Lumis has a hearty laugh and smile for everyone he
Lumis laments his plight alongside his fellow press- meets, naturally winning over friends and would-be
ganged shipmates, hoping his legendary halfling enemies alike. Many consider him a good luck charm
luck will somehow see him out of his predicament. for warding off evil spirits and bad weather—a
welcome conclusion he does little to discourage,
Skill Proficiencies
even reminding those who consider leaving him
Perception, Persuasion behind that they should always stick close to their
'lucky halfling.' He also has a tremendous love for
Tool Proficiencies
stories and adventure, especially anything involving
Musical Instruments legends about pirates on the high sea. Their tales
resonate with the wanderlust deeply rooted in his
Feature: Barroom Talespinner
Lumis grew up on tales of adventure and piracy
psyche, as well as his willingness to set aside the
rule of law to do right by his friends. He's always 6
shared in dockside dives and the sea shanties of eager to reach a new port of call so he can savor the
old salts who sailed the high seas. He's learned hospitality of acquaintances both old and new. And
all about what it's like to be a pirate by talking he's as steadfast and loyal as the day is long.
with sailors on shore leave, and learned how to
tell a good tale. He has advantage on Charisma
Advancement
(Performance or Persuasion) checks which involve Lumis advances as a bard with each new level. At
piracy, sea shanties, lost treasure, or legends of 2nd level, he gains the Jack of All Trades and Song
nautical origin. of Rest bard abilities, and learns the thunderwave

Physical Description spell. At 3rd level, Lumis selects the College of Lore
bardic college (gaining proficiency in Athetics,
As a lightfoot halfling, Lumis Prindle takes History, and Nature), and applies his Expertise
exceptional pride that his height still eclipses the bonus to Perception and Persuasion. Also at third
3-foot average of his kin by a full inch—a fact he level, Lumis learns the suggestion spell. At 4th level,
readily announces to any who would question it. Lumis increases his Charisma score by 2, and learns
Weighing just 35 lbs., his frame resembles that the enhance ability spell. (If other bardic Colleges
of a small child rather than the veteran, 25-year are available in the campaign, Lumis should select
old talespinner he's become, and his curly brown one which reflects his seaborne upbringing.)
hair, long sideburns, and wizened eyes also help
belie that image. He dresses in brown pants with
a maroon surcoat over a long-sleeved, white tunic.

153
6
Roleplaying Ideas
kkLumis has a story for every occasion, often regaling his friends with comical tales and fables which
provide social commentary. Sometimes these prove entirely made up, though the halfling never
lets on to the truth, using them as much to entertain as educate.
kkDespite continued sensitivity over his short stature, Lumis recognizes the value in sticking close
to someone larger than himself. As such, he may seek a supporting role alongside capable leaders
like Aethan Calder, Taren Torrenato, or Silvio Devaulis.
kkLumis prides himself on being a resourceful ally who can “get things” (legitimately or otherwise),
constantly fussing over the perfect items to provision a ship's stores so it has more creature
comforts for the captain and officers of the crew (including himself). As such, he serves quite
capably as a quartermaster or first mate.

154
6

Miri Kalantee
155
Miriel "Miri" Actions
Dagger. Melee Weapon Attack: +4 to hit, light, reach

Kalantee 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Dagger. Ranged Weapon Attack: +4 to hit, light,
thrown (range 20/60), one target. Hit: 4 (1d4 + 2)
piercing damage.
“The sea holds many secrets, and so do I—each one a
CARAMINA, OSPREY FAMILIAR
treasured gift best unwrapped and slowly savored—
preferably with good company, good wine, and Tiny fey, chaotic neutral
the soft roll of a ship. I’ve shared my own secrets Armor Class 13 (no armor)
with those who please me. And they’ve always been Hit Points 1 (1d4-1)
pleased in return. But the sea is also a vengeful thing, Speed 10 ft., fly 60 ft.
laying low the disrespectful with storms, waves, and Str Dex Con Int Wis Cha
the deep, dark oblivion. You should know I feel the
5 (-3) 16 (+3) 8 (-1) 6 (-3) 14 (+2) 6 (-3)
same toward any who cross me or my friends. And,
just like the sea, I won’t hesitate...you won’t see me Saves Intelligence, Wisdom (has advantage on
saving throws to avoid being charmed; immune to
coming...and there’ll be no way to stay my hand. If
magical sleep)
you doubt that, you’d best sleep with one eye open
tonight. Because, as pleasant as I can make your Skills Perception +4
dreams, I can also turn them into a nightmare from Senses passive Perception 14
which there’ll be no awakening.” Stored Spells 0—all; 1st—charm person,
—a sultry promise and whispered threat by comprehend languages, cure wounds, inflict
the seductive sea witch, Miri Kalantee wounds, mage armor, sleep

Background
6 MIRIEL “MIRI” KALANTEE
Medium humanoid (elf), chaotic neutral witch 1 Miriel Kalantee (Meer-ee-uhl Kuh-lan-Tee) has
Armor Class 12 (no armor) always made her home by the sea, eschewing
Hit Points 7 (1d6 + 1) traditional elven culture to better attune herself
Speed 30 ft.
with the rhythm of the tides and the deep sea
Str Dex Con I nt Wis Cha
patron who mysteriously taught her witchcraft
8 (-1) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 15 (+2)
through her osprey familiar. Though she doesn't
Saving Throws Intelligence, Wisdom (has advantage fully understand this entity, she trusts the power
on saving throws to avoid being charmed; immune
invested in her, and she's coupled it with voodoo
to magical sleep)
Skills Arcana +5, Deception +4, Nature +5,
superstitions and a hodge-podge of religious
Perception +3, Persuasion +4 doctrines strung together from a sisterhood of
Senses darkvision, passive Perception 13 female deities from her elven upbringing and
Languages Aquan, Common, Elvish seaborne travels.
Spellcasting. Miriel is a 1st-level spellcaster. Her Miri first came to the Pirate Isles by way of an
spellcasting ability is Intelligence (spell save DC 13,
enamored merchant captain who thought she'd
+5 to hit with spell attacks). She has the following
witch spells prepared: agreed to run away with him to become his wife.
Cantrips (at will): guidance, light, mending Instead, she left him tied up in his quarters before
1st level: charm person, sleep making off with a purse full of coin and an expensive
Gear Dagger, backpack, bedroll, candles (3), ring. The ring proved her undoing, however, as the
herbalism kit, ink and inkpen, ornate bracer,
captain unknowingly bought it from a fence who'd
parchment (10 sheets), rations (3 days), signet ring,
tinderbox, waterskin, 12 pp, 5 gp, 2 sp, 4 cp stolen it from a pirate lord. Miri wore it openly and
the pirates soon tracked her down and carried her

156
off to their ship. Now she plots her escape and an Note
extra special revenge for those who dared treat her Miri uses the witch base class, as detailed in
Legendary Games’ compilation of the Trail
in such an unruly manner.
of the Apprentice adventure path. A witch is
similar to a wizard, but a witch has access
Skill Proficiencies to a different list of spells and doesn’t
record them in a spellbook. Instead,
Arcana, Persuasion
Miri’s familiar, the osprey Caramina,
learns spells, and communes with her
Tool Proficiencies master to allow Miri to prepare them each
day.
Herbalism kit
All rules required to play Miri through level
4 are presented here. Further advancement
Feature: Touched by the Sea will require the full rules found in Trail of
the Apprentice. If you don’t have access
Miri's blood surges with the ebb and flow of the tides.
to these rules, you can make Miri another
An aquatic elf impacted her bloodline somewhere magic-using class like a warlock or wizard
in her ancestry, and now she's as comfortable in the instead, or choose another pregenerated
character to play.
water as she is on land. She always has advantage
on ability checks to swim, and can hold her breath
for twice as long as normal. Miri also gains Aquan convincing even the most ill-intentioned enemies
as a bonus language. to side with her point of view or to cater to her

Physical Description whims. Miri also holds a deep spiritual reverence

Miri's aquamarine eyes and elven ancestry provide


for a variety of religious traditions. Extremely
superstitious and sensitive to portents and divine 6
a sultry, exotic look which she plays upon to charm influence, she honors the goddesses of dreams,
and seduce those around her. She pins back her revenge, piracy, and trickery in addition to the
long, white hair with small, tortoise shell combs unknown patron which sponsors her witchcraft.
while wearing a tan skirt below a white chemise
and tight-fitting, yellow corset with black ties. Her
Advancement
long, brown boots bear multiple leather straps and Miri advances as a witch with each new class level.
brass buckles designed to accentuate her legs, and At 2nd level, her familiar Caramina learns burning
she wears a distinctive bracer on her left forearm hands and feather fall as new spells, and Miri can
resembling fronds of intertwined seaweed. Still prepare one extra 1st level spell per day. Miri also
young at 145 years old, Miri stands 5 feet, 8 inches gains the Charm hex as detailed below. At 3rd level,
tall and weighs 118 lbs., armed with little more Caraminia learns false life and fog cloud from the
than a simple dagger strapped to her thigh. 2nd level witch spell list, and Miri can now prepare

Personality a total of 4 spells per day, chosen from any spells


her familiar knows. At 4th level, Miri increases her
Miri has a mercurial mood and playful sense of Intelligence score by 2, and gains the Evil Eye hex
humor. She can be equally passionate and vengeful, detailed below. Also at 4th level, Caramina learns
or mischievous and light-hearted, depending on delay poison and hold person as new spells, and Miri
the circumstances and how slighted or flattered can prepare up to 5 spells per day.
she feels. She enjoys luring others into lowering
their guard with her flirtatious behavior, often

157
Additional Rules:
The Witch class
Familiar
You have a familiar, a loyal animal that
helps connect you to the source of your
magic. Your familiar visits you each day
when you prepare spells. It does not assist
you in combat, scout ahead, or perform
other tasks for you. You can teach your
familiar new spells by allowing it to study a
spellbook containing that spell, or asking
it to talk to another witch’s familiar who
knows it. Your familiar can be any kind
of animal.
Roleplaying Ideas
Witch Spell List kkMiri may occasionally engineer playful
kk Cantrips: dancing lights, druidcraft,
guidance, light, mending, message, affairs or romantic situations with her
minor illusion, resistance, speak with companions, which could create difficult
animals, thaumaturgy
circumstances for the unrequited love
kk 1st level: burning hands, charm
person, comprehend languages, cure interest between Aethan and Cathran.

6 wounds, detect magic, detect poison


and disease, faerie fire, feather fall,
hideous laughter, identify, inflict
While she means no lasting harm by these
dalliances, she may feel affronted if no one
wounds, mage armor, ray of sickness, sees fit to chase her, as well. Over time, she
sleep, unseen servant could develop her own infatuation, creating
kk 2nd level: augury, blindness/
a potential love triangle or rivalry.
deafness, darkness, delay poison,
false life, fog cloud, gentle repose, kkMiri struggles with understanding the
hold person, levitate, misty step, source of her witchcraft. Ultra-sensitive to
ray of enfeeblement, see invisibility,
superstitions, she becomes more unstable
silence, web
and paranoid about this otherworldly
Witch Hexes influence as the campaign plays out.
Charm: You can improve the attitude of
a humanoid or animal within 30 feet with
soothing words. If your target fails a Wisdom
saving throw (DC 8 + your Int modifier+ your
Proficiency Bonus), their attitude improves
by 1 step, from hostile to indifferent, or
indifferent to friendly. This effect lasts for
1 minute.
Evil Eye: You can make a creature within 30
feet uneasy. Your target gains disadvantage
on one of the following (your choice): ability
checks, attack rolls, or saving throws. The
disadvantage lasts for 3 rounds. If your
target succeeds at a Wisdom saving throw
(DC 8 + your Int modifier + Proficiency
Bonus), the penalty lasts for 1 round. If the
target makes its save, it is immune to your
evil eye for 24 hours.

158
6

Ondirra Shirahz
159
Ondirra Shirahz Dagger. Ranged Weapon Attack: +5 to hit, thrown
(range 20/60), one target. Hit: 5 (1d4 + 3) piercing
damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit,
ammunition (range 80/320), loading, two-handed,
“There’s an ebb and flow to everything. The tide one target. Hit: 7 (1d8 + 3)
rolls in and pulls away. It’s a fact of life and the Chameleon. You can alter the color of your skin to
way I choose to see the world around me. Friends match any human skin tone. This grants advantage
today may be enemies tomorrow. The wisest among on Deception checks to disguise yourself as
us move with the currents rather than against them. human.
By doing so, if you take the right angle, you can still Bonus Actions
reach your goals, even if it takes you further off- Chameleon. When you have activated your
course than you intended. As long as you avoid being chameleon ability, you may revert to your natural
dashed on the rocks or pulled down by an undertow, coloration as a bonus action.
you’ll reach shore eventually. What you do after that
is up to you. In my experience, far more dangers
await inland than at sea. That’s because more people Background
live there to betray you. So you have to stay aware,
Born to an insular family of aquan tieflings,
always ready to push forward or recede—whatever
the situation warrants.” Ondirra Shirahz (ON-deer-Uh Sheer-rahz) has lived
—words of wisdom by the undine wanderer, Ondirra Shirahz her entire life in the Pirate Isles. Her bloodline
traces back a thousand years to a water djinn’s
supposed influence on the local islanders, but her
ONDIRRA SHIRAHZ
generation never benefited from the creature’s
6 Medium humanoid (aquan tiefling), lawful neutral
monk 1
Armor Class 15 (none)
power over wishes. Instead, Ondirra spent her early
years struggling to survive on the docks of a well-
Hit Points 10 (1d8 + 2) known port for smugglers, pirates, and assassins.
Speed 30 ft., swim 30 ft. She considered a similar path to earn money for
Str Dex Con I nt Wis Cha her family, even training with an ex-assassin for
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 10 (+0) several years before abandoning that dream when
Saving Throws Strength, Dexterity their guild branded her mentor a heretic and put
Skills Acrobatics +5, Insight +5, Nature +2, Survival her to death.
+5 Since then, Ondirra has distanced herself from
Senses passive Perception 12 her family to protect them. Though she fiercely
Languages Aquan, Common
misses them, she feels she can fend for herself—
Gear Dagger, light crossbow with case of 20 bolts,
backpack, bedroll, rations (5 days), waterskin,
and being apart, means one less mouth to feed so
whetstone, wooden holy symbol, 10 pp, 6 gp, 3 sp, her brothers and sisters have a better chance at
8 cp survival. In her subsequent adventures, Ondirra
Actions spent much of her time in the wild, living off the
Unarmed Strike. Melee Weapon Attack: +5 to hit, coastland and hunting the shoals along the island
reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning
damage. shore. One day, while swimming at sea, she became
Martial Arts. Melee Weapon Attack: +5/+5 to hit, caught in a net and hauled aboard a fishing vessel.
reach 5 ft., one target per attack. Hit: 5 (1d4 + 3) The drunken fisherman thought he’d captured
bludgeoning damage. an exotic sea creature, and after bludgeoning
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
the entangled “mermaid” unconscious, he sold
one target. Hit: 5 (1d4 + 3) piercing damage.
Ondirra to a passing slave ship. She wasted little

160
Additional Rules:
time escaping her captors, but struggled to make
the long swim back to shore. Eventually, a pirate Variant Race
ship happened upon her and fished her from the
Aquan (Tiefling)
water, intending to loot her body. To their surprise,
The tiefling described in the Srd is only
Ondirra still lived and they kept her aboard as a the most common type of creature
newly press-ganged recruit. Now she plots yet infused with the blood of an extraplanar
entity. Humans in particular seem to be
another escape, seeking allies who might mutiny
susceptible to pacts, trysts, and other
alongside her. mingling with the exotic creatures from
beyond. In theory, variant tiefling exist with
Skill Proficiencies characteristics that match every inner and
outer plane.
Insight, Survival An aquan tiefling derives its nature from
the Elemental Plane of Water. They have the
Tool Proficiencies same traits as a standard tiefling, with the
following differences:
Poisoner’s Kit kk Ability Score Increase: Your Dexterity
score increases by 2, and your Wisdom
Feature: Native Islander score increases by 1. This modifies
the tiefling’s standard ability score
Ondirra grew up in a pirate port infamous for both increases.
the scoundrels who visit it and the feared assassins kk Water Affinity: You gain a swim
speed of 30 feet, and gain advantage
who run it. She's been around pirates and killers
her entire life, and she's learned to be wary in her
dealings with people, as there's no telling who
on Strength (Athletics) checks while
swimming. You can also hold your
breath twice as long as normal.
6
This replaces the tiefling’s Hellish
might be an assassin or a raider in disguise. Ondirra
Resistance trait.
always makes passive Wisdom (Insight) checks to kk Chameleon: As an action, you can
determine whether a given individual that she can alter the color of your skin to match
any human skin tone. This grants
see will become hostile before it happens. If she
advantage on Deception checks to
succeeds in this check, she is not surprised when disguise yourself as human. This
combat begins. replaces the tiefling’s Infernal Legacy
trait.
Physical Description
In her natural coloration, Ondirra has turquoise
skin and sky-blue eyes. Even the lone, hair-braid
she grows from the back of her shaven head is a
darker tone of the deep, blue sea. She has a compact,
almost thin physique with smooth skin overlaying
hard muscle honed by years of swimming. She wears
only the barest amount of clothing, primarily just
enough to cover herself while leaving her limbs free
for greater mobility. However, she does frequently her hands and feet are webbed, the latter often
don a decorative, sheer, shawl-like wrap when wrapped or shod in form-fitting sandals. At the
venturing into town, tying it about her like a long young age of 88 years, she stands 5 feet, 6 inches
skirt, knotted at her waist. As an aquan tiefling, tall and weighs 140 lbs.

161
Additional Rules:
Circle of the Sea
Druidic Circle Sea Legs: Starting at 6th level, you gain a
Just as the Circle of the Land watches over swim speed equal to your base walking
the dry areas of the world, the Circle of the speed (or +10 to your swim speed if you
Sea are caretakers of the mighty oceans that already have one). Swimming through
make life possible. Few land-dwellers choose nonmagical difficult terrain costs you no
to associate with this circle, which is made extra movement. You have advantage on all
up primarily of aquatic elves, merfolk, and checks to swim, and can hold your breath
other sea-dwelling creatures. As a member underwater twice as long as normal.
of this circle, your magic is influenced by Amphibious Ambassador: Starting at
the rise of the tide, the currents which are 8th level, you gain the ability to breath
the lifeblood of the seas, and the deepest underwater (if you normally breath air)
depths of the ocean where light does not or air (if you normally breath water. While
penetrate to reveal the wonders—and underwater, you gain darkvision 60’ (or
horrors—hidden below. blindsight 30’ if you already have darkvision).
Hydrated Vitality: While submerged in While above water, you are immune to
water, you can absorb the life-giving waters Sunlight Sensitivity or similar racial traits
to heal some of your wounds. Any time you which provide penalties for being in bright
are completely submerged in fresh or salt light.
water, you regain 1 hit point at the end of Scion of The Sea: At 14th level,
your turn. If the water you are submerged aquatic creatures recognize you as
in is polluted or poisoned beyond its natural a champion of the waves, above

6 state, this ability does not function.

Circle Spells
the natural food chain of predator
and prey. You have advantage on any
Charisma check to persuade aquatic
Druid L evel Circle Spells creatures, and can use Persuasion even
on non-intelligent creatures or plants. When
3rd blur, misty step
an aquatic beast or plant creature attacks
5th water breathing, water walk you, that creature must make a Wisdom
7th control water, hallucinatory saving throw against your druid spell
terrain save DC. On a failed save, the creature
must choose a different target, or
9th conjure elemental (water
the attack automatically misses.
only), coral stride (as tree
On a successful save, the creature
stride, but works with
is immune to this effect for 24 hours. The
underwater plants or coral
creature is aware of this effect before it
reefs only) makes its attack against you.

162
Personality Advancement
Ondirra has an incredibly patient attitude about As Ondirra gains experience, she seeks to perfect
everything, knowing full well the ocean can wear her flowing style of martial arts in addition to her
down even the mightiest rocks and bring swift deep, spiritual connection to the sea. At 2nd level,
change with the next tide. She's exceptionally she chooses to multiclass as a druid. This grants
cautious, no doubt owing to her many interactions her spellcasting ability and the ability to speak the
with plunderers and killers among the Pirate Isles. secret Druidic language. She prepares druidcraft
She has an independent, survivalist streak to her, and guidance as 0-level cantrips, and cure wounds
having learned to look after her own needs and and speak with animals for her 1st level spells. At 3rd
defend herself in a fight even with her bare hands, level, Ondirra takes another level in druid, gaining
if necessary. She absolutely reveres the God of the Wild Shape ability and selecting the Circle of
Nature, finding her truest joy in the setting sun, the Sea druidic circle (see page 162). She also
the wind and water on her skin, and the stunning gains thunderwave as a prepared spell. At 4th level,
beauty of tropical plants and creatures living Ondirra takes another level as a monk and selects
among the undersea grottoes she likes to visit along the Way of the Open Hand monastic tradition to
the shore. guide her. She gains +10 to her base walking speed,
and gains 2 Ki points which she can use to fuel the
Flurry of Blows, Patient Defense, and Step of the
Wind Ki features.
6

163
6

Roleplaying Ideas
kkOndirra’s past includes martial training with an ex-assassin from her native port. This mentor was
hunted and slain as a heretic, and Ondirra lives in fear that the same killers will track her down
and slay her, as well. This makes Ondirra suspicious of any newcomers she encounters, and she
always hides her identity when going ashore by disguising herself with her flesh chameleon ability.
kkThe deep reverence Ondirra holds for the ocean and the natural cycle of life gives her a unique
outlook. Every conflict becomes another fight for survival and she meets it head on, her normally
calm demeanor exploding into a shark-like savagery heightened by the sight and scent of blood.
kkOndirra soothes the aches and pains of her body every day by going swimming. She holds her
breath while meditating underwater for several minutes, always emerging with a renewed energy
and endurance.

164
6

Rookroost
165
"Rookroost" Evon Gear Studded leather armor, rapier, boarding axe
(treat as handaxe), shortbow and quiver of 20

Bloodbeak arrows, acid, alchemist’s fire (3), backpack,


bedroll, pouch, thieves' tools, tinderbox, rations (3
days), waterskin, 9 gp, 3sp, 8 cp
Actions
“If there’s gold on this ship, I’ll have it even if Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft.,
I’ve gotta pry it out of your teeth! And if you lied one target. Hit: 6 (1d6 + 3) piercing damage, or 9
to me about it, I’ll leave the rest of you for the (1d6 + 2 + 1d6) piercing damage with Sneak Attack.
sharks. Somebody’s gotta keep’em fed. Might as Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
well be you. If you’re thinking different—and you one target. Hit: 4 (1d3 + 2) piercing damage.
wanna test your luck—now’s the time to settle it Boarding Axe. Melee Weapon Attack. +4 to hit, reach
with a blade in your hand. But be warned, fool. 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
I’m not afraid to bleed, and I’m not afraid to kill. Shortbow. Ranged Weapon Attack: +5 to hit,
I’ve done my share of it. And I’ve seen you about. ammunition (range 80/320), loading, two-handed,
Braggin’ on your dueling skills and challengin’ one target. Hit: 6 (1d6 + 3) piercing damage.
your lessers. Your swordsmanship ain’t nearly
good enough. That’s because I don’t just fight to
win. I fight to kill! And if you lose, it won’t just
Background
be you I throw overboard. Your whole damn crew Evon Bloodbeak (Ehv-uhn Bluhd-beek) has always
will be following you over the rail.”
—a terrifying threat from the eternally greedy and lusted for battle and gold. The orphaned son of
bloodthirsty tengu pirate, Evon Bloodbeak tengu immigrants from the Far East, he dreamt of
transcending his lowly beginnings by seizing power

6 “ROOKROOST” EVON BLOODBEAK


Medium humanoid (tengu), neutral evil rogue 1
through piracy and force of arms. During his early
years, he struggled to make it on his own, growing
Armor Class 15 (studded leather) up among seedy shantytowns and dockside dives.
Hit Points 10 (1d8 + 2) He naturally turned to crime to survive, and joined
Speed 30 ft.
his first pirate ship when he was only 15. A practiced
Str Dex Con I nt Wis Cha swordsman, he's already made a mark for himself,
14 (+2) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 12 (+0)
scarring, maiming, and killing several would-
Skills Acrobatics +5, Deception +4, Intimidation +4, be toughs to climb ever higher in his mercenary
Perception +2, Stealth +5, Sleight of Hand +5
pecking order.
Saving Throws Dexterity, Intelligence
Three weeks ago, Evon helped his friends raid
Senses Darkvision, passive Perception 12
a wealthy coastal settlement on a distant island.
Languages Common, Tengu, Thieves’ Cant
Glide. Evon can make a DC 15 Athletics check to Though the plunder proved lucrative, their ship
fall safely from any height without taking falling became damaged by a freak storm before they could
damage, as if using Feather Fall. When falling make port again. Heavily-damaged and listing badly
safely, he may also make an additional DC 15
while taking on water, they barely made landfall,
Athletics check to move 5 feet laterally for every 20
feet he falls. and the ship has lain in dry dock for several days
Sneak Attack. Once per turn, Evon can deal an extra to make repairs. The downtime gave Evon an
1d6 damage to one creature he hits with an attack excuse to temporarily part ways so he could enjoy
if he has advantage on the attack roll. The attack
his ill-gotten gains in the gambling houses and
must use a finesse or ranged weapon. Evon doesn’t
need advantage on the attack roll if another enemy taverns further inland. While looking for trouble,
of the target is within 5 feet of it, that enemy isn’t he drank enough to loosen his tongue, boasting of
incapacitated, and Evon doesn’t have disadvantage
his accomplishments and threatening those who
on the attack roll.

166
New Race: Tengu
Tengu are crow-like humanoids driven by makes them lean towards chaos and evil,
greed. Their bodies are covered with fine although certainly there are those who remain
black feathers, with claw-like hands and feet neutral. A law-abiding tengu is even rarer than
and a large beak. Their arms are covered an old tengu.
with long feathers reminiscent of the wings Size. Tengu are somewhat frail and lightly
of their crow forebears, and some have built, but stand nearly as tall as a human
learned to glide through the air using these being. Their size is Medium.
rudimentary wings. They are proud to the Speed. Tengu have a base walking
point of arrogance, believing that the world speed of 30 feet.
owes them not just a living, but an opulent Darkvision. Tengu are used to operating
living built on the backs of their lessers in darkness. They can see in dim light within
(which includes all non-tengu). Tengu love 60 feet as if it was bright light, and in darkness
to collect shiny baubles of all kinds, and as if it was dim light. You can’t discern color in
often adorn themselves in gaudy jewelry. darkness, only shades of gray.
Sword-trained. All tengu are trained
Tengu Traits in swordplay from a young age, and are
Ability Score Increase. Tengu are naturally automatically proficient with all sword-like
agile. Their Dexterity score increases by 2. weapons (including daggers, greatswords,
Age. Tengu live short, often violent lives. longswords, rapiers, scimitars, and
A typical tengu is considered an adult at shortswords).
age 16, and may live to reach 50 years old if Natural Weapons. A tengu’s beak is a
nothing cuts their natural life short. An old formidable weapon up close. They gain a beak
tengu, feathers tinged with grey and voice attack (treat as a bite attack) that does 1d3
raspy with the years, is a rare sight and points of damage.
Glide. Many tengu have learned to use their
often a formidable foe.
Alignment. Tengu society does not
encourage adherence to any rules beyond
feathered arms to slow their fall. A tengu can
make a DC 15 Athletics check to fall safely
6
the golden rule: “Whoever has the gold, from any height without taking falling damage,
makes the rules.” Their selfishness a n d as if using feather fall. When falling safely, he
affinity to amass personal wealth may also make an additional DC 15 Athletics
check to move 5 feet laterally for every 20
feet he falls.

disrespected him. His inebriated state caused him


Skill Proficiencies
to miss the drug which the tavern’s owner slipped
into his drink, and it knocked him out cold. When Intimidation, Perception
Evon awakened, he found himself aboard an entirely
Feature: Eye for Plunder
new ship, press-ganged into a band of pirates where
he held no status. More determined than ever, the Evon has always had a keen eye for the glitter of
tengu’s rage has kindled, and he’s finally tired of gold, and he's raided enough merchant ships to
taking orders from others. Now, he'd like nothing have a feel for where the most valuable plunder is
more than to stage a coup and claim the pirate ship hidden. He gains advantage on Perception checks
as his own—a matter he intends to pursue as soon to find concealed or secret objects (including secret
as he secures enough trustworthy allies. doors and traps).

167
Physical Description Advancement
Evon resembles a jet-black, humanoid crow with Evon splits time advancing as a rogue and a fighter,
oily, dark feathers and powerful talons. With his eschewing two-weapon techniques to perfect his
hunched posture, he stands just 5 feet tall, and skill with the rapier alone. At 2nd level, he takes his
his hollow bones give him a weight of only 92 lbs. first level as a fighter, taking the Duelist fighting
Despite his small frame, he remains physically style and gaining the Second Wind feature. At 3rd
fit, carrying a number of weapons in addition to level, he takes another level in rogue, gaining the
his studded leather armor, including a shortbow Cunning Action feature. At 4th level, Evon takes
and quiver of arrows on his back and a rapier and another level as a fighter and gains one use of the
wicked-looking boarding axe belted at his waist. To Action Surge ability, often using it to attack a second
set himself apart from other tengu, Evon likes to time. As Evon continues advancing in experience,
paint his broad beak with the blood of his enemies, he alternates levels in rogue and fighter, using
believing it gives him a more fearsome aspect in sneak attack and focusing on improving his skill
battle. At 19 years old, he's more than ready to with the rapier in combat.
carve his way to the top.
Roleplaying Ideas
Personality kkEvon's unending appetite for plunder leads
Evon has the instincts of a predator, always eager him to pursue every ill-gotten gain. From
to draw blood whether with his weapons or beak. simple pickpocketing and clandestine
6 He has a strong desire to prove himself the best
at swordplay and martial combat, gliding into
burglary to active piracy and chasing down
rumors of buried treasure and valuable
any melee so he can take down his enemies with artifacts, his greed knows no bounds. He may
a well-placed strike. He's also filled with avarice, even filch small items from his adventuring
possessing a keen instinct for acquiring and companions, provided he can quickly fence
evaluating the most valuable loot. He often quarrels them.
with those who would seek to deprive him of the kkBecause of his long-term goals and innate
shiny baubles he covets. And he doesn't mind a bit avarice, Evon is the most likely adventurer
of deception or skullduggery to take what he wants. to sponsor or lead a mutiny, always eager to
One day, he'd like nothing more than to acquire a gather more power to himself or overthrow
ship and crew loyal only to himself and then raid those he resents or questions.
the seas as one of the most bloodthirsty pirates in kkEvon has an active desire to make a name
history. for himself as a pirate with unmatched
swordsmanship. On the rare occasions he
doesn't outright kill an opponent during a
performance challenge or duel, he likes to
carve the symbol of a crow in the flesh of his
victims so their scars can spread word of his
prowess.

168
6

Silvio Devaulis
169
Silvio lantern, ink and ink pen, map case, oil (2 flasks),
parchment (5 sheets), peg leg, pouch, tinderbox,

"Silvertongue" rations (5 days), tricorn hat, waterskin, 2 pp, 8 gp,


9 sp, 8 cp

Devaulis Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) bludgeoning damage.
“I may be showin’ my age, friend...and a bit o’ wear and Light Crossbow. Ranged Weapon Attack: +4
tear fer an old sea dog on one leg. But don’t be mistakin’ to hit, reach 5 ft., ammunition (range 80/320),
that fer weakness. I can still put a bolt through yer thick loading, two-handed, one target. Hit: 6 (1d8 + 2)
skull from a fair range. And odds are, ya won’t even see piercing damage.
it comin’. Now, I hear yer also the one with a map ta Dagger. Melee Weapon Attack: +4 to hit, light,
some buried treasure. Yer crew’s been talkin’ about it in reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing
every ale-swillin’ dive on the docks, and it’s a shame ya damage.
didn’t think to invite a few more o’ us skilled, capable, Dagger. Ranged Weapon Attack: +5 to hit, light,
trustworthy mariners ta share in yer enterprise. That thrown (range 20/60), one target. Hit: 4 (1d4 + 2)
kind o’ slight got me and the boys here talkin’ it over, piercing damage.
and we be thinkin’ it might be best if we just relieve Reactions
ya o’ that map and take the treasure fer ourselves. If’n Dark One’s Blessing. When you reduce a hostile
ya hand it over without a fuss, we’ll part ways on good creature to 0 hit points, you gain temporary hit
terms. But if’n ya keep it from us, I’m afraid we can’t points equal to your Charisma modifier + your
be guaranteein’ yer safety on this lovely, starry night.” warlock level (minimum of 1).
—an opportune moment engineered by the ever-
enterprising, silver-tongued pirate, Silvio Devaulis
Background
6 SILVIO “SILVERTONGUE” DEVAULIS
Silvio Devaulis (Sihl-vee-OH duh-Vaw-lus)
earned the nickname "Silvertongue" by successfully
Medium humanoid (human), chaotic neutral
warlock 1 arguing his innocence—and that of his entire
Armor Class 14 (leather) crew—when an imperial corsair boarded his ship
Hit Points 10 (1d8 + 2) and accused them of engaging in piracy. Guilty as
Speed 30 ft. sin, he bluffed his way through the overzealous
Str Dex Con I nt Wis Cha captain's questions and even convinced him to
11 (+0) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 16 (+3) resupply their ship's stores for a supposed long-term

Skills Arcana +4, Deception +5, Investigation +4, journey along the northern trade route. He and his
Persuasion +5 men celebrated their success and proceeded to raid
Saving Throws Wisdom, Charisma three different merchant ships the next morning,
Senses passive Perception 11 expanding his legend even more.
Languages Common; telepathy 30’
Regrettably, however, Silvio's fortunes always
Otherworldly Patron. Silvio has the Fiend
otherworldly patron.
have tended to rise and fall. Subsequent forays
Spellcasting. Silvio is a 1st-level spellcaster. His proved less successful and brought him into conflict
spellcasting ability is Charisma (spell save DC 13, with the same curse-worthy imperials. This time,
+5 to hit with spell attacks). He knows the following they captured his ship and hanged his crew. Silvio
warlock spells:
himself barely saved his own life by convincing the
Cantrips (at will): mage hand, prestidigitation
captain to strand him on a desert island instead—
1st level: charm person, command
Gear Stylish leather armor, mace, dagger, light all so he could 'contemplate' his misdeeds while
crossbow w/ 20 bolts, backpack, bedroll, hooded slowly starving to death. While delirious from heat

170
and lack of water, Silvio dreamed of a titanic sea Feature: Peg Leg
serpent named Father Dagon that visited him and
Silvio replaced his sacrificed leg with a peg leg years
offered him salvation… for a price. After accepting
ago, and plays up his limp for onlookers. He has
the dream offer, Silvio awoke floating on a crude
long since gotten used to the prosthesis, however,
raft just outside a port city, his right leg bitten off
and suffers no penalties due to it.
below the knee and thoughts of the deepest ocean
depths filling his mind. Physical Description
Destitute and crestfallen, it took a year for Silvio
Silvio is a bit heavyset for a 44-year old man with so
to work his way out of the gutter. He convinced a
much sailing experience, weighing 215 lbs., while
merchant captain to take him on, all while making
standing 5 feet, 9 inches tall. He proves nimble
plans to influence his down-trodden sailors to
despite his girth and the worn-down peg leg he
mutiny and select him as their new captain. He
hobbles around on. His primary ensemble includes
shared this idea over drinks at a local tavern, but
a stylish, armored coat which he can slip on more
offended the sailors who knocked him unconscious
easily when expecting trouble. He also counts a
in disgust. Things became hazy after that, but
well-crafted crossbow and light mace among his
someone dragged him from the bar and onto a ship
most prized possessions, but, in truth, his vanity
at the docks. When Silvio came to, he found himself
holds the highest value to him. While he keeps his
press-ganged among several new pirate 'recruits'—a
gear in good repair, he also meticulously combs
fitting enough irony which Silvio intends to turn in
his scraggly hair and heavy beard each morning
his favor.

Skill Proficiencies
before donning his handsome, tricorn hat with its
signature red plume.
6
Deception, Persuasion Personality
Tool Proficiencies Silvio is quite simply a skilled conversationalist,
experienced sailor, and all around scallywag. He
Disguise Kit
exults in outsmarting those he considers worthy
Feature: Silver Tongued challenges for his keen intellect and underhanded
schemes, and he handsomely rewards those he can
Silvio always found trouble as a child and quickly
influence into helping him with such endeavors.
developed a silver tongue to extricate himself from
Life is a high-stakes game to him, played out on
situations when caught. Silvio is exceptionally adept
the challenging seas and mysterious ports of
at manipulating others and putting even sworn
call. Whether looting the holds of trading ships,
enemies at ease. He gains a +2 bonus on Diplomacy
reclaiming buried treasure, or crossing swords
and Bluff checks against those who would do him
while engaging in a battle of wits with his enemies,
harm.
he's almost always a step ahead of everyone, calling
upon the divine aid of the Pirate Queen to see him
through life's challenges.

171
6
Advancement Roleplaying Ideas
As he gains experience, Silvio advances both as a kkSilvio excels in putting others at ease. Even
warlock and a rogue, combining his otherworldly in the middle of a heated argument, he finds
pact with stealth and guile. At 2nd level, he takes the right words or motivation to turn such
his first level as a rogue and replaces his mace with a moments to his advantage. A natural leader,
rapier. He also acquires proficiency in Investigation he hopes to captain another ship of his own so
and with Theives’ tools, applies his Expertise bonus he can keep playing the games of manipulation
of +2 to Persuasion and Deception, and gains the he enjoys—whether escaping those pursuing
Sneak Attack ability. At 3rd level, he takes another him or simply keeping one step ahead of a
level in warlock, adding burning hands to his known larcenous crew.
spells (as provided by his Otherworldly Pact). He kkLegendary myths and treasure always draw
also gains two eldritch invocations: Armor of Silvio's interest. Whether divine, arcane, or
Shadows and Fiendish Vigor. At 4th level, Silvio natural in origin, he enjoys solving mysteries
increases his Dexterity by 2 while adding another and being the first to reclaim or discover
level as a rogue, granting him the Cunning Action something distinctive and valuable. This
ability. If the campaign introduces gunpowder, could bring him into competition with fellow
Silvio works to replace his crossbow with a brace adventurers like Cathran Tyvirian and Evon
of pistols. Bloodbeak.

172
6

Taren Torrenato
173
Taren Torrenato Dagger. Melee Weapon Attack: +5 to hit, light, reach
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Dagger. Ranged Weapon Attack: +5 to hit, light,
thrown (range 20/60), one target. Hit: 5 (1d4 + 3)
piercing damage.
“There’s an entire ocean between me and my
countrymen, but still they chase after me. I’ve been
branded a murderer, a thief, and now a pirate. All Background
unintended and undeserved. Instead, I just think of
Taren Torrenato (Tayr-in Tor-uh-nah-Toh) once
myself as the unluckiest person alive. Despite that,
at least I am alive. A wise woman in port once told made his home in a land of industry and invention
me she remembered my family, and even shared far across the sea where he grew up tending his
a berth with us on the crossing to our homeland. father's smithy and ironworks, manufacturing the
She recalled the night I was born at sea—one of
the stormiest on record. They say it was a sign—a components for firearms and gunpowder. Over
blessing from the Pirate Queen herself. Given all time, he became proficient with his own creations,
that’s happened to me, I can’t help but wonder if garnering a reputation as a crack shot with a pistol.
she’s the source of my bad luck. If so, it’s time I did
His success ultimately led to youthful boasting
something to change that. And if it means being a
pirate and honoring her ways, so be it.” and rivalries with his jealous siblings—three
—ruminations of misery and determination from brothers and a sister. An unexpected argument
Taren Torrenato, reluctant pirate and fugitive
on his oldest brother's birthday caused a gunshot
while wrestling over a loaded gun which took the
TAREN TORRENATO latter's life. Witnesses claimed Taren intentionally

6 Medium humanoid (human), chaotic neutral


gunslinger 1
Armor Class 15 (leather)
shot him, and he fled rather than face trial.
Taren's flight took him to the Pirate Isles, a
region as far away from home as he could imagine.
Hit Points 11 (1d10 + 1)
He'd always found the sea to his liking, and never
Speed 30 ft.
realized he had such a knack for sailing until he
Str Dex Con I nt Wis Cha
worked his way there as part of a merchant crew. He
13 (+1) 16 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
kept the gun he and his brother had argued over—a
Skills Athletics +3, Intimidation +4, Perception +3,
one-of-a-kind prototype—which he stashed with his
Survival +3
Saving Throws Dexterity, Constitution
meager belongings, intending to keep it hidden to
Senses passive Perception 11 avoid drawing attention to himself. Unfortunately,
Languages Common their trader ship came under heavy attack and
Gear Leather armor, rapier, dagger, battered pistol Taren was pressed into defending himself. His gun
with 30 bullets, backpack, blanket, gunsmith's skills helped turned the battle, but stories of his
tools, hooded lantern, oil (2 flasks), ornate lion-
heroics reached the ears of mercantile interests
headed bracer, powder horn with 30 doses of black
powder, rations (3 days), tinderbox, tricorn hat, back home. Their agents have since sought to hunt
waterskin, 5 pp, 1 gp, 7 sp, 8 cp him down, both to retrieve the weapon and bring
Actions him to justice. While avoiding them, Taren ran
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., afoul of a press-gang operation which landed him
one target. Hit: 6 (1d6 + 3) piercing damage.
as the newest crew member on a pirate ship. Their
Pistol. Ranged Weapon Attack: +5 to hit, ammunition
(range 20/60), loading, one target. Hit: 9 (1d8 + 5) illicit activities have only added to his disrepute,
piercing damage. and now Taren fears he'll never clear his name.

174
Skill Proficiencies Note
Taren uses the gunslinger base class, as
Survival, Perception detailed in Legendary Games’ compilation
of the Trail of the Apprentice adventure
Tool Proficiencies path. A gunslinger specializes in the use of
black powder weapons, and draws upon
Gunsmith’s tools, vehicles (water) inner reserves of grit to accomplish
amazing deeds.
Feature: Heart of the Sea All of the rules required to play Taren
through level 4 are presented here.
Taren has always felt drawn to the sea, granting Further advancement will require the full
advantage on Athletics checks to swim and any rules found in Trail of the Apprentice. If you
don’t have access to these rules, you can
skill checks made to sail a ship.
make Taren a ranger specializing in archery,
Physical Description or choose another pregenerated character
to play.
Taren wears the tight-fitting trousers and long-
sleeved doublet of his homeland, as well as a pair of
him unless they've been through mutual struggles
leather boots and a matching tricorn hat to keep his
together first.
shoulder-length brown hair in check. Just 20 years
old, his steel-gray eyes have already seen a number Advancement
of ports across the sea lanes and tradeways. He
Taren advances as a gunslinger with each new level.
stands 6 feet tall and weighs 175 lbs., clean-shaven
for all but a simple goatee and shortened sideburns.
A battered pistol and powder horn hang next to an
At 2nd level, he gains 2 grit points and the Deadeye,
Gunslinger’s Dodge, and Quick Clear deeds. At 3rd 6
level, Taren takes the Pistolero shooting archetype,
ornate rapier belted at his waist. And he wears a suit
granting him the Deadly Dodge ability. At 4th level,
of hand-tooled, leather armor to protect himself,
Taren increases both his Strength and Constitution
in addition to a narrow bracer embossed with the
by 1 point to increase his damage output with a
image of a growling lion's head on his left arm.
blade.
Personality Roleplaying Ideas
Taren always has a determined look about him,
kkTaren sometimes drinks away the troubles of
intently focused on the task at hand to assure he
his past, leading some to question his focus.
and his friends can face down any challenge. If
Strangely enough, alcohol has the opposite
idle, his hands often stray to the hilt of his rapier
effect on him, steeling his nerves, sharpening
and the pistol he designed at his father's smithy. He
his aim, and leaving him more emboldened
rarely talks about the life he left behind, searching
than ever when it comes to confrontations
instead for a new home as he follows the open sea
and risky endeavors.
to distant lands and cultures. He longs to meet
kkTenacious agents from Taren's homeland still
someone like himself, starting over in an effort
search for him in an effort to bring him home
to leave their past behind. Any friends he makes
to stand trial for his crimes, but their true
while sailing the seas earn his undying support, as
desire is the weapon design he carries with
he stands ready to come their aid any way he can.
him. These single-minded bounty hunters
But he's looked after himself for so long, he finds
could join forces with any enemies Taren
it difficult to trust the motives of those around

175
Additional Rules:
The Gunslinger class or creatures with a total Challenge Rating of
Way of the Gun: At 1st level, you begin your character’s level or greater, you regain
play with a battered pistol. This gun only 1 grit point. The combat counts whether you
works normally for you. Anyone else who win by yourself or with the aid of others. Only
tries to use it suffers disadvantage on attack combats against enemies count, practice
rolls. Any other firearms you purchase cost fights or sparring with allies do not restore
the normal price and work just as well for grit. You win a combat when all foes have
anyone else. surrendered, fled, or are defeated.
Rapid Reload: Starting at 1st level, you Deeds: You can use grit points to accomplish
treat firearms as if they did not have the deeds, acts of great skill and cunning for which
loading property. gunslingers are famous. At 2nd level, grit
Dueling Gun Style: Starting at 1st level, points allow you to use the following abilities.
while wielding a firearm in one hand, you kk Deadeye: When making an attack with
gain a +2 bonus to damage rolls with that a firearm within that firearm’s normal
weapon. range, you may spend 1 grit point to
Grit: Starting at 2nd level, you gain 2 gain advantage on that attack.
grit points which you can use to accomplish kk Gunslinger’s Dodge: After an opponent
amazing deeds. This is your maximum grit declares a ranged attack against you
points and after each long rest, you restore but before the attack is rolled, you can
your grit points to this maximum. You can immediately spend 1 grit point to give
also regain grit in the following ways. that attack disadvantage.
Critical Hit with a Firearm: When you kk Quick Clear: You may spend 1 grit point
score a critical hit on a creature with a to clear a fouled firearm as a bonus
firearm attack while in the heat of combat, action.
you regain 1 grit point. (Confirming a critical Deadly Dodge: Beginning at 3rd level, if a
hit on a dying creature or a creature with creature attacks you with a melee weapon
a Challenge Rating less than half your attack and misses, you can use your reaction
character’s level does not restore grit. ) to move five feet, then make an attack
Win a Fight against Worthy Opposition: against that creature with a firearm you
When you win a combat against a creature wield in one hand.

makes over the course of the campaign, a memento of his past, he also sees it—and
bringing more danger to the lives of him and firearms, in general—as the key to making
his friends. a new life for himself in the Pirate Isles. He
kkTaren has an eye for the ladies, and a pleasing obsesses about maintaining and caring for
demeanor about him which more easily the weapon, continuously experimenting with
draws their attention. Companions like Miri, replica designs and ammunition while also
Cathran, or even the undine Ondirra could helping train his friends and fellow crew in
develop romantic feelings toward him. In the use of such weapons. This may lead to in-
the case of Cathran, this could also lead to game reasons for his adventuring companions
a jealous rivalry between Taren and Aethan. to purchase their own firearms.
kkThe pistol Taren stole from his father's smithy
means more to him than anything. Aside from

176
What Do You Do with
a Pygmy Halfling?
To the tune of “What Do You Do with a Drunken Sailor”
What do you do with a pygmy halfling? (x3)
Early in the morning?

Way, hey, and up he rises (x3)


Early in the morning.

Take his pipe and his tiny bow sling (x3)


Early in the morning.

Way, hey, and up he rises (x3)


Early in the morning.

What do you do with a cocky half-elf?


Steal the tomes from his dusty bookshelf...

What do you do with a drunken half-orc?


Run him out with a rusty pitchfork...

What do you do with a greedy he-dwarf?


Sell his gold at the nearest big wharf...

What do you do with a lazy human?


Switch him out for a loyal crewman...
C ha p t e r 7 : The following stat blocks represent common
archetypes for pirate-based campaigns,
including pirates as well as naval officers and

d e x
soldiers.

Pira t e C o

178
Reactions
ARCANE NAVIGATOR
Shield. The arcane navigator may use a 1st level spell
Medium humanoid (human), neutral slot to cast shield. Until the start of its next turn,
Armor Class 12 (15 with mage armor) the arcane navigator gains +5 to AC.
Hit Points 54 (9d8 + 18)
Speed 30 ft. This canny arcanist combines nautical know-how
Str Dex Con I nt Ws Cha with a readiness to bring its magical powers to bear
10 (+0) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 8 (-1) against any threat to its ship, whether to attack or
to defend.
Saving Throws Int +6, Wis +3
Tools navigator’s tools, water vehicles ARTILLERIST
Skills Arcana +6, Nature +6, Insight +3, Survival +3 Medium humanoid (half-elf), neutral
Senses passive Perception 11 Armor Class 16 (chain shirt)
Languages Aquan, Common, any three other Hit Points 78 (12d8 + 24)
Challenge 3 700 XP Speed 30 ft.
Sculpt Spells. When the arcane navigator casts Str Dex Con I nt Wis Cha
an evocation spell, he may choose a number of 12 (+1) 16 (+3) 13 (+2) 14 (+2) 13 (+1) 8 (-1)
creatures equal to 1 + the spell’s level. Those
creatures automatically succeed on saving throws Saving Throws Dex +5, Con +4
against the spell, and they take no damage if they Skills Acrobatics +5, Insight +4, Perception +4
would normally take half damage on a successful Senses passive Perception 11
save.
Languages Common, any two other
Sextant Savvy. The arcane navigator makes any
Challenge 3 700 XP
ability or skill check with advantage to avoid
getting lost. Brute. A melee weapon deals one extra die of its
damage when the artillerist hits with it (included in
Wind Ritual. While on the deck of a ship, the arcane
the attack).
navigator can attempt to create moderate strength
winds for up to four hours. The arcane navigator
performs a special 10 minute ritual, at the end of
Duck & Cover. If the artillerist is adjacent to another
artillerist and they are forced to roll a Dexterity
saving throw, each artillerist may make the roll and
7
which it casts gust of wind without expending a
slot. treat the highest result as if each had rolled it.
Special Gear. Scroll of spider climb, scroll of fly. Siege Master. The artillerist adds double its
proficiency bonus (+4) to any attack rolls with
Spellcasting. The arcane navigator is a 4th-level
ballistae or cannons.
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 16, +6 to hit with spell attacks). The Special Gear. alchemist’s fire
wizard has the following spells prepared: Actions
Cantrips (at will): dancing lights, mage hand, Multiattack. The artillerist makes two melee attacks.
message Morningstar. Melee Weapon Attack: +3 to hit, reach
1st level (5 slots): burning hands, mage armor, 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning
magic missile, shield damage.
2nd level (3 slots): gust of wind, mirror image Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
3rd level (1 slot): fireball range 100/400 ft., one target. Hit: 8 (1d10 + 3)
piercing damage.
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach Reactions
5 ft., one target. Hit: 7 (1d6 + 0) bludgeoning Parry. The artillerist adds 3 to its AC against one
damage. melee attack that would hit it. To do so, the
Dagger. Melee or Ranged Weapon Attack: +4 to hit, artillerist must see the attacker and be wielding a
reach 5 ft. or range 20/60 ft., one target. Hit: 5 melee weapon.
(1d4 + 2) piercing damage.

179
Dead Shot. The buccaneer does an extra die of
These skilled warriors are expert technicians damage with pistols (included in its attack).
with the operation and repair of their ship's heavy Evasive. The buccaneer takes half damage on a failed
weapons, but are also skilled fighters at need when dexterity saving throw, or none on a successful
called upon to repel boarders in close combat. one.
Quickload. The buccaneer loads both its pistols as a
BLACK-BEARDED BUCCANEER bonus action.
Medium humanoid (human), neutral Special Gear. Potion of extra healing, potion of
Armor Class 19 (+1 studded leather) invisibility, spyglass, clear spindle Ioun stone of
sustenance.
Hit Points 195 (26d8 + 78)
Actions
Speed 30 ft.
Multiattack. The Buccaneer makes four attacks, two
Str Dex Con I nt Wis Cha
with each pistol.
10 (+0) 22 (+6) 16 (+3) 8 (-1) 12 (+2) 18 (+4)
Scimitar. Melee Weapon Attack: +10 to hit, reach 5
Saving Throws Str +4, Con +7 ft., one target. Hit: 7 (1d6 + 6) slashing damage.
Tools water vehicles Pistol. Ranged Weapon Attack: +10 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 15 (2d8 + 6)
Skills Acrobatics +10, Insight +6, Intimidation +8
bludgeoning and piercing damage.
Stealth +10
Condition Immunities frightened This legendary buccaneer is a pirate other pirates
Senses passive Perception 12 fear, with a legendary name and an ensign that
Languages Common other vessels fear to see on the far horizon. He
Challenge 10 5,900 XP
carries two pistols, and always attacks with both.
Bleeding Wound. A creature that takes damage from
its treasures are legendary, but so too are its wrath
a pistol attack from the black-bearded buccaneer
takes the same amount of damage again the next and its thirst for grog and plunder alike.
round.
BLOODTHIRSTY BUCCANEERS
7 Dead Eye. The buccaneer ignores half or three
quarters cover. Large troop of Medium humanoids, neutral evil
Armor Class 17 (studded leather)

180
Hit Points 170 (20d8+80)
Speed 30 ft.
Str Dex Con I nt Wis Cha
18 (+4) 20 (+5) 18 (+4) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +8, Con +8


Skills Acrobatics +9
Condition Immunities charmed, frightened, grappled,
paralyzed, prone, restrained, stunned
Senses passive Perception 11
Languages Common
Challenge 11 7,200 XP
Sneaking Surround. Any creature ending its turn
adjacent or within two or more squares the crew
occupies, the crew deals them 21 (6d6) piercing
damage.
Troop. The troop can occupy another creature’s
space and vice versa, and the troop can move
through any opening large enough for a Medium
humanoid.
Actions
Good for What Ails You (3/day). The troop drinks
rum spiked with healing potions, healing 3d8
hit points and removing one of the following
conditions: blinded, deafened, exhaustion,
poisoned.
Vicious Offense. Melee weapon attack: +9 to hit,
5 ft. reach, targets. Hit: 22 (4d8 + 4) slashing
damage. All targets in reach take 1d4 attacks.
7
CANNONEER
Medium humanoid (human), neutral
Armor Class 15 (studded leather)
Hit Points 78 (12d8 + 24) Actions
Speed 30 ft. Multiattack. The cannoneer makes two attacks: one
Str Dex Con I nt Wis Cha with its scimitar and one with its dagger, or two
10 (+0) 16 (+3) 13 (+1) 16 (+3) 12 (+1) 8 (-1) with its pistol.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Tools smith’s tools one target. Hit: 6 (1d6 + 3) slashing damage.
Skills Perception +3 Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Senses passive Perception 13 reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d4 + 3) piercing damage.
Languages Common , any two other
Pistol. Ranged Weapon Attack: +5 to hit, reach 5
Challenge 1 200 XP
ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3)
Seige Master. The cannoneer adds double its bludgeoning and piercing damage.
proficiency bonus (+4) to any attack rolls with
ballistae or cannons. These rare specialists man shoreward batteries
Far Shot. The cannoneer effectively doubles the first as well as shipboard broadsides, crewing cannons
range increment for the cannon he is using. of every size but also skilled with sidearms when
threatened in close combat.

181
Str Dex Con I nt Wis Cha
12 (+1) 17 (+3) 14 (+2) 10 (+0) 11 (+1) 10 (+0)

Saving Throws Dex +5


Tools Thieves’ tools
Skills Perception +3
Senses passive Perception 13
Languages Common
Challenge 3 700 XP
Sneak Attack. Once per turn, the pirate deals an
extra 7 (2d6) damage when he hits a target with
a weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally
of the boatswain that isn’t incapacitated and the
pirate doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The pirate makes two attacks with
its shortsword, or two attacks with its heavy
crossbow.
Short sword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Heavy crossbow. Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 100/400 ft., one target. Hit: 5
(1d10 + 2) piercing damage.

CRAFTSMEN SRD
Challenge 0 200 XP
7 hp 4

Craftsmen use commoner statistics, but they have


proficiency with 2 tools.

DARING SWASHBUCKLER
Medium humanoid (human), chaotic neutral
Armor Class 19 (+1 studded leather)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
Str Dex Con I nt Wis Cha
10 (+0) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 14 (+2)

Saving Throws Dex +7


Skills Acrobatics +7, Sleight of Hand +7, Intimidate +5
COMMON PIRATE Senses passive Perception 10
Medium humanoid (human), neutral evil Languages Aquan, Common
Armor Class 14 (studded leather) Challenge 5 1,800 XP
Hit Points 104 (16d8 + 32) Cunning Maneuver. As a bonus action, the daring
Speed 30 ft. swashbuckler may take the Dash, Disengage, Hide,
or Use an Object action or make a Sleight of Hand
check.

182
Dashing Defense. The daring swashbuckler adds its
Charisma bonus to its AC. DRUNKEN RABBLE
Practiced Talent. Whenever making an ability or skill Large troop of Medium humanoids, chaotic neutral
check that allows the daring swashbuckler to add Armor Class 12
its proficiency bonus, treat any d20 roll of 9 or Hit Points 75 (10d8+30)
lower as a 10. Speed 30 ft.
Precise Attack. The daring swashbuckler adds twice Str Dex Con I nt Wis Cha
its dexterity bonus to attacks (included below).
14 (+2) 15 (+2) 16 (+3) 9 (-1) 10 (+0) 11 (+0)
Weapon Theft. The swashbuckler has advantage on
disarm attacks. Saving Throws Str +4, Con +5
Special Gear. Bottle of cheap rum, feather token Skills Intimidation +6
(anchor), reinforced glass bottle containing cryptic
Condition Immunities charmed, frightened, grappled,
instructions to hidden treasure (“Where earth splits
paralyzed, prone, restrained, stunned
and ashes fall/smoke rises over the sea/falling on
islands three/follow blood-signs on shark's tooth / Senses passive Perception 10
and rich ye be”), 48 gp Languages Common
Actions Challenge 3 700 XP
Multiattack. The daring swashbuckler makes two Drunk and Disorderly. The rabble always has
attacks one with its cutlass and one with its dagger disadvantage on its attack rolls. However, their
or two attacks with its crossbow. rowdy and unpredictable actions cause all
Cutlass. Melee Weapon Attack: +7 to hit, reach 5 ft., creatures within 5 ft. to have disadvantage on
one target. Hit: 11 (1d6 + 8) slashing damage. Dexterity checks. The rabble has a +4 bonus on
Intimidation (already factored in).
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 10 (1d4 + 8) slashing damage. Malicious Mischief. Any creature hit at least once
by drunken rabble must make a DC 12 Dexterity
Crossbow. Ranged Weapon Attack: +7 to hit, reach 5
saving throw. Unless they succeed, they must roll a
ft. or range 100/400 ft., one target. Hit: 13 (1d10 +
d4 and apply the following:
8) piercing damage.
kk 1—pushed 5 ft. away from the rabble
Reactions
Riposte. If a melee weapon attack against the daring
swashbuckler fails to hit, it can make one attack
kk 2—blinded for 1 turn
kk 3—drops their primary weapon if possible
7
against that creature. kk 4—fall prone
Troop. The troop can occupy another creature’s
This swashbuckling pirate captain has recently space and vice versa, and the troop can move
gained the acknowledgment of a powerful assembly through any opening large enough for a Medium
in the Pirate Isles, and she is itching to prove humanoid.
herself. A devout follower of the Pirate Queen, she Actions
Brawl. Melee weapon attack: +4 to hit, 5 ft.
will loot first and ask questions later. Those who
reach. Hit: 7 (2d4 + 2) bludgeoning damage. Every
allow her to take their plunder without significant target within reach takes 1d3 attacks.
resistance may be sent on their way, but she is more
ELITE CANNON ARTILLERIST BATTERY
than willing to sell those who take up arms against
Large troop of Medium humanoids, neutral evil
her as slaves. She prefers to capture her opponents Armor Class 16 (leather armor)
alive rather than killing them, seeing their deaths Hit Points 170 (20d8+80)
as a waste of profit. Speed 10 ft.

DRUNKARDS SRD Str Dex Con I nt Wis Cha


13 (+1) 20 (+5) 18 (+4) 14 (+2) 13 (+1) 10 (+0)
Challenge 1/2 100 XP
hp 32 Condition Immunities charmed, frightened, grappled,
paralyzed, prone, restrained, stunned
Drunkards use thug statistics.

183
Senses passive Perception 14 Challenge 11 7200 XP
Languages Common Artillery Troop. The troop can occupy another
Challenge 11 7,200 XP creature’s space and vice versa, and the troop
can move through any opening large enough for
Artillery Troop. The troop can occupy another
a Medium humanoid. The troop can move at 30
creature’s space and vice versa, and the troop
ft. but in doing so leaves its artillery behind and
can move through any opening large enough for
generally only does so to flee.
a Medium humanoid. The troop can move at 30
ft. but in doing so leaves its artillery behind and Gunports. If deployed on a rooftop or above deck
generally only does so to flee. on a ship, the battery has half cover from attacks
coming from the same elevation or lower. If
Gunports. If deployed on a rooftop or above deck
deployed within a fortification or below decks on
on a ship, the battery has half cover from attacks
a warship, the battery has three quarters cover
coming from the same elevation or lower. If
against attacks from outside.
deployed within a fortification or below decks on
a warship, the battery has three quarters cover Actions
against attacks from outside. Heavy Barrage. The battery fires a barrage at a
Actions point farther than 50 ft. but less than 300 ft. Each
creature within 20 ft. of that point suffers 56 (16d6)
Heavy Broadside. The battery fires a line 120 ft. long
fire damage, and may make a DC 17 Dexterity
and 5 ft. wide. All creatures in that line take 56
saving throw to take half damage.
(16d6) bludgeoning damage and may make a DC 15
Dexterity saving throw to take only half.
ELITE PIRATE SNIPER
ELITE INDIRECT ARTILLERIST BATTERY Medium humanoid (human), neutral evil
Large troop of Medium humanoids, neutral evil Armor Class 17 (studded leather)
Armor Class 20 Hit Points 169 (26d8 + 52)
Hit Points 170 (20d8+80) Speed 30 ft.
Speed 10 ft. Str Dex Con I nt Wis Cha
Str Dex Con I nt Wis Cha 12 (+1) 20 (+5) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

7 13 (+1) 20 (+5) 18 (+4) 14 (+2) 13 (+1) 10 (+0)

Condition Immunities charmed, frightened, grappled,


Tools Thieves’ tools
Skills Perception +6, Stealth +9
paralyzed, prone, restrained, stunned Senses passive Perception 16
Senses passive Perception 14 Languages Common
Languages Common Challenge 11 7,200 XP
Dead Eye. The pirate sniper ignores half or three
quarters cover.
Dead Shot. The pirate sniper does two extra die
of damage with its rifled musket (included in its
attack).
Quickload. The pirate sniper reloads its rifled musket
as a bonus action.
Sneak Attack. Once per turn, the pirate sniper deals
an extra 17 (5d6) damage when he hits a target
with a weapon attack and has advantage on the
attack roll, or when the target is within 5 feet of an
ally of the pirate sniper that isn’t incapacitated and
the pirate sniper doesn’t have disadvantage on the
attack roll.
Improved Steady Aim. Before the pirate sniper
makes a ranged attack he may take a -5 penalty to
hit to gain a +10 bonus to damage.

184
Actions 3rd level (2 slots): counterspell, sleet storm,
Multiattack. The pirate sniper makes two attacks stinking cloud
with its rifled musket. Actions
Longsword. Melee Weapon Attack: +6 to hit, reach 5 Multiattack. The triton makes three attacks with its
ft., one target. Hit: 7 (1d4 + 2) slashing damage. trident or two with its crossbow.
Rifled Musket. Ranged Weapon Attack: +9 to hit, Trident. Melee Weapon Attack: +5 to hit, reach 5 ft.,
reach 5 ft. or range 150/600 ft., one target. Hit: 14 one target. Hit: 7 (2d8 + 2) piercing damage.
(3d8 + 5) bludgeoning and piercing damage. Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 100/400 ft., one target. Hit: 7
EXILED TRITON CONJURER (1d10 + 2) piercing damage.
Medium humanoid (triton), neutral
Armor Class 16 (scale mail) While many tritons are good aligned, this wizard
Hit Points 149 (23d8 + 46) is an outcast from triton society who grudgingly
Speed 30 ft., swim 30 ft. has had to learn to work together with land
Str Dex Con I nt Wis Cha dwellers. This triton may serve as a seagoing
14 (+2) 14 (+2) 16 (+3) 20 (+5) 15 (+2) 11 (+0) scout, investigating wrecks or dark harbors with a
summoned ally.
Saving Throws Dex +5, Cha +3
Skills Animal Handling +5, Athletics +5, Arcana +7, FREEBOOTING GAMBLER
Perception +5
Medium humanoid (elf), neutral
Damage Resistances cold
Armor Class 16 (studded leather)
Senses darkvision 60 ft., passive Perception 12
Hit Points 66 (12d8 + 12)
Languages Aquan, Common, Primordial, Sylvan
Speed 30 ft.
Challenge 6 2,300 XP Str Dex Con I nt Wis Cha
Amphibious. The triton can breathe air and water. 12 (+1) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 14 (+2)
Life aquatic. The triton can communicate with beasts
that breathe water as if they shared a language,
and it adds twice its proficiency bonus (+6) to
aquatic Animal Handling checks.
Saving Throws Dex +6
Tools forgery kit 7
Skills Deception +6, Insight, +4, Sleight of hand +6
Special Gear. Potion of invisibility, potion of greater Senses darkvision 60 ft., passive Perception 12
healing, waterproof whalebone scrimshaw scrolls:
scroll of alter self, scroll of identify, scroll of Languages Common, Elvish
unseen servant, scroll of web, 35gp Challenge 2 450 XP
Summon Ally (1/Day). The triton can summon Bad reputation. The freebooting gambler has
an aquatic beast of up to CR 1, such as a Giant disadvantage on any Charisma check involving
Octopus (“Oliver”), and the creature will be an interaction with reputable people aware of its kind.
alpha, having maximum hit points. Bluff. The freebooting gambler adds twice its
Trident Master. A trident used by the triton deals one proficiency bonus (+4) to all Charisma (deception)
extra die of its damage on a hit (included in the checks (included above)
attack). Fey Ancestry. The freebooting gambler has
Spellcasting. The triton is a 5th-level spellcaster. Its advantage on saving throws against being charmed
spellcasting ability is Intelligence (spell save DC and can’t be magically put to sleep.
15, +8 to hit with spell attacks). The triton has the Lucky (3/day). The freebooting gambler rolls a 1
following spells prepared: on an attack, ability check or saving throw, it can
Cantrips (at will): acid splash, chill touch, minor reroll but must take the new result.
illusion, shocking grasp Sneak Attack. Once per turn, the freebooting
1st level (4 slots): grease, mage armor*, magic gambler deals an extra 7 (2d6) damage when
missile, shield he hits a target with a weapon attack and has
2nd level (3 slots): cloud of daggers, hold person advantage on the attack roll, or when the target is
within 5 feet of an ally of the freebooting gambler

185
GOBLIN GRENADIER
Small humanoid (goblin), neutral evil
Armor Class 16 (studded leather)
Hit Points 99 (18d6 + 36)
Speed 30 ft.
Str Dex Con I nt Wis Cha
8 (-1) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 6 (-2)

Saving Throws Strength +3, Constitution +5


Tools Alchemist’s supplies, poisoner’s kit
Skills Arcana +6, Perception +4, Stealth +7
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 14
Languages Goblin, Aquan, Common, Ignan
Challenge 6 2,900 XP
Nimble Escape. The goblin grenadier can take the
Disengage or Hide action as a bonus action on
each of its turns.
Sharpshooter. Long range doesn’t impose
disadvantage on the goblin grenadier’s ranged
weapon attack rolls, and it ignores half cover and
three-quarters cover.
Special Gear. Potion of fly, potion of heroism, potion
of greater healing, potion of fire breath.
Actions

7
Multiattack. The goblin grenadier makes two attacks:
one with its dagger and one with its bomb, or two
that isn't incapacitated and the freebooting with its dagger if a bomb is unavailable.
gambler doesn't have disadvantage on the attack Dagger. Melee or Ranged Weapon Attack: +7 to hit,
roll. reach 5 ft. or range 20/60 ft, one target. Hit: 7
Special Gear. Dice set (loaded and normal), playing (1d4 + 4) slashing damage and 10 (3d6) poison
card set, potion of healing, 54 gp. damage and the target must succeed on a DC 15
Actions Constitution saving throw or be poisoned until the
start of the goblin’s next turn.
Multiattack. The freebooting gambler makes two
attacks: two with its longsword, or two with its Bomb (recharge 4-6). Ranged Weapon Attack: +7 to
crossbow. hit, range 20/40 ft., one target. Hit: 21 (5d6+4) fire
damage, and the target and all creatures within
Longsword. Melee Weapon Attack: +3 to hit, reach 5
5 feet of the target must succeed on a DC 15
ft., one target. Hit: 7 (1d8+1) slashing damage.
Dexterity saving throw or catch on fire. Unattended
Longbow. Ranged Weapon Attack: +4 to hit, reach 5 flammable objects automatically fail.
ft. or range 150/600 ft., one target. Hit: 5 (1d4 + 2)
piercing damage. GOBLIN GRENADIER PRO
Small humanoid (goblin), neutral evil
This vagabond sailor lives by its wits and its luck Armor Class 17 (studded leather)
and rarely remains with any crew for the long haul, Hit Points 169 (26d6 + 78)
preferring to skip from vessel to vessel and port to Speed 30 ft.
port always in search of the next big score or run of Str Dex Con I nt Wis Cha
luck (or perhaps fleeing a deal or a game gone bad). 10 (+0) 20 (+5) 16 (+3) 16 (+3) 12 (+1) 6 (-2)

186
Saving Throws Strength +5, Constitution +7
into a ship’s captain more than these little buggers
Tools Alchemist’s supplies, poisoner’s kit
Skills Arcana +7, Perception +5, Stealth +8 hastily mixing their fiery mutagens while grinning
Damage Resistances fire menacingly.
Senses darkvision 60 ft., passive Perception 15
HAG SPY
Languages Goblin, Aquan, Common, Ignan
Medium fey, neutral evil
Challenge 9 5,000 XP Armor Class 20 (natural armor)
Nimble Escape. The goblin grenadier pro can take Hit Points 153 (18d8+72)
the Disengage or Hide action as a bonus action on
Speed 30 ft.
each of its turns.
Sharpshooter. Long range doesn’t impose Str Dex Con I nt Wis Cha
disadvantage on the goblin grenadier pro’s ranged 18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
weapon attack rolls, and it ignores half cover and
three-quarters cover. Skills Arcana +5, Deception +6, Perception +6,
Special Gear. Potion of fly, potion of heroism, potion Stealth +5
of greater healing, potion of fire breath. Senses darkvision 60 ft., passive Perception 16
Spellcasting. The goblin grenadier pro is a 1st-level Languages Common, Draconic, Sylvan
spellcaster. Its spellcasting ability is Intelligence Challenge 9 5,000 XP
(spell save DC 14, +6 to hit with spell attacks). The Amphibious. The hag can breathe air and water.
goblin has the following spells prepared:
Innate Spellcasting. The hag’s innate spellcasting
Cantrips (at will): acid splash, poison spray, ray of ability is Charisma (spell save DC 12). She can
frost innately cast the following spells, requiring no
1st level (2 slots): burning hands, grease, magic material components:
missile, shield At will: dancing lights, minor illusion, vicious
Actions mockery
Multiattack. The goblin grenadier pro makes two Shared Spellcasting (Coven Only). While all three
attacks: one with its dagger and one with its bomb, members of a hag coven are within 30 feet of one
or two with its blunderbuss.
Dagger. Melee or Ranged Weapon Attack: +8 to hit,
another, they can each cast the following spells
from the wizard’s spell list but must share the spell
7
reach 5 ft. or range 20/60 ft, one target. Hit: 8 slots among themselves:
(1d4 + 5) slashing damage and 21 (6d6) poison 1st level (4 slots): identify, ray of sickness
damage and the target must succeed on a DC 16 2nd level (3 slots): hold person, locate object
Constitution saving throw or be poisoned until the 3rd level (3 slots): bestow curse, counterspell,
start of the goblin’s next turn. lightning bolt
Bomb. Ranged Weapon Attack: +7 to hit, range 20/40 4th level (3 slots): phantasmal killer, polymorph
ft., one target. Hit: 26 (6d6+5) fire damage, and the
5th level (2 slots): contact other plane, scrying
target and all creatures within 5 feet of the target
must succeed on a DC 16 Dexterity saving throw 6th level (1 slot): eye bite
or catch on fire. Unattended flammable objects For casting these spells, each hag is a 12th-
automatically fail. level spellcaster that uses Intelligence as her
Blunderbuss. Ranged Weapon Attack: +7 to hit, spellcasting ability. The spell save DC is 12+the
range 15/30 ft., one target. Hit: 10 (1d10+5) hag’s Intelligence modifier, and the spell attack
bludgeoning and piercing damage. bonus is 4+the hag’s Intelligence modifier.
Mimicry. The hag can mimic animal sounds and
These savage specialists are devastatingly humanoid voices. A creature that hears the sounds
can tell they are imitations with a successful DC 14
destructive to their enemies and revered as Wisdom (Insight) check.
veritable gods by their pyromaniac goblin kin, but Actions
they can be invaluable assault troops that leave Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
enemy ships a flaming wreck. Few things strike fear one target. Hit: 13 (2d8 + 4) slashing damage.

187
with her.

HALFLING STORMBRINGER
Medium humanoid (halfling), chaotic evil
Armor Class 14 (leather armor)
Hit Points 90 (20d6 + 20)
Speed 30 ft.
Str Dex Con I nt Wis Cha
8 (-1) 16 (+3) 12 (+1) 12 (+1) 8 (-1) 18 (+4)

Saving Throws Int +3, Wis +1


Tools navigator’s tools, water vehicles
Skills Arcana +3, Nature +1
Damage Resistances lightning
Senses passive Perception 9
Languages Common, Halfling, any one other
Challenge 4 1,100 XP
Special Gear. Potion of healing, scroll of fog cloud,
scroll of invisibility, scroll of shield, vial of acid.
Spellcasting (Sorcerer). The halfling stormbringer is
an 8th-level spellcaster. Its spellcasting ability is
Charisma (spell save DC 14, +6 with spell attacks).
Cantrips (at will): message, ray of frost, shocking
grasp
1st level (4 slots): chromatic orb (lightning), feather
fall, mage armor

7 2nd level (3 slots): misty step, web


3rd level (3 slots): fly, lightning bolt
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d4 + 2) piercing damage.
Illusory Appearance. The hag covers herself and
anything she is wearing or carrying with a magical Pistol. Ranged Weapon Attack: +4 to hit, reach 5
illusion that makes her look like another creature of ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3)
her general size and humanoid shape. The illusion bludgeoning and piercing damage.
ends if the hag takes a bonus action to end it or if
This sorcerer’s moods shift with the weather; the
she dies. The changes wrought by this effect fail
to hold up to physical inspection. For example, blacker the skies, the wider her smile. She sees
the hag could appear to have smooth skin, but herself as living artillery, and a mouthpiece for the
someone touching her would feel her rough flesh. storm’s fury.
Otherwise, a creature must take an action to
visually inspect the illusion and succeed on a DC HEAVY ARTILLERIST BATTERY
20 Intelligence (Investigation) check to discern that
Large troop of Medium humanoids (goblinoid),
the hag is disguised.
neutral evil
Invisible Passage. The hag magically turns invisible
Armor Class 17 (studded leather)
until she attacks or casts a spell, or until her
concentration ends (as if concentrating on a spell). Hit Points 119 (14d8+56)
While invisible, she leaves no physical evidence of Speed 0 ft.
her passage, so she can be tracked only by magic.
Any equipment she wears or carries is invisible

188
Str Dex Con I nt Wis Cha
13 (+1) 20 (+5) 18 (+4) 14 (+2) 13 (+1) 10 (+0)

Skills Perception +4
Condition Immunities charmed, frightened,
grappled, paralyzed, prone, restrained, stunned
Senses passive Perception 14
Languages Common
Challenge 7 2,900 XP
Artillery Troop. The troop can occupy another
creature’s space and vice versa, and the
troop can move through any opening large
enough for a Medium humanoid. The troop
can move at 30 ft. but in doing so leaves
its artillery behind and generally only
does so to flee.
Gunports. If deployed on a rooftop or
above deck on a ship, the battery
has half cover from attacks coming
from the same elevation or lower. If
deployed within a fortification or below decks
on a warship, the battery has three-quarters cover
against attacks from outside.
Actions
Heavy Broadside. The battery fires a line 150 ft. long
and 5 ft. wide. All creatures in that line take 42
(12d6) bludgeoning damage and may make a DC 16

7
Dexterity saving throw to take only half.
Heavy Barrage. The battery fires a barrage at a can hear it, and not already affected by Battle Cry
point farther than 50 ft. but less than 300 ft. Each gain advantage on attack rolls until the start of
creature within 20 ft. of that point suffers 42 (12d6) the imperial commander 's next turn. The imperial
fire damage, and may make a DC 17 Dexterity commander can then make one attack as a bonus
saving throw to take half damage. action.
Countercharm. As an action, the imperial
IMPERIAL COMMANDER commander may give allies advantage on saving
Medium humanoid (human), alignment throws against being frightened or charmed.
Armor Class 16 (+1 studded leather) Inspire. As a bonus action the imperial commander
Hit Points 182 (28d8 + 56) can inspire allies. One ally may roll 1d12 and add
Speed 30 ft. the result to a single ability check, attack roll,
Str Dex Con I nt Wis Cha damage roll, saving throw, or add to their armor
class against a single attack. The bard may use this
10 (+0) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 20 (+5)
ability 5 times per day.
Saving Throws Dex +6, Cha +8 Special Gear. Imp familiar (Alakoffolys), scimitar of
Tools Any three musical instruments. speed, +1 studded leather, scroll of feather fall,
scroll of shield, 45 gp.
Skills Perception +5, Intimidation +8
Tactics. At the start of any naval combat,
Senses passive Perception 15
the imperial commander rolls Intelligence
Languages Aquan, Common (Investigation) opposed by an enemy commander’s
Challenge 9 5,000 XP Wisdom (Insight). If the imperial commander wins
Battle Cry (1/Day). Each creature of the imperial the opposed check, all ships under its command
commander 's choice that is within 30 feet of it, gain advantage on their initiative rolls.

189
Hand crossbow. Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit:
5 (1d4 + 3) piercing damage and the target must
make on a DC 16 Constitution saving throw, taking
10 (3d6) poison damage on a failed save, or half as
much damage on a successful one.

ALAKOFFOLYS IMP FAMILIAR


Tiny fiend (devil, shapechanger), lawful evil
Armor Class 13
Hit Points 17 (5d4 + 5)
Speed 20 ft., fly 40 ft.
Str Dex Con I nt Wis Cha
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

Skills Deception +4, Insight +3, Persuasion +4,


Stealth +5
Damage Resistances cold; bludgeoning, piercing,
and slashing from non magical weapons that aren't
silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Challenge 1 200 XP
Shapechanger. The imp can use its action to
Spellcasting. The imperial commander is a 16th- polymorph into a beast form that resembles a rat
7 level spellcaster. Its spellcasting ability is Charisma
(spell save DC 17, +9 to hit with spell attacks).
The imperial commander has the following spells
(speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider
(20 ft., climb 20 ft.), or back into its true form. Its
statistics are the same in each form, except for the
prepared: speed changes noted. Any equipment it is wearing
Cantrips (at will): dancing lights, true strike, vicious or carrying isn't transformed. It reverts to its true
mockery form if it dies.
1st level (4 slots): charm person, disguise self, Devil's Sight. Magical darkness doesn't impede the
heroism imp's darkvision.
2nd level (3 slots): detect thoughts, suggestion Magic Resistance. The imp has advantage on saving
3rd level (3 slots): fear, stinking cloud throws against spells and other magical effects.
4th level (3 slots): compulsion, polymorph Actions
5th level (2 slots): dominate person, geas Sting (Bite in Beast Form). Melee Weapon Attack:
6th level (1 slot): guards and wards, mass +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)
suggestion piercing damage, and the target must make on a
7th level (1 slot): forcecage DC 11 Constitution saving throw, taking 10 (3d6)
poison damage on a failed save, or half as much
8th level (1 slot): dominate monster
damage on a successful one.
Actions Invisibility. The imp magically turns invisible until
Multiattack. The imperial commander makes two it attacks or until its concentration ends (as if
attacks with its scimitar or two with its hand concentrating on a spell). Any equipment the imp
crossbow. wears or carries is invisible with it.
Scimitar of Speed. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 8 (1d6 +5) slashing
damage.

190
These clever sailors may command naval vessels or
even flotillas of small craft, but on major ships of
the line they typically serve as executive officers,
first mates, or political and morale officers. They
are most commonly found in the fleets of tyrannical
empires, especially those known to consort with
fiends from the lower planes.

IMPERIAL MIDSHIPMAN
Medium humanoid (human), lawful evil
Armor Class 15 (chain shirt)
Hit Points 110 (17d8 + 34)
Speed 30 ft.
Str Dex Con I nt Wis Cha
13 (+1) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 8 (-1)

Saving Throws Con +4


Tools Carpenter’s tools
Skills Athletics +3, Perception +2
Senses passive Perception 12
Languages Common, Infernal or petty officers in command of teams of lower-
Challenge 4 1,100 XP ranking seamen.
Lunging Skewer. Once per turn, the imperial
midshipman may choose to make a single melee LIGHT ARTILLERIST BATTERY
attack as a lunging strike. This increases the range Large troop of Medium humanoids (goblinoid),
of the attack an extra 5 feet and deals double
damage, as well as scoring a critical hit on a 19 or
neutral evil
Armor Class 15 (leather armor)
7
20. Hit Points 75 (10d8+30)
Special Gear. Carpenter’s tools, bell, block and Speed 10 ft.
tackle, bottle of rum, grappling hook, 50-foot rope,
5 gp. Str Dex Con I nt Wis Cha
Actions
11 (+0) 18 (+4) 16 (+3) 14 (+2) 13 (+1) 10 (+0)
Multiattack. The imperial midshipman makes two Skills Perception +4
attacks with its rapier or longbow.
Condition Immunities charmed, frightened, grappled,
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., paralyzed, prone, restrained, stunned
one target. Hit: 8 (1d8 + 4) slashing damage.
Senses passive Perception 14
Longbow. Ranged Weapon Attack: +6 to hit, reach 5
Languages Common
ft. or range 150/600 ft., one target. Hit: 8 (1d8 + 4)
piercing damage. Challenge 5 1,800 XP
Reactions Artillery Troop. The troop can occupy another
creature’s space and vice versa, and the troop
Parry. The imperial midshipman adds 2 to its AC
can move through any opening large enough for
against one melee attack that would hit it. To do so,
a Medium humanoid. The troop can move at 30
the imperial midshipman must see the attacker and
ft. but in doing so leaves its artillery behind and
be wielding a melee weapon.
generally only does so to flee.
These hard-bitten soldier-sailors are elite guards Gunports. If deployed on a rooftop or above deck
and amphibious assault troops in the powerful on a ship, the battery has half cover from attacks
coming from the same elevation or lower. If
navies of despotic empires and also serve as mates

191
deployed within a fortification or below decks on
a warship, the battery has three-quarters cover parties that strike up from beneath the ocean,
against attacks from outside. using the sea to conceal their approach until they
Actions are ready to launch their attack. While not able to
Broadside. The battery fires a line 120 ft. long and breathe water naturally, marines can use specialized
5 ft. wide. All creatures in that line take 24 (8d6) equipment and a small amount of magic to allow
bludgeoning damage and may make a DC 15
Dexterity saving throw to take only half. them to remain below the surface for considerable
Barrage. The battery fires a barrage at a point lengths of time. When battle is joined, the marines’
farther than 50 ft. but less than 240 ft. Each fearsome nature comes to the fore, making them an
creature within 20 ft. of that point suffers 24 (8d6)
excellent force to spearhead an amphibious assault.
fire damage, and may make a DC 15 Dexterity
saving throw to take half damage Marines also make competent and capable sailors,
but they see this as only an ancillary responsibility.
MARINE
Medium humanoid (human), any alignment MASTER ARTILLERIST
Armor Class 13 (padded armor) Medium humanoid (half-elf), neutral
Hit Points 37 (6d8 + 6) Armor Class 16 (chain shirt)
Speed 30 ft. Hit Points 104 (16d8 + 32)
Str Dex Con I nt Wis Cha Speed 30 ft.
14 (+2) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Str Dex Con I nt Wis Cha
14 (+2) 18 (+4) 13 (+2) 14 (+2) 13 (+1) 8 (-1)
Skills Perception +2
Senses Passive Perception 12 Saving Throws Dex +6, Con +4
Languages Common Skills Acrobatics +6, Insight +4, Perception +4
Challenge 1/2 100 XP Senses passive Perception 11
Boarding Action. When boarding an enemy ship, on Languages Common, any two other

7 the first round of combat the marine can use Dash


as a bonus action.
Loyal. Marines get advantage on all saving throws to
Challenge 4
Brute. A melee weapon deals one extra die of its
700 XP

damage when the master artillerist hits with it


resist enchantment spells. (included in the attack).
Reckless Attack. When the marine makes its first Duck & Cover. If the master artillerist is adjacent
attack on its turn, the marine can decide to attack to another artillerist and they are forced to roll a
recklessly. Doing so gives the marine advantage on Dexterity saving throw, each artillerist may make
melee weapon attack rolls using Strength during the roll and treat the highest result as if each had
this turn, but attack rolls against the marine have rolled it.
advantage until the marine’s next turn.
Siege Master. The master artillerist adds double
Special Gear. Caltrops, grappling hook, 50 ft. of its proficiency bonus (+4) to any attack rolls with
rope, signal whistle, snorkel, 2d6 gp. ballistae or cannons.
Actions Special Gear. alchemist’s fire (x2), wand of magic
Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., missile, 18 gp.
one target. Hit: 6 (1d4 + 2) piercing damage. Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5 Multiattack. The master artillerist makes two melee
ft., one target. Hit: 6 (1d8 + 2) slashing damage. attacks with its morning star.
Musket. Ranged Weapon Attack: +4 to hit, range 80/ Morningstar. Melee Weapon Attack: +4 to hit, reach
160 ft., one target. Hit: 8 (1d12 + 2) bludgeoning 5 ft., one target. Hit: 10 (2d8 + 2) bludgeoning
and piercing damage. damage.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit,
These marines are specialized in fighting in the
range 100/400 ft., one target. Hit: 8 (1d10 + 4)
sea or under the surface. They often form raiding piercing damage.

192
Reactions
Parry. The master artillerist adds 3 to its AC against
one melee attack that would hit it. To do so, the
artillerist must see the attacker and be wielding a
melee weapon.

This highly trained expert combines the martial


with the mathematical to find the proper range to
launch devastating salvos against enemy vessels and
fortifications. They supervise junior artillerists and
rally sailors and soldiers alike in marine clashes.

PIRATE BOATSWAIN
Medium humanoid (human), neutral evil
Armor Class 14 (studded leather)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
Str Dex Con I nt Wis Cha
12 (+1) 17 (+3) 14 (+2) 10 (+0) 11 (+1) 10 (+0)

Saving Throws Dex +5


Tools Thieves’ tools
Skills Perception +3
Senses passive Perception 13
Languages Common
Challenge 3 700 XP
Sneak Attack. Once per turn, the boatswain
deals an extra 7 (2d6) damage when he
hits a target with a weapon attack and
7
has advantage on the attack roll, or when
the target is within 5 feet of an ally of the
boatswain that isn't incapacitated and the
boatswain doesn't have disadvantage on the
attack roll.
Actions
Multiattack. The boatswain makes two attacks
with its shortsword, or two attacks with its heavy
crossbow.
Short sword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Heavy crossbow. Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 100/400 ft., one target. Hit: 5
(1d10 + 2) piercing damage.

A few of these scurvy scalawags might


command a small sloop or shoreward
press gang of their own, but more often
they serve as veteran hands before the
mast, keeping the decks orderly and well

193
on a DC 16 Strength saving throw or drop one
maintained and knocking any newly shanghaied item it’s holding of the pirate bosun’s choice. The
swabbies into shape. item lands up to 10 feet from the target, in a spot
selected by the pirate bosun.
PIRATE BOSUN
Medium humanoid (human), neutral evil PIRATE CREW
Armor Class 16 Large troop of Medium humanoids, neutral evil
Hit Points 212 (25d8 + 100) Armor Class 16 (leather armor)
Speed 30 ft. Hit Points 85 (10d8+40)
Str Dex Con I nt Wis Cha Speed 30 ft.
20 (+5) 10 (+2) 10 (+4) 8 (-1) 12 (+1) 10 (+0) Str Dex Con I nt Wis Cha
15 (+2) 20 (+5) 18 (+4) 10 (+0) 12 (+1) 10 (+0)
Saving Throws Con +8
Skills Athletics +9, Intimidation +8 Saving Throws Str +5, Con +7
Damage Resistances poison Skills Acrobatics +7, Athletics +5, Intimidation +3
Senses passive Perception 11 Condition Immunities charmed, frightened, grappled,
Languages Common paralyzed, prone, restrained, stunned
Challenge 9 5,000 XP Senses passive Perception 11
Brute. A melee weapon deals one extra die of its Languages Common
damage when the pirate bosun hits with and Challenge 6 2,300 XP
doubles its strength bonus it (included in the In the Rigging. The crew has a 30 ft. climb speed and
attack). gain advantage on Athletics and Acrobatics checks
Bring the Pain. When the pirate bosun takes more when on a naval vessel.
than half damage from a melee attack, it can Sneaking Surround. Any creature ending its turn
immediately attack the attacking creature as a adjacent or within two or more squares the crew
bonus action. occupies, the crew deals them 10 (3d6) piercing
Fortitude. The pirate bosun rolls with advantage damage.
7 against any effect that causes the following
conditions: fear, paralyzed, petrified, poisoned or
Troop. The troop can occupy another creature’s
space and vice versa, and the troop can move
stunned. through any opening large enough for a Medium
Terrifying Visage. The pirate bosun doubles its humanoid.
proficiency bonus on intimidation checks. In Actions
addition it can make an intimidation check against
Skirmish. Melee weapon attack: +8 to hit, 5 ft.
a target’s charisma roll. If it succeeds it can make a
reach. Hit: 16 (4d6 + 2) piercing damage. Every
single melee attack with advantage.
target within reach takes 1d3 attacks.
Unarmored Defense. The pirate bosun adds its
Volley. Ranged weapon attack: +8 to hit, 100/400 ft.
dexterity and constitution modifiers to its armor
range, 1 target. Hit: 21 (3d10+5) piercing damage.
class.
Wrestler. The pirate bosun makes all grapple checks
PIRATE ENFORCER
with advantage.
Medium humanoid (human), neutral evil
Actions
Armor Class 16 (plate)
Multiattack. The pirate bosun makes two attacks
with its greatsword or its longbow. Hit Points 195 (26d8 + 78)
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 Speed 30 ft.
ft., one target. Hit: 24 (4d6 + 10) slashing damage. Str Dex Con I nt Wis Cha
Longbow. Ranged Weapon Attack: +6 to hit, reach 5 20 (+5) 16 (+3) 17 (+3) 12 (+1) 14 (+2) 10 (+0)
ft. or range 150/600 ft., one target. Hit: 6 (1d8 + 2)
piercing damage. Saving Throws Str +9, Dex +5
Disarming Attack. Melee Weapon Attack: +9 to hit, Skills Animal Handling +6, Athletics +9, Nature +4,
reach 5 ft., one target. Hit: the target must succeed Perception +6

194
Senses darkvision 60 ft., passive Perception 16 Actions
Languages Common Multiattack. The first mate makes two attacks with
Challenge 9 5,000 XP its longsword or two with its heavy crossbow.
Brutal Skewer. The enforcer’s spear attacks do extra Longsword. Melee Weapon Attack: +7 to hit, reach
damage and double its strength bonus (included in 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage
the attack) and scores a critical hit on a 19 or 20. and if the target is a creature it must succeed on
a DC11 Constitution saving throw or take 10 (3d6)
Challenge. The enforcer challenges a creature in
poison damage.
combat. The creature must succeed on a DC 16
Charisma saving throw or must spend all its actions Dagger. Melee or Ranged Weapon Attack: +4 to hit,
to move toward and attack the enforcer. At the end reach 5 ft. or range 20/60 ft., one target. Hit: 5
of each of its turns the creature can make another (1d4 + 2) piercing damage.
saving throw, ending the effect on a success.
These tattooed terrors have carved a path to
Actions
leadership on their pirate crews with their deadly
Multiattack. The enforcer makes two attacks with its
lance or its heavy crossbow. blades and their seamanship alike.
Spear. Melee Weapon Attack: +9 to hit, reach 5 ft.,
PIRATE GRENADIER
one target. Hit: 23 (2d12 + 10) piercing damage.
Small humanoid (goblin), neutral evil
Heavy Crossbow. Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 100/400 ft., one target. Hit: 5 Armor Class 17 (studded leather)
(1d10 + 3) piercing damage. Hit Points 169 (26d6 + 78)
Speed 30 ft.
PIRATE FIRST MATE Str Dex Con I nt Wis Cha
Medium humanoid (human), neutral evil 10 (+0) 20 (+5) 16 (+3) 16 (+3) 12 (+1) 6 (-2)
Armor Class 15 (chain shirt)
Hit Points 130 (20d8 + 40) Saving Throws Strength +5, Constitution +7
Speed 30 ft. Tools Alchemist’s supplies, poisoner’s kit
Str Dex Con I nt Wis Cha Skills Arcana +7, Perception +5, Stealth +8
18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1) Damage Resistances fire
Senses darkvision 60 ft., passive Perception 15
7
Saving Throws Dex +5 Languages Goblin, Aquan, Common, Ignan
Tools Navigator’s tools, water vehicles Challenge 9 5,000 XP
Skills Perception +4 Nimble Escape. The grenadier can take the
Senses passive Perception 14 Disengage or Hide action as a bonus action on
Languages Common each of its turns.
Challenge 5 1,800 XP Sharpshooter. Long range doesn’t impose
Direct Crew. When a friendly creature is within disadvantage on the grenadier ranged weapon
hearing distance of the pirate first mate can see attack rolls, and it ignores half cover and three-
makes an attack roll or saving throw, the pirate quarters cover.
first mate can utter a command or warning. Special Gear. Potion of fly, potion of heroism, potion
The creature adds 1d6 to its roll provided it can of greater healing, potion of fire breath.
understand the language. Spellcasting. The grenadier is a 1st-level spellcaster.
Special Gear. Two vials of serpent venom, spyglass, Its spellcasting ability is Intelligence (spell save DC
Sneak Attack. Once per turn, the first mate deals an 14, +6 to hit with spell attacks). The goblin has the
extra 10 (3d6) damage when he hits a target with following spells prepared:
a weapon attack and has advantage on the attack Cantrips (at will): acid splash, poison spray, ray of
roll, or when the target is within 5 feet of an ally frost
of Name that isn’t incapacitated and Name doesn’t 1st level (2 slots): burning hands, grease, magic
have disadvantage on the attack roll. missile, shield

195
Actions take 2 (1d4) poison damage.
Multiattack. The grenadier makes two attacks: one Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft.,
with its dagger and one with its bomb, or two with one target. Hit: the target is restrained.
its blunderbuss.
Dagger. Melee or Ranged Weapon Attack: +8 to hit,
Sometime gladiators and pit fighters, these seafaring
reach 5 ft. or range 20/60 ft, one target. Hit: 8 soldiers are equally adept at hauling captives off to
(1d4 + 5) slashing damage and 21 (6d6) poison sea as at setting up a defensive perimeter for their
damage and the target must succeed on a DC 16
commanders.
Constitution saving throw or be poisoned until the
start of the grenadier’s next turn. PIRATE OFFICER
Bomb. Ranged Weapon Attack: +7 to hit, range 20/40 Medium humanoid (human), neutral evil
ft., one target. Hit: 26 (6d6+5) fire damage, and the
target and all creatures within 5 feet of the target Armor Class 15 (chain shirt)
must succeed on a DC 16 Dexterity saving throw Hit Points 130 (20d8 + 40)
or catch on fire. Unattended flammable objects Speed 30 ft.
automatically fail. Str Dex Con I nt Wis Cha
Blunderbuss. Ranged Weapon Attack: +7 to hit, range 18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
15/30 ft., one target. Hit: 10 (1d10+5) bludgeoning
and piercing damage. Saving Throws Dex +5
Tools Navigator’s tools, water vehicles
PIRATE GUARD
Skills Perception +4
Medium humanoid (human), neutral evil
Senses passive Perception 14
Armor Class 16 (breastplate)
Languages Common
Hit Points 112 (15d8 + 45)
Challenge 5 1,800 XP
Speed 30 ft.
Direct Crew. When a friendly creature is within
Str Dex Con I nt Wis Cha hearing distance of the pirate officer can see
16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 8 (-1) makes an attack roll or saving throw, the pirate

7 Saving Throws Con +5


Skills Athletics +5, Insight +3, Perception +3
officer can utter a command or warning. The
creature adds 1d6 to its roll provided it can
understand the language.
Senses passive Perception 13 Special Gear. Two vials of serpent venom, spyglass,
Languages Common Sneak Attack. Once per turn, the officer deals
Challenge 4 1,100 XP an extra 10 (3d6) damage when he hits a target
Brute. A melee weapon deals one extra die of its with a weapon attack and has advantage on the
damage when the pirate guard hits with it (included attack roll, or when the target is within 5 feet of
in the attack). an ally that isn’t incapacitated and doesn’t have
disadvantage on the attack roll.
Special Gear. Extra net, two vials of poison,
manacles, 50 ft. of rope, signal whistle. Actions
Actions Multiattack. The officer makes two attacks with its
longsword or two with its heavy crossbow.
Multiattack. The guard makes two attacks with its
glaive or two attacks with its crossbow. Longsword. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 2) slashing damage
Glaive. Melee Weapon Attack: +5 to hit, reach 10
and if the target is a creature it must succeed on
ft., one target. Hit: 14 (2d10 + 3) slashing damage
a DC11 Constitution saving throw or take 10 (3d6)
and if it’s a creature it must succeed on a DC10
poison damage.
Constitution saving throw or take 2 (1d4) poison
damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5
Heavy Crossbow. Ranged Weapon Attack: +4 to
(1d4 + 2) piercing damage.
hit, range 100/400 ft., one target. Hit: 7 (1d10 +
2) piercing damage and if it’s a creature it must
succeed on a DC10 Constitution saving throw or

196
PIRATE PIPER
Medium humanoid (human), neutral evil
Armor Class 16 (+1 studded leather)
Hit Points 182 (28d8 + 56)
Speed 30 ft.
Str Dex Con I nt Wis Cha
10 (+0) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 20 (+5)

Saving Throws Dex +6, Cha +8


Tools Any three musical instruments.
Skills Perception +5, Intimidation +8
Senses passive Perception 15
Languages Aquan, Common
Challenge 9 5,000 XP
Battle Cry (1/Day). Each creature of the piper ‘s
choice that is within 30 feet of it, can hear it, and
not already affected by Battle Cry gain advantage
on attack rolls until the start of the piper ‘s next
turn. The piper can then make one attack as a
bonus action.
Countercharm. As an action, the piper may give
allies advantage on saving throws against being
frightened or charmed.
Inspire. As a bonus action the piper can inspire
allies. One ally may roll 1d12 and add the result
to a single ability check, attack roll, damage roll,
saving throw, or add to their armor class against
a single attack. The piper may use this ability 5 7
times per day.
Special Gear. Monkey familiar, scimitar of speed,
+1 studded leather, scroll of feather fall, scroll of
shield, 45 gp.
Spellcasting. The piper is a 16th-level spellcaster.
Its spellcasting ability is Charisma (spell save DC
17, +9 to hit with spell attacks). The piper has the
following spells prepared:
Cantrips (at will): dancing light, true strike,
vicious mockery
1st level (4 slots): charm person, disguise self,
heroism
2nd level (3 slots): detect thoughts, suggestion
3rd level (3 slots): fear, stinking cloud Actions
4th level (3 slots): compulsion, polymorph Multiattack. piper makes two attacks with its
5th level (2 slots): dominate person, geas scimitar or two with its hand crossbow.
6th level (1 slot): guards and wards, mass Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft.,
suggestion one target. Hit: 8 (1d6 +5) slashing damage.
7th level (1 slot): forcecage Hand crossbow. Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit:
8th level (1 slot): dominate monster
5 (1d4 + 3) piercing damage and the target must

197
make on a DC 16 Constitution saving throw, taking Deadeye. The pirate sniper ignores half or three-
10 (3d6) poison damage on a failed save, or half as quarters cover.
much damage on a successful one. Quickload. The pirate sniper reloads its rifled musket
as a bonus action.
PIRATE PORT DEFENDERS
Sneak Attack. Once per turn, the pirate sniper deals
Large troop of Medium humanoids, neutral evil an extra 17 (5d6) damage when he hits a target
Armor Class 18 (breastplate and shield) with a weapon attack and has advantage on the
Hit Points 119 (14d8+56) attack roll, or when the target is within 5 feet of an
Speed 30 ft. ally of the pirate sniper that isn’t incapacitated and
the pirate sniper doesn’t have disadvantage on the
Str Dex Con I nt Wis Cha attack roll.
16 (+3) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 10 (+0) Steady Aim. Before the pirate sniper makes a ranged
attack he may take a -4 penalty to hit to gain a +8
Saving Throws Str +6
bonus to damage.
Condition Immunities charmed, frightened, grappled,
Actions
paralyzed, prone, restrained, stunned
Multiattack. The pirate sniper makes two attacks
Senses passive Perception 11
with its rifled musket.
Languages Common
Longsword. Melee Weapon Attack: +6 to hit, reach 5
Challenge 7 2,900 XP ft., one target. Hit: 7 (1d4 + 2) slashing damage.
Shield Wall. At the end of its turn, the defenders Rifled Musket. Ranged Weapon Attack: +9 to hit,
select a direction. They gain full cover from all reach 5 ft. or range 150/600 ft., one target. Hit: 14
spells and effects from that direction until their (2d8 + 5) bludgeoning and piercing damage.
next turn.
Troop. The troop can occupy another creature’s PIRATE SNIPER
space and vice versa, and the troop can move Medium humanoid (human), neutral
through any opening large enough for a Medium Armor Class 17 (studded leather)
humanoid. Hit Points 143 (22d8 + 44)
Actions
7
Speed 30 ft.
The Best Defense. Melee weapon attack: +6 to hit, Str Dex Con I nt Wis Cha
5 ft. reach, targets. Hit: 21 (4d8 + 3) bludgeoning
12 (+1) 20 (+5) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
damage. All targets in reach take 1d3 attacks.
Any target hit at least once must make a DC 14 Tools Thieves’ tools
Dexterity saving throw or be restrained by a net.
Skills Perception +6, Stealth +9
PIRATE SHARPSHOOTER Senses passive Perception 16
Medium humanoid (human), neutral evil Languages Common
Armor Class 17 (studded leather) Challenge 9 5,000 XP
Hit Points 143 (22d8 + 44) Dead Eye. The pirate sniper ignores half or three
quarters cover.
Speed 30 ft.
Dead Shot. The pirate sniper does an extra die of
Str Dex Con I nt Wis Cha damage with its rifled musket (included in its
12 (+1) 20 (+5) 14 (+2) 10 (+0) 14 (+2) 8 (-1) attack).
Quickload. The pirate sniper reloads its rifled musket
Tools Thieves’ tools
as a bonus action.
Skills Perception +6, Stealth +9
Sneak Attack. Once per turn, the pirate sniper deals
Senses passive Perception 16 an extra 17 (5d6) damage when he hits a target
Languages Common with a weapon attack and has advantage on the
Challenge 9 5,000 XP attack roll, or when the target is within 5 feet of an
Dead Shot. The pirate sniper does an extra die of ally of the pirate sniper that isn’t incapacitated and
damage with its rifled musket (included in its the pirate sniper doesn’t have disadvantage on the
attack). attack roll.

198
Steady Aim. Before the pirate sniper makes a ranged
attack he may take a -4 penalty to hit to gain a +8 down on a foe with their barrel of their pistol as the
bonus to damage. edge of their blade.
Actions
RUM-RUNNER
Multiattack. The pirate sniper makes two attacks
with its rifled musket. Medium humanoid (human), chaotic evil
Longsword. Melee Weapon Attack: +6 to hit, reach 5 Armor Class 16 (unarmored defense)
ft., one target. Hit: 7 (1d4 + 2) slashing damage. Hit Points 187 (22d8 + 88)
Rifled Musket. Ranged Weapon Attack: +9 to hit, Speed 30 ft.
reach 5 ft. or range 150/600 ft., one target. Hit: 14 Str Dex Con I nt Wis Cha
(2d8 + 5) bludgeoning and piercing damage. 22 (+6) 14 (+2) 18 (+4) 10 (+0) 8 (-1) 12 (+1)

These sharpshooters have uncommon and Saving Throws Con +7


deadly skill with their devastating long-arms, Tools brewer’s supplies
complementing the heavy gunpowder weapons of Skills Athletics +9, Intimidation +4
Damage Resistances poison
their vessel with a lethal swivel gun of their own.
Senses passive Perception 9
PISTOL PIRATE Languages Common
Medium humanoid (human), neutral Challenge 7 2,900 XP
Armor Class 15 (leather armor) Dead Shot. The buccaneer does an extra die of
Hit Points 104 (16d8 + 32) damage with pistols (included in its attack).
Speed 30 ft. Drunken master. The rum-runner is proficient with
improvised weapons and unarmed strikes and
Str Dex Con I nt Wis Cha
it rolls a d6 in place of the normal damage of
12 (+1) 18 (+4) 14 (+2) 8 (-1) 10 (+0) 13 (+1) unarmed strikes. When the rum-runner uses the
Attack action with an unarmed strike or improvised
Tools you know weapon, it can make one unarmed strike or a
Skills Perception +2
Senses passive Perception 12
grapple as a bonus action.
Great Fortitude. If the rum-runner has 20 or less hit
7
Languages Common points remaining, it has advantage on all attack
Challenge 3 700 XP rolls.
Close-quarters shot. Being within 5 feet of a hostile Reckless. At the start of its turn, the rum-runner can
creature when the pistol pirate makes a ranged gain advantage on all melee weapon attack rolls it
attack doesn’t impose disadvantage to hit. makes during that turn, but attack rolls against it
Dead Eye. The pirate sniper ignores half or three have advantage until the start of its next turn.
quarters cover. Sneak Attack. Once per turn, the rum-runner deals
Dead Shot. The pirate sniper does an extra die of an extra 10 (3d6) damage when he hits a target
damage with its rifled musket (included in its with a weapon attack and has advantage on the
attack). attack roll, or when the target is within 5 feet of an
ally of the rum-runner that isn't incapacitated and
Actions the rum-runner doesn't have disadvantage on the
Multiattack. The pistol pirate makes two attacks with attack roll.
its rifled musket. Special Gear. Pet monkey (named Mrs. Kiki), potion
Longsword. Melee Weapon Attack: +3 to hit, reach 5 of greater healing, silver tankard (worth 20 gp),
ft., one target. Hit: 6 (1d8 + 2) slashing damage. wineskin of grog, bottle of rum, hip flask of
Rifled musket. Ranged Weapon Attack: +6 to hit, whiskey.
reach 5 ft. or range 150/600 ft., one target. Hit: 13 Sure Grip. The rum-runner wields its maul in
(2d8 + 4) bludgeoning and piercing damage. one hand and its pistol in the other without
disadvantage.
While most pirates are content to brandish their
Unarmored Defense. When not wearing any armor
cutlasses, these pirates are equally likely to draw

199
and not wielding a shield, the rum- runner's
Armor Class equals 10 + its Dexterity Modifier
+ its Constitution Modifier.
Actions
Multiattack. Name makes three attacks: two
with its maul and one with its pistol.
Maul. Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 13 (2d6 + 6) slashing
damage.
Pistol. Ranged Weapon Attack: +5 to hit,
range 20/60 ft., one target. Hit: 11 (2d8 + 2)
piercing damage.

A rum-runner is a free-booting smuggler and


ruthless raider whose roaring rages send its
enemies flying and its crew into a frenzy. Its
drunken debauchery is legendary, as is the
savagery of its wrath against anyone who gets
in its way. He may put on a pleasant face when
dealing with authorities and merchants, but
its foul temper is never far behind.

SAILOR
Medium humanoid (human), any alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)

7 Speed 30 ft.
Str Dex Con I nt Wis Cha
11 (+0) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Tools choose one from gaming set, sail-


mending tools, musical instrument,
navigator’s tools, or water vehicles
Skills Nature +2
Senses passive Perception 10
Languages Common
Challenge 1/4 50 XP
Sure Footed. The sailor has advantage on
Dexterity saving throws when on board a ship.
Actions
Belaying Pin. Melee Weapon Attack: +3 to
hit, reach 5 ft., one target. Hit: 3 (1d4 + 1)
bludgeoning damage.
Pistol. Ranged Weapon Attack: +3 to hit, range
20/60 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.
Short Sword. Melee Weapon Attack: +3 to
hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
slashing damage.

200
level spellcaster. Its spellcasting ability is Wisdom
Sailors make up the bulk of a ship’s crew, carrying (spell save DC 16, +8 to hit with spell attacks).
out the essential tasks necessary to see a vessel The shaman of the waves has the following spells
perform at its best. Whether serving as deckhand prepared:
on a merchant ship or crewing a swift pirate frigate, Cantrips (at will): guidance, poison spray, thorn whip
sailors know that the open seas hold many dangers 1st level (4 slots): cure wounds, create or destroy
water, thunderwave
and most have had at least a small amount of
2nd level (3 slots): barkskin, heat metal, hold
experience in a battle situation. Sailors expect to person
be fairly paid their expertise and for the hazards 3rd level (3 slots): call lightning, conjure animals,
they face, even if some sailors fritter away every water walk
single coin at the next port of call. Many sailors 4th level (3 slots): dominate beast, control water,
icestorm
have superstitions and peculiar rituals that a wise
5th level (2 slots): conjure elemental, insect plague
captain tolerates the observance of, because an 6th level (1 slot): heal, sunbeam
unhappy and unpaid crew of sailors is recalcitrant, Actions
unruly, and sometimes even ripe for mutiny. Multiattack. The shaman of the waves makes
two attacks with its pike or two with its heavy
SHAMAN OF THE WAVES crossbow.
Medium humanoid (human), neutral Pike. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Armor Class 15 (chain shirt) one target. Hit: 14 (2d10 + 3) slashing damage.
Hit Points 143 (22d8 + 44) Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
Speed 30 ft. range 100/400 ft., one target. Hit: 7 (1d10 + 2)
Str Dex Con I nt Wis Cha piercing damage.
16 (+3) 14 (+2) 15 (+2) 14 (+2) 20 (+5) 14 (+2)
PONTUS (TIDEPOOL DRAGON)
Saving Throws Con +5, Wis +8 Small dragon, chaotic neutral
Skills Animal Handling +8, Perception +8
Damage Resistances fire
Armor Class 13
Hit Points 90 (20d4 + 40)
7
Damage Immunities poison, disease Speed 10 ft., fly 30 ft., swim 60 ft.
Condition Immunities charmed or frightened by Str Dex Con I nt Wis Cha
elementals or fey 11 (+0) 14 (+2) 14 (+2) 9 (-1) 15 (+2) 14 (+2)
Senses passive Perception 18
Languages Aquan, Common, Infernal Saving Throws Dex +4
Challenge 6 2,300 XP Skills Perception +4
Wild Shape. Twice per day, as a bonus action, the Condition Immunities paralyzed,
shaman of the waves may magically assume the Senses darkvision 60 ft., passive Perception 14
shape of a beast. Beast attacks count as magical Languages Common, Draconic
attacks for purposes of overcoming resistances or Challenge 3 700 XP
immunities to nonmagical attacks or damage.
Innate Spellcasting. The dragon's innate spellcasting
Combat Wild Shape. As a bonus action, the shaman ability is Charisma (spell save DC 12). It can
of the waves may expend a spell slot and heal 1d8 innately cast a number of spells, requiring no
hit points per level of the spell slot expended. material components.
Elemental Wild Shape. The shaman of the waves At will: acid splash, dancing lights, mage hand,
may expend both uses of Wild Shape at once prestidigitation, ray of frost
to transform into an air, earth, fire, or water
3/day: fog cloud, freedom of movement (self only),
elemental.
thunderwave
Special Gear. Wand of light, wand of fog cloud, 38 gp
2/day: gust of wind
Spellcasting. The shaman of the waves is an 11th-

201
Actions
Multiattack. Pontus makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (3d4 + 2) slashing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 12 (4d4 + 2) piercing
damage. The target is also grappled
(escape DC 13). If the target is Small or
smaller, it is also restrained until this
grapple ends.
While grappling the target, Pontus has
advantage on attack rolls against it
and can 't use this attack against other
targets. When Pontus moves, any Small
or smaller target it is grappling moves with
it.
Fire Breath (Recharge 5-6). The dragon
exhales fire in a 5-foot line. Each creature in
that area must make a DC13 Dexterity saving
throw, taking 10 (3d6) fire damage on a failed
save, or half as much damage on a successful one.

This shaman has an uneasy relationship with


the spirits of the waves, who he frequently
believes are playing jokes at its expense.
He is always wary that its fortunes may

7 turn at any time. The most important


thing to him is the safety of its sister,
whose adventuresome spirit and love
of piracy far outstrips its common
sense. Its animal companion,
the tidepool dragon Pontus,
is greedy and pretentious,
and fond of using
large words he doesn’t
understand. The little
dragon demands tribute
at every opportunity, lest
the curse of the sea fall
upon those who would deny
him. While the shaman does not fall for
its antics, others of a more superstitious nature
sometimes toss a gold or two Pontus’ way.

202
SLAVE PIT MASTER a thorough beating to enforce discipline is where
Medium humanoid (human), lawful evil these unsavory soldiers can be found.
Armor Class 18 (unarmored defense)
Hit Points 175 (27d8 + 54) TATTOOED PIT CHAMPION
Speed 30 ft. Medium humanoid (human), neutral evil
Str Dex Con I nt Wis Cha Armor Class 16
20 (+5) 18 (+4) 14 (+2) 10 (+0) 18 (+4) 8 (-1) Hit Points 212 (25d8 + 100)
Speed 30 ft.
Saving Throws Con +5 Str Dex Con I nt Wis Cha
Skills Athletics +8, Perception +4 20 (+5) 10 (+2) 10 (+4) 8 (-1) 12 (+1) 10 (+0)
Senses passive Perception 14
Languages Common Saving Throws Con +8
Challenge 8 3,900 XP Skills Athletics +9, Intimidation +8
Mighty Blow. When the slave pit master scores a Damage Resistances poison
critical hit, it automatically deals maximum damage Senses passive Perception 11
for the attack. Languages Common
Reckless. At the start of its turn, the slave pit master Challenge 9 5,000 XP
can gain advantage on all melee weapon attack Brute. A melee weapon deals one extra die of its
rolls it makes during that turn, but attack rolls damage when the tattooed pit champion hits with
against it have advantage until the start of its next and doubles its strength bonus it (included in the
turn. attack).
Unarmored Defense. While the slave pit master is Bring the Pain. When the tattooed pit champion
wearing no armor and wielding no shield, its AC takes more than half damage from a melee attack,
includes its Wisdom modifier. it can immediately attack the attacking creature as
Actions a bonus action.
Multiattack. The slave pit master makes three Fortitude. The tattooed pit champion rolls with
unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +9 to hit,
advantage against any effect that causes the
following conditions: fear, paralyzed, petrified, 7
reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning poisoned or stunned.
damage. If the target is a creature, the slave pit Terrifying Visage. The tattooed pit champion doubles
master can choose one of the following additional its proficiency bonus on intimidation checks. In
effects: addition it can make an intimidation check against
kk The target must succeed on a DC 16 Dexterity a target’s charisma roll. If it succeeds it can make a
saving throw or be knocked prone. single melee attack with advantage.
kk The target must succeed on a DC 16 Unarmored Defense. The tattooed pit champion adds
Constitution saving throw or be stunned until its dexterity and constitution modifiers to its armor
the end of the adept's next turn. The next class.
round the target must attempt another save, Wrestler. The tattooed pit champion makes all
remaining stunned on a failure. grapple checks with advantage.
Reactions Actions
Deflect Missile. If the slave pit master is hit by a Multiattack. The tattooed pit champion makes two
ranged weapon attack, it deflects the missile. The attacks with its greatsword or its longbow.
damage it takes from the attack is reduced by Greatsword. Melee Weapon Attack: +9 to hit, reach 5
1d10+5. If the damage is reduced to 0, the slave pit ft., one target. Hit: 24 (4d6 + 10) slashing damage.
master catches the missile if it's small enough to Longbow. Ranged Weapon Attack: +6 to hit, reach 5
hold in one hand and it has a hand free. ft. or range 150/600 ft., one target. Hit: 6 (1d8 + 2)
piercing damage.
Slavemaster, work gang overseer, bosun, taskmaster;
Disarming Attack. Melee Weapon Attack: +9 to hit,
any job that requires intimidation, brutality, and or reach 5 ft., one target. Hit: the target must succeed

203
Skills Perception +5, Deception +5
Senses passive Perception 15
Special equipment antitoxin (x2), bag of caltrops,
potion of greater healing, potion of invisibility (x2),
Languages Common, Infernal
Challenge 7 2,900 XP
Assassinate. During its first turn, the undercover
assassin has advantage on attack rolls against
any creature that hasn't taken a turn. Any hit the
undercover assassin scores against a surprised
creature is a critical hit.
Double-Slice. A melee weapon deals one extra die
of its damage when the undercover assassin hits
with it (included in the attack). Additionally, the
undercover assassin can roll melee weapon damage
twice and use the higher of the two results.
Evasion. If the undercover assassin is subjected to
an effect that allows it to make a Dexterity saving
throw to take only half damage, the undercover
assassin instead takes no damage if it succeeds on
the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the undercover
assassin deals an extra 17 (5d6) damage when
he hits a target with a weapon attack and has
advantage on the attack roll, or when the target is
within 5 feet of an ally of the undercover assassin
that isn't incapacitated and the undercover
assassin doesn't have disadvantage on the attack
7 on a DC 16 Strength saving throw or drop one item
it’s holding of the tattooed pit champion’s choice.
The item lands up to 10 feet from the target, in a
roll.
Spellcasting. The undercover assassin is a 5th-
level spellcaster. Its spellcasting ability is Wisdom
spot selected by the tattooed pit champion.
(spell save DC 15, +7 to hit with spell attacks).
The undercover assassin has the following spells
Whether marked with traditional tribal spirit- prepared:
brands or wearing tattoos like trophies of each Cantrips (at will): guidance, light, mending, sacred
conquest in the ring, these champion battlers know flame, thaumaturgy
a variety of exotic combat styles and ply each and 1st level (4 slots): cure wounds, healing word, inflict
wounds, shield of faith
every one to keep crew members in line or serve as
2nd level (3 slots): enhance ability, silence, spiritual
a one-man security detail for their captain. weapon
3rd level (2 slots): bestow curse, dispel magic
UNDERCOVER ASSASSIN
Medium humanoid (human), lawful evil Actions
Armor Class 18 (breastplate, shield of faith) Multiattack. The undercover assassin makes three
attacks: two with its scimitar and one with its
Hit Points 162 (25d8 + 50)
dagger.
Speed 30 ft.
Scimitar. Melee Weapon Attack: +8 to hit, reach 5
Str Dex Con I nt Wis Cha ft., one target. Hit: 12 (2d6 + 5) slashing damage
7 (-2) 20 (+5) 14 (+2) 12 (+1) 18 (+4) 14 (+2) and 10 (3d6) poison damage and the target must
succeed on a DC 15 Constitution saving throw
Saving Throws Dex +7 or be poisoned until the start of the undercover
Tools Disguise kit, forgery kit, poisoners kit assassin’s next turn.

204
Dagger. Ranged Weapon Attack: +8 to hit, reach 5 Its spellcasting ability is Charisma, and it has the
ft. or range 20/60 ft., one target. Hit: 10 (2d4 + 5) following spells prepared:
piercing damage. Cantrips: mending, prestidigitation, vicious mockery
Light crossbow. Ranged Weapon Attack: +8 to hit, 1st-level (4 slots): charm person, disguise self,
reach 5 ft. or range 20/60 ft., one target. Hit: 10 sleep, thunderwave
(2d4 + 5) piercing damage. 2nd-level (3 slots): cloud of daggers, enthrall,
suggestion
This wandering warpriest is a devout professional
3rd-level (3 slots): dispel magic, sending
assassin. He dresses in voluminous robes
4th-level (1 slot): greater invisibility
and pretends to be a harmless and somewhat Actions
absentminded scholar of religion and shipboard. Multiattack. The wandering watersinger makes two
He can be hired to kill almost anyone for the right attacks one with its longsword and once with its
price. Once he has agreed to kill someone, he will pistol.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
not stop hunting that person until he or she is dead.
ft., one target. Hit: 6 (1d8 + 2) slashing damage.
WANDERING WATERSINGER Pistol. Ranged Weapon Attack: +6 to hit, reach 5 ft.
Medium humanoid (sea elf), chaotic neutral or range 20/60 ft., one target. Hit: 11 (2d8 + 2)
bludgeoning and piercing damage.
Armor Class 15 (chain shirt)
Hit Points 99 (18d8 + 18) Whenever possible, this bard fights as a part of a
Speed 30 ft., swim 30 ft.
team, supporting her allies and using her power
Str Dex Con I nt Wis Cha
over water to harry her foes. If she is outmatched,
10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 18 (+4)
she will run away into the ocean, trusting her swim
Saving Throws Dex +4 speed to get her out of harm’s way, and find a new
Tools One musical instrument set of allies.
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish
WAVEMISTRESS
Medium humanoid (human), Neutral 7
Challenge 4 1,100 XP Armor Class 21 (+1 plate mail with shield of faith)
Combat Inspiration. The wandering watersinger Hit Points 101 (15d8 + 30)
grants one creature a 1d8 Inspiration die and it can Speed 30 ft.
roll that die and add the number rolled to a weapon Str Dex Con I nt Wis Cha
damage roll it just made. Alliteratively. when an 16 (+3) 14 (+2) 14 (+2) 11 (+0) 20 (+5) 15 (+2)
attack roll is made against the inspired creature, it
can use its reaction to roll the Inspiration die and Saving Throws Wis +10, Cha +7
add the number rolled to its AC against that attack Skills Medicine +10, Religion +5
after seeing the roll but before knowing whether it
Senses passive Perception 15
hits or misses.
Languages Aquan, Common
Dead Shot. The wandering watersinger does an extra
die of damage with pistols (included in its attack). Challenge 6 2,300 XP
Shanty of Rest. When the wandering watersinger Divine Strike. The cleric causes an extra 2d8 damage
plays music during a short rest, at the end all on any weapon attack (already included).
friendly creatures who regain hit points regain an Channel Divinity. Twice per day, the wavemistress
extra 1d6 hit points. may choose to use either of the following abilities:
Special Gear. Waterproof book full of bawdy pirate Guided Strike. Add +10 to a single attack roll when
songs worth 50 gp, turtle shell hair clip worth 10 making an attack, or War God’s Blessing: When
gp, 11 gp, feather token (fan). an ally within 30 feet makes an attack roll, use her
Spellcasting. The wandering watersinger casts spells reaction to grant +10 to that roll.
as a 7th level bard (save DC 14, spell attack +6). Special Gear. Scroll of remove curse, scroll of

205
protection from evil or good, +1 plate mail, healer’s Str Dex Con I nt Wis Cha
kit, 25 gp. 20 (+5) 16 (+3) 17 (+3) 12 (+1) 14 (+2) 10 (+0)
Water Sight. The wavemistress can see through
a lightly or heavily obscured area providing the Saving Throws Str +9, Dex +5
source is fog or mist. Additionally, once per day the Skills Animal Handling +6, Athletics +9, Nature +4,
wavemistress can cast the spell scrying and need Perception +6
only use any calm pool of water at least 1 foot in Senses darkvision 60 ft., passive Perception 16
diameter as the focus.
Languages Aquan, Common, Elvish
Spellcasting. The wavemistress is a 15th-level
spellcaster. Its spellcasting ability is Wisdom Challenge 9 5,000 XP
(spell save DC 16, +8 to hit with spell attacks). The Brutal Skewer. The waverider scoundrel’s lance
wavemistress has the following spells prepared: attacks do an extra die of damage and double its
Cantrips (at will): light, mending, resistance, sacred strength bonus (included in the attack) and scores
flame, spare the dying a critical hit on a 19 or 20.
1st level (4 slots): cure wounds, purify food and Challenge. The waverider scoundrel challenges a
drink, shield of faith* creature in combat. The creature must succeed
on a DC 16 Charisma saving throw or must spend
2nd level (3 slots): calm emotions, hold person,
all its actions to move toward and attack the
spiritual weapon
waverider scoundrel. At the end of each of its
3rd level (3 slots): dispel magic, mass healing word turns the creature can make another saving throw,
4th level (3 slots): control water, locate creature ending the effect on a success.
5th level (2 slots): commune, flame strike, greater Partially Webbed. The waverider scoundrel’s half
restoration sea-elf ancestry grants it a swim speed.
6th level (1 slot): blade barrier, heal Special Gear. Necklace of adaptation, shaving kit,
7th level (1 slot): divine word, symbol small steel mirror, banner depicting a hippocampus
8th level (1 slot): control weather, holy aura wearing a crown, collection of labeled hull
fragments from defeated ships, 20 gp.
Actions

7 Multiattack. The wavemistress makes two attacks


with its greatsword or its longbow.
Spirited charge. If the waverider scoundrel moves
at least 20 feet toward a target with a lance attack
while mounted it can continue to move without
Greatsword. Melee Weapon Attack: +6 to hit, reach provoking opportunity attacks.
5 ft., one target. Hit: 18 (2d6 + 2d8 + 2) slashing
Actions
damage.
Multiattack. The waverider scoundrel makes two
Dagger. Ranged Weapon Attack: +5 to hit, reach 5
attacks with its lance or its heavy crossbow.
ft. or range 20/60 ft., one target. Hit: 15 (3d8 + 2)
piercing damage. Lance. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 23 (2d12 + 10) piercing damage.
A sensitive to the spirits of the seas, these Heavy Crossbow. Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 100/400 ft., one target. Hit: 5
spiritualists offer advice and omens from the
(1d10 + 3) piercing damage.
heavens above and the fathoms below, all the while
keeping their vessel save from submerged perils GLORY (HIPPOCAMPUS)
and the wild extremes of wind and wave. Medium beast, chaotic good
Armor Class 14 (natural)
WAVERIDER SCOUNDREL Hit Points 75 (10d10 + 20)
Medium humanoid (half-elf), neutral evil Speed swim 45 ft.
Armor Class 16 (plate) Str Dex Con I nt Wis Cha
Hit Points 195 (26d8 + 78) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Speed 30 ft., swim 25 ft.

206
8

Senses darkvision 60 ft. Passive Perception 12 Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Languages Aquan target. Hit: 4 (1d6 + 1) bludgeoning damage.
Challenge 200 XP
This selfish cavalier always likes to fight where
Charge. If the hippocampus moves at least 20 feet
straight toward a target and then hits it with a he has the greatest advantage—underwater. its
ram attack on the same turn, the target takes an favorite strategy is to attack the hull of an enemy
extra 7 (2d6) bludgeoning damage. It the target is ship from underwater, while its shipmates fight on
a creature, it must succeed on a DC 11 Strength
saving throw or be knocked prone. deck, forcing some of its opponents to eventually
Waterbreathing. The hippocampus can breathe engage him. If he happens to sink the ship before its
either water or air. opponents surrender their plunder, he counts on its
Actions trusty hippocampus Glory to dive to the seafloor to
Multiattack. Name makes two attacks: one with its recover the ship’s most valuable treasures. Unable
bite and one with its claws, or two with its dagger.
to comprehend the idea that he could be bested, he
Bite. Melee Attack: +3 to hit reach 5 ft., one target.
Hit: 5 (1d8+1) piercing damage. fights to the death.

207
Ch a p t e r 8 :
Cu t t h r o a ts
& C rew

208
The Seagrave’s Plot Hooks
Fang kkOne of the ship’s crew stole a sacred shark idol
while in port. The idol can grant lycanthropy
If you choose to use these NPCs as a friendly or to the bearer and the school of weresharks the
rival crew, they can serve as the officers of the idol belongs to want it back at any cost.
Seagrave’s Fang, a two-masted brigantine with dark kkWhile searching for buried treasure, the
gray sails, the foremast fully square-rigged and Seagrave’s Fang discovered a desert island
mainmast rigged with both a fore-and-aft mainsail, where a wereshark tribe lairs. The Fang
square topsails, and topgallant sails. Just under fled from the island, but the weresharks are
90 feet long and 25 feet wide, the Fang’s armament stalking the ship and have already picked off
consists of two pairs of side mounted ballista, one several of the crew.
pair mounted on the foredeck and the other on the kkThe leader of a wereshark pack has become 8
sterncastle. Jutting out below the Fang’s bowsprit enamored with the captain of the Seagrave’s
is a long jagged wooden carving of a sharktooth. Fang. The leader intends to infect her with
When flying the ship’s true colors, the Fang displays lycanthropy and transform her into a fitting
a golden symbol of crowned skull with crisscrossed wereshark consort, but only after the pack
curved blades on a black background. has killed and devoured all of her crew.
In game terms, the Seagrave’s Fang is a sailing ship,
as described in the 5th edition Game Master’s Guide
of the world’s most famous roleplaying game., with
a smuggling compartment in the captain’s cabin.
Currently only the captain knows this smuggling
compartment exists.

209
The Crew Jenna comes from a small but elite dwarven clan
CR Name Crew Role who labor to manufacture siege engines for the
6 Jenna Ironflame Master gunner empire’s main naval shipyards. She spent much of
6 Lachlan Chardet First mate her younger life learning the craft that everyone,
4 Mayjen Ship's mage including Jenna herself, assumed she would follow
3 Redda Amestari Lookout for the rest of her life. Jenna was always passionate
4 Rukaia Ship's surgeon about these mighty engines of war but a secret part
5 "Smiling" Seth Navigator of her longed for the excitement of triggering these
Farharbor gigantic weapons in a real battle rather than just
5 Tylara Ship's mate the mundane job of test-firing them. Jenna grew
6 Valenya Thale Captain into womanhood and she took up studying with
the clan’s weaponmasters, learning the way of the
3 Wivierell Carpenter
dwarven warrior. This was over the loud protests
2 Zugok Boatswain
of her relatives, who questioned why she wanted
to learn these fighting skills when she would

The Crew never need them. The final straw came when her
grandfather informed her that a marriage had been
The following stat blocks represent the crew of the arranged for her and she was to wed a prominent
Seagrave's Fang, dwarf from a neighboring clan to secure an alliance.
After a week of planning, Jenna made her escape
and boarded a ship bound for a distant port. Jenna
spent some time, and much of the marriage dowry
she had taken with her, simply sailing from port
to port as a passenger, but her specialized skills
and upbringing made it difficult for her to find

8 work or settle down in the places she visited.


However, she finally found a ‘privateer’ captain
who needed a skilled artillerist to maintain her
ship’s siege armament. Jenna quickly realized that
the ‘privateer’ was really a pirate, but having found
the joy of launching a bombardment against an
enemy ship was truly her place in life, she didn’t
turn back. During one intense naval battle Jenna
suffered a serious shrapnel wound to her right eye,
she had the wound healed and while she can still
see through the eye, it is very sensitive to bright
Jenna Ironflame, Master Gunner light, so she routinely wears an eye patch during
the day. Jenna spends much of her free time aboard
A heavily armed and buxom dwarf holds her keeping the ship’s armament in pristine condition;
axe poised for action. She has her auburn she finds these routine tasks give her a sense of
hair tied back in a long braid and a black
tranquility.
patch covers her right eye.

210
JENNA IRONFLAME New Magic Item
Medium humanoid (dwarf), lawful neutral
Armor Class 15 (chain shirt) DAREDEVIL BOOTS RARE
Wondrous item Requires attunement)
Hit Points 65 (10d8 + 20)
This pair of magical softpaw boots allows the
Speed 25 ft. wearer to gain extra maneuverability while
Str Dex Con I nt Wis Cha moving through hazardous areas. As a bonus
15 (+2) 14 (+2) 14 (+2) 14 (+2) 11 (+0) 14 (+2) action, you can click your heels together to
gain advantage on Dexterity (Acrobatics)
Saving Throws Str +5, Dex +5, Wis +3 checks and can avoid attacks of opportunity
Skills Athletics +5, Deception +5 by making a DC 15 Dexterity (Acrobatics)
Damage Resistance poison check for 1 minute. Furthermore, anytime
you successfully move through the space
Senses darkvision 60 ft., passive Perception 10
of an enemy without provoking an attack of
Languages Common, Dwarvish opportunity, you gain a +21 bonus on attack
Challenge 6 2,300 XP rolls against that enemy until the end of
Bullrush. If Jenna moves at least 20 feet straight your turn.
toward a creature and then hits it with her
boarding axe on the same turn, that target must
succeed on a DC 12 Strength saving throw or be
knocked prone. If the target is prone, Jenna can Tactics
make one dagger attack against it as a bonus Jenna enjoys the thrill of naval combat, whether it is
action. firing siege engines at opposing vessels or leaping
Corsair. Jenna has advantage on attack rolls, Wisdom into the midst of an enemy boarding party while
(Survival), Strength (Athletics) and Dexterity wildly lashing about herself. She uses her daredevil
(Acrobatics) checks while at sea. Jenna also does boots to tumble into groups of enemies and then
an extra +2 damage against any creature that has a uses Great Cleave to strike at multiple foes. If she
swim speed. gets a chance, Jenna enjoys pushing opponents
Daredevil. Jenna does not provoke attacks of over the side of the ship.
opportunity.
Dwarven Resilience. Jenna has advantage on saving Lachlan Chardet, First Mate
throws against poison.
Actions
Multiattack. Jenna makes three melee attacks: two
A swarthy unshaven man with a black
bandana wrapped around his head looks
8
with her boarding axe and one with her dagger. Or cagily around himself. A bronze-headed
Jenna makes two ranged attacks with her daggers.
flail rests in an ornate scabbard at his side.
Boarding Axe. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing or
piercing damage (Jenna’s choice). While wielding Born and raised a pirate, Lachlan came to be a
this weapon Jenna has advantage on Strength devoted follower of the goddess, the Pirate Queen,
checks when climbing.
as a child. Lachlan learnt the ‘trade’ serving as
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 a cabin boy on a ship captained by a treacherous
(1d4 + 2) piercing damage. scurvy knave whose duplicity and wily cunning kept
Great Cleave (1/day). Jenna may make one melee him alive for years, even though most of his own
attack against each creature within reach 5 feet of crew wanted him dead. Eventually, however, this
her.
captain perished in a battle that saw his ship and
Reactions
crew captured by an imperial frigate. While the rest
Daredevil Boots. Jenna adds 2 to her AC against one
melee attack that would hit her. To do so, Jenna of the crew was tried and hanged, the commanding
must see the attacker and be wielding a melee naval officer took pity on the seemingly innocent
weapon. child and spared Lachlan.

211
ablaze in one final spiteful act. Rumors spread that
Lachlan was the main instigator of the mutiny and
as almost all the other survivors of the Nye Gull
mutiny are now dead, there is little Lachlan can do
these days to clear his name. Lachlan often plays up
to the part of the wicked scoundrel that many think
him, but he knows that the quickest way to make
it rich is serving under a under a strong captain as
part of a loyal crew.

LACHLAN
Medium humanoid (human), chaotic neutral
Armor Class 14 (chain shirt)
Hit Points 71 (11d8 + 22)
Speed 30 ft.
Str Dex Con I nt Wis Cha
16 (+3) 12 (+1) 14 (+2) 13 (+1) 10 (+0) 8 (-1)

Saving Throws Str +6, Dex +4, Int +4


Skills Nature +4, Perception +3, Stealth +4,
Survival +3
Senses passive Perception 13
Languages Aklo, Common
Lachlan spent some years living in a strict Challenge 6 2,300 XP
imperial orphanage, being disciplined and schooled Catch Off-Guard (1/Day). Lachlan catches an
opponent off guard and uses his combat scabbard
to become a marine serving the empire, and even to attack with surprise. He may make a combat
though he acted the part and swore oaths of scabbard attack which does maximum damage if it

8 allegiance, deep in his heart, he never renounced


the Pirate Queen. Lachlan’s betrayal stunned the
hits. Any sneak attack damage is also maximized.
Evasion. Lachlan is subjected to an effect that allows
him to make a Dexterity saving throw to take
other cadets at the institution, Lachlan murdered only half damage, he instead takes no damage if
two of his teachers in their sleep and stole the more he succeeds on the saving throw, and only half
portable valuables stored in the institute’s vaults. damage if he fails.
Many pirates viewed Lachlan’s return to the Keen Hearing and Sight. Lachlan has advantage on
Wisdom (Perception) checks that rely on hearing or
Pirate Isles as suspicious, seeing him as a possible sight.
imperial spy. This scurrilous talk followed Lachlan Pirate. Lachlan has advantage on attack rolls and
for years, leading to him being forced to sign on for saving throws against being frightened while
work on a succession of mediocre ships. Lachlan’s aboard a ship he is familiar with (any ship he is
assigned too or spent time familiarizing himself
reputation was also tarnished when a bloody mutiny with).
broke out on the Nye Gull, a ship that Lachlan Sneak Attack (1/Turn). Once per turn, Lachlan deals
was serving on as a mate. The group of mutineers an extra 7 (2d6) damage when he hits a target with
and those loyal to the ship’s captain were closely a weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally
matched, and the few who survived were forced to that isn’t incapacitated and Lachlan doesn’t have
sail away in one of the boats after the ship was set disadvantage on the attack roll.

212
Dirty Trick (1/Turn). Once per turn Lachlan uses
a dirty trick as part of an attack – for example sleep as a child. When Maygen’s sorcerous talents
throwing sand a creature’s eyes blinding them. The manifested in her early adolescence, her parents
target must make a DC 11 Wisdom saving throw or enrolled Maygen in an arcane college so she could
be surprised by the trick. The GM. determines the
exact nature of the trick and its effects All effects
learn to control her magical abilities. Fortunately
only last until the beginning of Lachlan’s next turn. for Maygen, the college was situated in a busy port
Actions city and she spent much of her spare time sailing in
Multiattack. Lachlan makes two melee attacks or two the nearby bay and exploring the city. A year and
ranged attacks. a half before Maygen would have graduated, the
Masterwork Flail. Melee Weapon Attack: +6 to hit,
news came that her parent’s ship had been lost at
reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
damage. If the target is wielding a weapon, it must sea. According to magical divinations, their ship
succeed on a DC 13 Strength or Dexterity saving struck a reef during bad weather and went down
throw or drop a weapon it is wielding. with all hands lost. After mourning her parents,
Combat Scabbard. Melee Weapon Attack: +6 to hit,
Maygen found herself almost destitute; her parents
reach 5 ft., one target. Hit: 7 (2d4 + 3) piercing
damage. had practically all their savings wrapped up in
Composite Longbow. Ranged Weapon Attack: +5 to their ship and what little remained would only last
hit, ranged 150/600 ft., one target. Hit: 8 (1d8 + 3) for less than a year, assuming she eked out a very
piercing damage.
humble lifestyle.
Reactions
Maygen started looking for employment, but
Swinging Reposition. Lachlan adds 2 to his AC
against one melee attack that would hit him. To do found that few were willing to take on an untried
so, Lachlan must see the attacker, be wielding a gnome youngster with dubious magical talents.
melee weapon and be aboard a ship he is familiar The next few seasons were very lean for Maygen,
with. If the attack misses he may then use the
with her taking on shady work simply to afford
Disengage action.
Tactics
food and a roof over her head. Eventually one of
Always willing to do whatever it takes to win, Lachlan her disreputable contacts suggested she try looking
often starts a battle by swinging in on a line and for a job in one of the most city’s seedy taverns. As
using swinging reposition to charge an opponent,
which allows him to deal sneak attack damage
using scout’s charge. Lachlan then attempts to
luck would have it, a pirate captain was urgently
looking for a new entire crew and was willing to
8
disarm his opponent which enables him to use the pay for any warm body. Some of the other recruits
Catch Off-Guard to make sneak attacks with his tried to bully Maygen, but they quickly learnt their
combat scabbard. In combat, he also makes good
mistake when she electrocuted one of them. In spite
use of dirty trick to hinder his foes.
of her stature, Maygen’s nautical skills stood out
Mayjen, Ship’s Mage in the otherwise green crew and she was quickly
promoted to a ship’s officer. During the next
Clad in colorful silks, this bronzed skinned several years, Maygen served on several ships and
gnome with aquamarine hair and storm gray gained significant maritime experience. She also
eyes stands poised to invoke her destructive
found that being out in the middle of the ocean,
powers against any threat.
especially during a powerful storm, seems to bring
out and enhance her magical powers. Maygen has
Maygen has always had the sea in her blood. Born on
developed a reputation for her eagerness to unleash
the ocean during a terrible storm to parents who were
her destructive spells, with her blue-green hair said
traveling merchants, Maygen could swim before she
could walk and had the sway of the ship rock her to

213
must make a DC 13 Constitution saving throw or
to stand on end whenever she casts an electricity suffer 10 (3d6) necrotic damage or half as much
spell. damage on a successful save. This damage cannot
reduce the target creature below 1 hit point.
MAYJEN Creatures with a swim speed take double damage.
Medium humanoid (gnome), chaotic neutral Summon Elemental (1/Day). Mayjen magically
Armor Class 12 (15 with mage armor) summons a water elemental or air elemental. The
Hit Points 40 (9d8) summoned elemental appears in an unoccupied
space within 60 feet of its summoner and acts as
Speed 25 ft.
an ally of its summoner. It remains for 10 minutes,
Str Dex Con I nt Wis Cha until it or its summoner dies, or until its summoner
9 (-1) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 17 (+3) dismisses it as an action.
Reactions
Saving Throws Cha +5, Wis +3
Vanish. Whenever an attack targeting Mayjen hits or
Skills Arcana +2, Persuasion +5 misses she becomes invisible until the beginning
Damage Resistance lightning, thunder of her next turn. Mayjen becomes visible if she
Senses: darkvision 60 ft., passive Perception 11 attacks or casts a spell.
Languages Aquan, Common, Gnome, Sylvan Tactics
Challenge 4 1,100 XP Before Combat. Maygen casts mage armor every
Gnome Cunning. Mayjen has advantage on day, renewing it as needed. She also casts shock
Intelligence, Wisdom, and Charisma saving throws shield if expecting a fight.
against magic. During Combat. Maygen blasts away at enemies with
Storm Sorcerer. As part of the Cast a Spell action damaging spells. She prefers to remain at range
Mayjen may convert the energy type of spells from and uses vanish if enemies target her in return.
the original to lightning. For example, the damage She summons air or water elementals to aid her in
type of fire bolt becomes lightning instead of fire. battle.
This trait also grants resistance to lighting and
thunder damage.
Redda Amestari, lookout
Innate Spellcasting. Mayjen’s innate spellcasting
ability is Intelligence (spell save DC 10). She can Disfiguring pox scars cover this tall half-
innately cast the following spells, requiring no elven woman’s face and skin. She shrewdly

8
material components: scans the area around her and keeps her
At will: nondetection (self only) longbow ready in hand.
1/day each: blindness/deafness, blur, disguise self
Spellcasting. Mayjen is a 5th-level spellcaster. Her Redda spent much of her childhood bedridden with
spellcasting ability is Charisma (spell save DC 13,
+5 to hit with spell attacks). She has the following an abnormal malady that riddled her skin with
sorcerer spells prepared: unsightly sores and blemishes. Over several years,
Cantrips (at will): fire bolt, light, mage hand, Redda’s impoverished human mother was able to
mending, prestidigitation scrimp and save up enough money to have priests
1st level (4 slots): mage armor, magic missile,
cast divine magic to cure her daughter’s ailment
shock shield (see page 44)
but the strange and chronic illness resisted these
2nd level (3 slots): misty step, suggestion,
slipstream (see page 45) attempts. While in the throes of heavy bouts of the
3rd level (2 slots): fireball sickness, Redda would often have feverish visions
Actions of being cast adrift on an endless blue sea. When
Masterwork Dagger. Melee or Ranged Weapon Redda reached adolescence, the bizarre disease
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one
faded, seemingly of its own accord, but left Redda
target. Hit: 4 (1d4 + 2) piercing damage.
with disfiguring pox scars all over her face and
Dehydrating Touch (Recharge 5–6). Mayjen may
touch a creature within 5 ft. of her and the target body.

214
As soon as she was able, Redda started working
to support her aging mother. Unable to find other
employment, due in part to her looks, Redda
became a guard and then a mercenary. However,
it was only when she first hired on as part of the
bodyguard detail for an affluent merchant taking a
long ocean voyage that her divine magical powers
surfaced. While in touch with the ocean, Redda felt
the pull of the ocean’s waves and learned to call on
her powers and develop her mystical talents.
Redda found herself in seedy and anarchic port
town. Seeking more lucrative employment, she
joined a crew of smugglers where her keen eyes
where often put to good use. From there, Redda
signed on as an able-bodied sailor for a band of
pirates. Many of her crewmates shunned Redda,
believing she was diseased, cursed, or just plain
bad luck, but Redda was unconcerned by this, as
long as she could feel the sway of the ocean beneath
her, she found herself content. After proving herself
Languages Aquan, Common, Draconic, Elven, Sylvan
an excellent lookout, Redda took to sleeping in the
Challenge 3 700 XP
crow’s nest, using a canvas for cover during wet Deadly Aim. Once per turn, Redda deals an extra
weather and only going below decks during the 7 (2d6) damage when she hits a target with a
worst storms. ranged attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally
Despite her peculiarities, any captain she serves
that isn't incapacitated and Redda doesn't have
finds her to be a diligent sailor, brave in battle, and
reliable when taking a spell at the helm. Recently
disadvantage on the attack roll.
Fey Ancestry. Redda has advantage on saving throws
8
her elderly mother passed on, but Redda does not against being charmed, and magic can’t put her to
sleep.
intend to struggle to make ends meet as her mother
Lightfooted. Redda can take the Dash or Disengage
did. She aims to make her fortune committing action as a bonus action on each of her turns.
daring acts of piracy upon the high seas. Water Sight Revelation. Redda can see through fog
and mist without penalty as long as there is enough
REDDA AMESTARI light to allow you to see normally.
Medium humanoid (half-elf), neutral Spellcasting. Redda is a 2nd-level spellcaster. Her
Armor Class 15 (Leather Armor) spellcasting ability is Wisdom (spell save DC 12, +4
Hit Points 66 (12d8 + 12) to hit with spell attacks). She has following ranger
Speed 30 ft. spells prepared:
1st level (2 slots): hunter’s mark, fog cloud
Str Dex Con I nt Wis Cha
12 (+1) 18 (+4) 12 (+1) 14 (+2) 14 (+2) 15 (+2) Actions
Multiattack. Redda makes three attacks: one with a
Skills Acrobatics +8, Athletics +5, Persuasion +6, dagger and two with her cutlass. Alternatively she
Medicine +4, Religion +2 may make 3 longbow attacks.
Senses darkvision 60 ft., passive Perception 12 Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft.,

215
one target. Hit: 8 (1d8 + 4) piercing damage.
goddess, the Pirate Queen, in the form of a tengu.
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 6 She exhaustedly regained consciousness back on
(1d4 + 4) piercing damage. the raft, with her right claw wrapped tightly around
Longbow. Ranged Weapon Attack: +6 to hit, ranged a tiny shining pearl remarkably formed in the
150/600 ft., one target Hit: 8 (1d8 + 4) piercing
likeness of a skull.
damage.
Rukaia’s devout prayers to the Pirate Queen were
Tactics
Before Combat Redda uses her thunderstone to answered with divine powers that increased as
quickly raise the alarm or alert her shipmates to Rukaia matured. Rukaia found it easy to secure a
an ambush. She uses her smokesticks to signal position as ship’s priest on a succession of pirate
a distant shore party; each of her smokesticks
vessels and she never returned to the rookery.
produces smoke of a different color. She always
carries this mundane equipment with her. Like many tengu, Rukaia is not overly strong
During Combat Redda prefers to pick off enemies or tough so she prefers to support and heal her
with her bow and always uses her Deadly Aim trait. crewmates rather than wade into the heart of a
She casts fog cloud in battle to make it difficult for
enemies to target her, she can easily see through
dangerous naval battle herself. Rukaia has learnt
the mist with her water sight revelation. much about the healing arts from the series of
pirate officers she has worked with and her strong
Rukaia, Ship’s Surgeon
skills as a physician inevitably lead to her getting
good pay on the pirate ships she joins. She also has
Clothed in a short black dress over black
feathers, this sharp-beaked tengu wields the tengu knack with learning languages and often
a basket-hilted rapier in one claw, holds a serves as a translator during negotiations. Other
buckler in the other, and wears a tricorne priests of the Pirate Queen sometimes feel there is
hat. The tengu’s facial feathers are painted something odd about Rukaia’s cawing prayers and
bone white, depicting the skull and
flapping supplications, but they do not doubt her
crossbones.
devotion to the goddess and to piracy itself.

Growing up in a tengu rookery slum on a pirate isle, RUKAIA


8 Rukaia felt the inexplicable urge to escape from Medium humanoid (kenku), chaotic neutral
Armor Class 13
the place’s poverty and misery, even if it meant
leaving her own kind behind. She saw that some Hit Points 27 (5d8 + 5)
Speed 30 ft.
tengu sought to become ‘good luck’ mascots on
pirate ships but she knew that these tengu could Str Dex Con I nt Wis Cha
10 (+0) 16 (+3) 12 (+1) 12 (+1) 17 (+3) 8 (-1)
be discarded just as easily if the ship’s luck soured.
While out fishing alone on a small raft one day, Skills Acrobatics +5, Deception +3, Medicine +7,
Rukaia saw something glistening below her on the Perception +7, Persuasion +1, Religion +3, Stealth
+5
ocean bottom. Curious, Rukaia dived in and swam
Senses passive Perception 13
down. As Rukaia swam closer to the item glinting
Languages understands Common, Draconic,
in the down in midst of a series of coral growths, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan,
she scratched herself on a thorny outcropping. Kenku/Tengu but speaks only through the use of its
What followed was a strange psychedelic series of Mimicry trait
Challenge 4 1,100 XP
dreamlike visions that changed Rukaia’s outlook on
Ambusher. Rukaia has advantage on attack rolls
life forever. Her memory remains hazy, but Rukaia against any creature she has surprised.
is certain that she was visited by a vision of the

216
Expert Forger. Rukaia can duplicate another
creatures' handwriting and craftwork. She has
advantage on all checks made to produce forgeries
or duplicates of existing objects.
Mimicry. Rukaia can mimic any sounds she has heard,
including voices. A creature that hears the sounds
can tell they are imitations with a successful DC 14
Wisdom (Insight) check
Pirate Queen’s Glory. As a bonus action, Rukaia can
expend a spell slot to cause her melee weapon
attacks to magically deal an extra 10 (3d6) radiant
or necrotic damage -her choice- to a target on a
hit. This benefit lasts until the end of her next turn.
If Rukaia expends a spell slot of 2nd level or higher,
the extra damage increases by 1d6 for each level
above 1st.
Spellcasting. Rukaia is a 5th-level spellcaster. Her
spellcasting ability is Wisdom (spell save DC 13, +5
to hit with spell attacks). Rukaia has the following
cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): bless, cure wounds, divine favor,
shield of faith
2nd level (3 slots): lesser restoration, invisibility,
spiritual weapon
3rd level (2 slots): conjure animals, fly, spirit Morale. If Rukaia is reduced below 15 hit points and
guardians all seems lost, she turns invisible or casts disguise
self to get away.
Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., “Smiling” Seth Farharbor, Navigator
one target. Hit: 7 (1d8 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range
Finely dressed in a loose shirt and baggy
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
damage. pants, this cheerful sailor holds an 8-foot
pike in one hand and a well-used hornpipe
8
Reactions
in the other. A multicolored parrot perches
Copycat (1/Day). When hit by an attack Rukaia
jauntily on his shoulder.
may cast mirror image as a reaction. The attack
automatically hits one of the duplicates.
Seth says little of his past, but the truth is that
Tactics
his parents were indentured farmers who worked
Before Combat. Rukaia casts bless, fly, or shield
of faith depending on the nature of an expected a patch of barren moorland and Seth’s childhood
battle. She also casts bull’s strength on one of was one of poverty and near starvation. Seth left
her tougher allies. Just before combat she casts
his homeland and wound up working as a poorly
conjure animals to summon a shark or several
smaller sea creatures. paid seaman on a merchant ship captained by a
During Combat. Rukaia uses her spells to aid her stingy northerner. Pirates took the merchant ship,
crewmates and strike out at dangerous foes. She intending to sail it back to their pirate base as a
also uses her channels to keep her crew healthy. If
prize ship. Seth and the rest of the captured sailors
threatened in melee, she uses her copycat domain
ability or invisibility to maneuver away. Only if were given the choice to join the pirates or to be set
things seem desperate does she cast divine favor adrift in a longboat. With a grin on his face, Seth
and attack with her rapier. was the first to sign on with the pirates.

217
Languages Abyssal, Common, Dwarven, Elven, Giant,
Seth found the ordinary tasks on a pirate ship Infernal, Orc
were much the same, but the pay and the conditions Challenge 5 1,800 XP
and were far better. The ship was refitted and Seth Spellcasting. Seth is a 4th-level spellcaster. His
started as one of the crew. The ship was initially spellcasting ability is Charisma (spell save DC 12,
somewhat shorthanded so Seth learnt a wide variety +4 to hit with spell attacks). He has the following
bard spells prepared:
of tasks, but the one that drew his attention was the
Cantrips (at will): friends, mage hand, vicious
art of navigation. He was taught map reading and mockery
course plotting by a garrulous old sea dog and Seth 1st level (4 slots): charm person, heroism, read
became enamored with idea of sailing to distant weather (see page 41), sleep
ports and exotic places. As his experience grew, 2nd level (3 slots): invisibility, shatter
Sea Shanty. Seth can perform a song while taking a
Seth became an officer and a skilled navigator.
short rest. Any ally who hears the song regains a
While Seth had learnt to play traditional pipes as level of exhaustion as if they had a long rest. Seth
a child, he much prefers the merry notes can bring can confer this benefit on himself as well.
out of the worn hornpipe he found in an old junk Whistle the Wind (2/Day). Seth can use a bonus
action on his turn to invoke a gust of wind spell.
store in a busy southern market. Seth’s crewmates
Seth uses his performance skill instead of the
know that his piping can often whistle up a friendly standard Concentration check to maintain this
breeze or ease rough waters. effect. In addition, he can extend the duration
In spite of his upbringing, Seth is an optimistic of the spell by 1 minute on a DC 15 Charisma
(Performance) check.
fellow whose affable nature means he gets on
Actions
well with almost everyone he meets. Seth loves to Multiattack. Seth makes three melee attacks or two
travel, see new sights, and meet interesting people, ranged attacks.
especially those who might be interested in amorous Boarding Pike. Melee Weapon Attack: +7 to hit,
liaisons. The wealth gained from plundering reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing
damage.
merchant ships allows Seth to enjoy himself to the
Shortbow. Ranged Weapon Attack: +3 to hit, range
full in these exciting places. Recently Seth acquired 80/320 ft., one target. Hit: 3 (1d6) piercing damage

8 a rainbow colored parrot in a jungle port, the bird


named Tukama is avaricious and happily calls out
Reactions
Tukama. As a reaction, Seth’s familiar, a parrot
to friend and stranger alike for food and pretties. named Tukama, can cast a verbal component only
spell from Seth’s list of spells whenever an attack
Seth and Tukama get along famously, although it
misses Seth.
sometimes seems that Tukama regards Seth as his
Tactics
possession. Before Combat. If a battle is imminent, Seth casts
heroism.
SETH FARHARBOR
During Combat. Seth plays a lively tune on his
Medium humanoid (human), lawful neutral
hornpipe or sings a sea shanty to encourage his
Armor Class 15 (chain shirt) shipmates and then attacks. He uses his attack
Hit Points 97 (15d8 + 30) spells against enemies who threaten his allies.
Speed 30 ft.
Str Dex Con I nt Wis Cha Tylara, Ship’s Mate
18 (+4) 10 (+0) 14 (+2) 12 (+1) 8 (-1) 13 (+1)
This tall dark-haired woman wears bright
Saving Throws Dex +3, Wis +2 mismatched clothing with a curved blade at
Skills Acrobatics +3, Perception +2, Performance +7 her side. She has pale skin and a striking but
Senses passive Perception 12 unusual mien, her heterochromatic eyes,

218
one deep blue, one gray, somehow fitting
her perfectly.

Tylara never felt that she fitted the clan of saltmarsh


dwellers she was raised by. She somehow always
knew that she was a foundling, abandoned there
as baby in the middle of the night. The only person
Tylara could relate to was Aeya, the community’s
ancient wisewoman, who saw potential in
the unconventional child and enjoyed
her company. Aeya passed on all she
could to the eager young Tylara,
teaching her of the old ways
and ancient nature magic, but more
importantly passing on her timeless wisdom and
nurturing Tylara’s resolute spirit. Old age caught
up with Aeya when Tylara was eight, but they had
both known this would happen eventually, and
Tylara remained dry-eyed at her mentor’s funeral,
preferring to honor Aeya’s life as the old woman
would have wanted.
When she reached puberty, Tylara felt a strange
calling drawing her into the depths of the swamp.
The silent siren’s song was hypnotic but Tylara’s
tenacious will prevailed and she repelled the eerie
prefers to remain on the ocean, rarely going ashore,
compulsion. However, Tylara’s curiosity about the
mystery of her own origins led her to make the
even when given ample leave in a friendly port.
Whether this is something to do with her past or
8
choice to follow the beckoning call of her own
that Tylara simply finds herself more comfortable
volition. It is said that a changeling who follows
on water, rather than dry land, only she knows.
this path is invariably lost to evil forever. However,
a month later Tylara did return. She staggered out of TYLARA
the swamp, her body covered in deep claw wounds, Medium shapechanger (changeling), neutral
but her mind her own. The only possession she Armor Class 11 (16 with barkskin)
brought back from this grueling trial was a green Hit Points 27 (5d8 + 5)
Speed 30 ft.
cat’s eye gem clutched firmly in her hand.
Tylara left the marsh as soon as she recovered, Str Dex Con I nt Wis Cha
16 (+2) 12 (+1) 12 (+1) 10 (+0) 15 (+2) 10 (+1)
following her intuition and instincts out of the
mud of the swamp and to the clean water of the Skills Deception +4, Medicine +5, Nature +3,
ocean. Tylara started out as a cook’s apprentice Perception +5
on a shabby pirate cog, but determinedly worked Senses passive Perception 15
Languages Common, Druidic, Sylvan
her way up to better ships and better positions,
eventually becoming a respected officer. Tylara

219
Challenge 5 1,800 XP this commanding piratical woman boldly
Seastrike. Tylara can attack underwater with no wields a curved concave blade. Stylish
penalties. jewelry tastefully accents her eye-catching
Shapechanger. Tylara can use her action to appearance.
polymorph into a Medium humanoid she has seen,
or back into her true form. Her statistics, are the
Whether the farfetched tales of Valenya being
same in each form. Any equipment she is wearing
or carrying isn't transformed. She reverts to her the lost heir to one of the empire’s highest noble
true form if she dies. houses and the tragic circumstances that led to her
Spellcasting. Tylara is a 4th-level spellcaster. Her becoming a pirate are true or not, Valenya Thale
spellcasting ability is Wisdom (spell save DC 14, +5
certainly displays the demeanor of an aristocrat.
to hit with spell attacks). It has the following druid
spells prepared: She remains impeccably attired even when
Cantrips (at will): druidcraft, produce flame, boarding an enemy vessel, and deals fairly with
shillelagh those who surrender to her, often offering warm
1st level (4 slots): hydraulic push (see page 40), hospitality to upper class prisoners. Valenya is no
longstrider, speak with animals, thunderwave
fool however, she is extremely skilled the arts of
2nd level (3 slots): animal messenger, barkskin,
slipstream (see page 45) subterfuge and trickery, and those who attempt
Actions to take advantage of her seemingly genteel nature
Multiattack. Tylara makes two melee attacks. usually find themselves falling into one of her
Shillelagh. Melee Weapon Attack: +5 to hit, reach well-laid traps. Valenya also runs a tight ship, and
5 ft., one target. Hit: 6 (1d8 + 5) bludgeoning those who malinger or attempt to challenge her
damage.
find that beneath Valenya’s refined deportment is
Shifter Claws. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. a ruthlessly fierce individual more than willing
Wild Shape (2/day). Tylara can transform into a beast to make good on the dire threats she issues when
she is familiar with of CR ½ or less for up to 1 hour. roused to anger.
She gains all the physical statistics of the beast but
Valenya came into a substantial amount of gold
otherwise retains her own traits. She losses her
Spellcasting ability while in animal form. early in her piratical career, which gave her the

8 Reactions
Tigress. As a reaction, after being hit in melee, Tylara
opportunity to obtain and refit a decent ship. She
has changed ships several times since then, having
can make a shifter claw attack against the attacker. a ship sunk underneath her in a fierce battle but
Tactics also capturing several vessels and refitting them.
Before Combat. If expecting trouble, Tylara casts Once Valenya even lost her ship in a high stakes
barkskin, longstrider, and shillelagh to give all her
natural attacks an enhancement bonus. dice game and then, after an incredible run of
During Combat. Tylara wildshapes into an astonishingly good luck, won an even finer ship, all
appropriate form, preferably one with claws, and in the same night of gambling.
attacks using a combination of spells and natural
Valenya learnt the many of the subtle intricacies
weapons. If possible, Tylara attempts to lure her
foes below the surface, where the water may hinder of art of fighting with the falcata from a noble
her enemies, but she can attack freely using her duelist who she captured during a daring raid on an
seastrike ability. imperial galleon. She offered the noble the chance
to ransom himself in return for teaching her how to
Captain Valenya Thale
fence with the curved blade. Valenya kept her word
and once she could best the duelist, she released
Attired in an elegant jacket, white silk shirt,
black pants, and thigh length leather boots, him in a neutral port with a tidy purse of gold to

220
see him return home. This courtesy, however, has
done nothing to reduce the hefty reward offered in
the empire for Valenya’s capture.
There are rumors that Valenya is secreting away a
trove of the treasures she has plundered. Although
whether she stores this booty onboard ship or on
one of the many islands she visits is anyone’s guess.
Some say that she intends to build up enough wealth
and then attempt to buy an imperial pardon, but
this is pure conjecture.

VALENYA
Medium humanoid (human), neutral
Armor Class 16 (leather lamellar, buckler)
Hit Points 97 (15d8 + 30)
Speed 30 ft.
Str Dex Con I nt Wis Cha
14 (+2) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 12 (+1)

Saving Throws Str +5, Dex +4, Cha +4


Skills Acrobatics +7, Athletics +5,
Performance +7, Persuasion +7
Senses passive Perception 10
Languages Common
Challenge 6 2,300 XP
Brave. Valenya has advantage on saving throws
against being frightened.

8
Lightfooted. Valenya can take the Dash or Disengage
action as a bonus action on each of her turns.
Shatter Defenses. Valenya’s skill with her falcata
leaves opponents unable to defend themselves
when she strikes them when their defences are
already compromised. Valenya does an addition 7
(2d6) damage to targets frightened or stunned by Cantrips (at will): friends, mage hand, vicious
her Dazzling Display or Hilt Bash actions. mockery
Song of Surrender. Valenya can use a bonus action 1st level (4 slots): charm person, healing word,
on her turn to encourage an enemy to surrender. heroism, sleep, thunderwave
The target creature must make a DC 15 Wisdom 2nd level (3 slots): invisibility
saving throw or drop its weapon and fall prone
for 1 minute, or until Valenya or an ally attacks it. Actions
The creature may attempt another saving throw to Multiattack. Valenya uses her Dazzling Display (if
break this effect at the beginning of its turn. available) and then can make three melee attacks
Weapon Master. Valenya’s melee weapon attacks or two ranged attacks.
score a critical hit on a 19 or 20. Masterwork Falcata. Melee Attack: +6 to hit, reach 5
Spellcasting. Valenya is a 4th-level spellcaster. Her ft., one target. Hit: 9 (2d6 + 2) slashing damage.
spellcasting ability is Charisma (spell save DC 11, Hilt Bash. Melee Weapon Attack: +5 to hit, reach
+3 to hit with spell attacks). She has the following 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning
bard spells prepared: damage. If the target is a Medium or smaller

221
creature, it must succeed on a DC 13 Strength
saving throw or be stunned until the start of including both his parents, and enslaving the rest.
Valenya’s next turn. Even on a success the target Wivierell was sold, and he languished, chained in
is shaken and susceptible to Valenya’s shatter the hold of a ship as a galley slave, for over a year.
defenses trait.
While Wivierell never speaks of the incident, it was
Dazzling Display (1/Day). Valenya’s skill with the
falcata frightens enemies. Each enemy that is during this time that he had his left hand hacked
within 30 feet of Valenya and aware of her must off by the ship’s cruel slavemaster for some spirited
succeed on a DC 16 Wisdom saving throw or act of defiance.
become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its
Pirates attacked the ship, plundering the cargo
turns, ending the effect on itself on a success. If a and freeing the slaves, giving Wivierell his long-
creature's saving throw is successful or the effect awaited chance to take bloody vengeance on his
ends for it, the creature is immune to Valenya’s
oppressors. The pirate’s elven first mate, seeing
Dazzling Display for the next 24 hours.
that captivity had not broken this young elf’s spirit,
Reactions
Riposte. Valenya adds 3 to her AC against one melee took Wivierell under his wing and taught him the
attack that would hit her. To do so, Valenya must arts of dueling and agile swordplay. Wivierell was
see the attacker and be wielding a melee weapon. a quick study, he became a skilled swordsman and
If the attack misses due to the AC increase Valenya
swiftly earned his place as part of the pirate crew.
may also make a masterwork falcata attack against
the attacker Wivierell’s innate knack for sailing meant that he
Tactics swiftly learnt the ropes of the pirate’s brigantine,
Before Combat. If she has time, Valenya cast heroism even though it was a much larger ship than the
on herself. fishing vessels of his childhood. His inherent skill
During Combat. Valenya uses her Dazzling Display and passion for repairing and caring for the ship
at the start of a battle to cause her opponents to
become shaken and takes advantage of this with easily landed him the role of ship’s carpenter.
her Shatter Defenses trait. She also uses her hilt While Wivierell is somewhat of a loner and
bash to keep her opponents shaken, or possibly sometimes prone to fits of brooding and dark
even give them the frightened condition.
melancholy, this slips away he fights or when
Treasure
8 Gold earrings worth 80 gp, filigreed silver mirror
worth 120 gp, platinum ring worth 150 gp, electrum
tending his ship. He holds to his cultural beliefs
that each ship has a spirit and is sometimes seen
necklace set with amethysts worth 250 gp quietly murmuring to the ship as he works on it. As
part of a pirate raid, Wivierell acquired a magical
Wivierell, Carpenter
device that can replicate any simple tool; he often
attaches this to the stump of his left hand to make
This wiry elf crouches in a fencing stance;
he holds a fine blade in one hand while his use of it while repairing the ship. Wivierell has also
other arm ends in wicked looking hook fashioned a special prosthesis to allow him to wield
hand. a net in his off-hand.

WIVIERELL
Born in the tropics into a primitive coastal elven
Medium humanoid (elf), neutral
tribe of anglers and pearl divers, Wivierell learnt the Armor Class 17 (masterwork hide shirt)
sacred art of crafting and maintaining the village’s Hit Points 66 (12d8 + 12)
fleet of vessels from his parents. Wivierell’s idyllic Speed 30 ft.
world changed forever when bloodthirsty slavers Str Dex Con I nt Wis Cha
attacked his peaceful village, slaughtering many, 16 (+2) 16 (+3) 12 (+1) 12 (+1) 12 (+1) 12 (+1)

222
Skills Acrobatics +8, Athletics +5, Deception +5,
Perception +3, Persuasion +3 New Magic Item
Senses darkvision 120 ft., passive Perception 13
TRAVELER’S ANY-TOOL COMMON
Languages Common, Elven Wondrous item
Challenge 3 700 XP This tool at first seems to be nothing but a
Lightfooted. Wivierell can take the Dash or 12-inch iron bar lined with small plates and
Disengage action as a bonus action on each of its spikes. It can be folded, twisted, hinged,
turns. and bent, to form almost any known tool.
Fey Ancestry. Wivierell has advantage on saving Hammers, shovels, even a block and tackle
throws against being charmed, and magic can’t put (without rope) are possible. It can duplicate
Wivierell to sleep. any tool the wielder can clearly visualize that
contains only limited moving parts, such
Tumbler. Once per turn, Wivierell can deals an extra as a pair of scissors, but not a handloom.
10 (3d6) damage when he hits a target with a It cannot be used to replace missing or
weapon attack and succeeds on a DC 15 Acrobatics broken parts of machines or vehicles unless
check so long as he does not have disadvantage on a mundane tool would have done the job just
the attack roll. as well.
Actions
Multiattack. Wivierell makes three attacks from the
options listed below.
If he expects to be fighting in or under water,
Hook Hand. Melee or Ranged Weapon Attack: +6 to Wivierell switches from his rapier and hook hand to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 the traditional weapons of his tribe — trident and
(1d4 + 4) piercing damage. net.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., During Combat. Wivierell nimbly tumbles
one target. Hit: 8 (1d8 + 4) piercing damage. into flanking positions to gain sneak attack
Trident. Melee or Ranged Weapon Attack: +4 to hit, opportunities. If fighting alone, Wivierell feints to
reach 5 ft. or range 20/60 ft., one target. Hit: 6 throw his opponent off guard.
(1d6 + 2) piercing damage.
Feint. Wivierell is skilled at fooling opponents in Zugok, the Boatswain
combat. The target of this attack must make
a Wisdom (Insight) skill check vs. Wivierell’s
A burly looking half-orc with olive skin
Charisma (Deception) skill check as the DC. If the
target fails the check then Wivierell has advantage
on attack rolls for the rest of his turn.
barks out orders, a scowl darkening his
scarred craggy face. He gestures strongly
with his broad curved blade to emphasize
8
Net (Recharge 4-6). Wivierell throws a net, the
designated target must make a DC 13 Dexterity his point.
saving throw if it is a Large or smaller creature and
is restrained on a fail until it is freed. This attack Born the child of a prostitute in a large pirate base,
has no effect on creatures that are formless, or Zugok grew up in and around piracy for all of his
creatures that are Huge or larger. A creature can
childhood. It was only natural that he would sign
use its action to make a DC 10 Strength check,
freeing itself or another creature within its reach on as a cabin boy as soon as he was tall enough. He
on a success. Dealing 5 slashing damage to the net spent many of his teenage years at sea, where hard
(AC 10) also frees the creature without harming it, work made him stronger, and he became skilled
ending the effect and destroying the net.
and confident onboard any ship. The rough and
Reactions
tumble pirate life also taught him how to swiftly
Net and Stab. As a reaction, Wivierell may make a
trident attack against a target that is restrained gauge others’ intentions as well as the brazen art of
due to his net attack. making threats and showing menace to force others
Tactics to back down, to do what he wanted, or to give over
Before Combat. Wivierell uses his oil of slipperiness their valuables.
if he anticipates he’ll be fighting in difficult terrain.

223
Skills Acrobatics +4, Intimidation +3, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Orc
Challenge 2 450 XP
Archer’s Eye (3/Day). As a bonus action, Zugok can
roll 1d10 and add the result to his next attack or
damage roll with his composite longbow.
Relentless Endurance (1/Day). When Zugok is
reduced to 0 hit points, he instead drops to 1 hit
point.
Savage Attacks. When Zugok scores a critical hit
with a melee weapon attack, he rolls one of the
weapon’s damage dice one additional time and add
it to the extra damage of the critical hit.
Actions
Multiattack. Zugok makes two attacks with his
composite longbow.
Falchion. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
Composite Longbow. Ranged Weapon Attack: +5 to
hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3)
piercing damage.
Zugok was promoted to boatswain when he was
Dazzling Display (1/Day). Zugok’s skill with the
twenty and found that it suited his nature. He
falchion frightens enemies. Each enemy that is
didn’t have to do the more laborious tasks aboard within 30 feet of Zugok and aware of him must
ship and he got paid better simply for ordering succeed on a DC 11 Wisdom saving throw or
become frightened for 1 minute. A creature can
the crew around. Being an actual officer seemed
repeat the saving throw at the end of each of its
like too much hard work though, too many extra turns, ending the effect on itself on a success. If a
responsibilities and a horde of arduous new things creature's saving throw is successful or the effect
to learn. Zugok likes to fight, but he enjoys spending ends for it, the creature is immune to Zugok’s

8 money far more, and he is more than content to


Dazzling Display for the next 24 hours.
Freebooter’s Bane (Recharges after a Short or
accept a foe’s surrender. Zugok doesn’t tolerate Long Rest). For 1 minute, Zugok can indicate an
insolence or sloppy behavior from crew under his enemy in combat and rally his allies to focus on
command, seeing this as insulting to himself, and that target. Zugok and his allies gain a +1 bonus
on attack and damage rolls against the target. A
he is happy to bang heads together to ‘correct’ the creature can benefit from only one Freebooter’s
situation. However, Zugok doesn’t hold a grudge Bane at a time. This effect ends if Zugok is
and leaves it to the ship’s officers to determine the incapacitated.
punishment for a crewmember’s transgressions. Tactics
During Combat. Zugok uses freebooter’s bane to
ZUGOK pick out a foe to tackle, directing any pirates under
Medium humanoid (half-orc), neutral his command to gang up on this target. He also
uses his Dazzling Display feat to intimidate a group
Armor Class 14 (studded leather)
of enemies, softening them up for his crewmates.
Hit Points 45 (10d8)
Speed 30 ft.
The Cutthroats
Str Dex Con I nt Wis Cha
16 (+3) 15 (+2) 10 (+0) 8 (-1) 12 (+1) 13 (+1) The following stat blocks represent an assortment
of nefarious villains of ill repute that populate

224
the Pirate Isles. They can be used separately as The Cutthroats
challenging NPCs, or they can be used in concert CR Name C ampaign Role
as allies of Harkka Rustfang, the hobgoblin 7 Barassa Kraal Witch doctor and
wereshark chieftain, as he follows the plot hooks diviner of the
dead
you have chosen for involving the weresharks in
11 Harkka Wereshark
the campaign. The weresharks may work in concert Rustfang chieftain
with non-lycanthropic pirates, or with hostile 9 Sedale Saboteur and spy
aquatic races like the sahuagin. "Landshark" on shore
Silvertooth
Barassa Kraal, the witch doctor 8 Wereshark Battle leaders and
bloodriders hunters
Barassa Kraal serves an ambiguous role, as he can
8 Wereshark Battle priests and
be a source of information about Harkka Rustfang
shamans spies
and his pack of weresharks, and about pirate history
and lore in general. He can interpret treasure maps
or perform divinations for them in exchange for
a share of their treasure, though he is often less
interested in gold than in interesting historical
artifacts or funerary relics, whether from ancient unsavory character like Barassa Kraal can provide
island civilizations or from noteworthy pirates that valuable assistance with a hint of danger.
have met their end. He has no particular allegiance Barassa can also serve the role of an unambiguous
to the party or to the weresharks, willing to sell enemy, someone holding a rare treasure the PCs
any information he possesses to the highest bidder. might seek, and overcoming him and recovering
He is equally happy to direct the party toward the this item may be the event that triggers the hunt
known hideouts and hunting grounds of Harkka's of Harkka Rustfang, who had his own designs on
crew, and could even sponsor a mission to negotiate Barassa's treasure. Barassa could be encountered in
with or destroy the weresharks in the hope of
retrieving something stolen by them, but he has
league with Sedale the "Landshark" plotting some
mischief together, possibly bringing back undead
8
no loyalty to the party and, once having gained a versions of former enemies of the PCs left for dead
bit of their trust, could just as well betray them to in their wake but now brought back to horrific
Harkka and his gang. unlife.
If PCs have played any of the Islands of Plunder
BARASSA KRAAL, THE WITCH DOCTOR
series of adventures from Legendary Games, Barassa
Medium humanoid (human), neural evil
can serve as a linking element between those Armor Class 12 (15 with mage armor)
adventures or between them and the core narrative Hit Points 84 (13d8 + 26)
of the Pirate Adventure Path. He can alert the party Speed 20 ft.
to seekers of vengeance, or tip them off to potential Str Dex Con I nt Wis Cha
pursuers seeking revenge or opportunities to make 12 (+1) 14 (+2) 14 (+2) 14 (+2) 10 (+1) 11 (+0)
a name for themselves. Of course, he is only too
Saving Throws Int +5, Wis +4
happy to place those pursuers on their trail. As the
Skills Arcana +5, History +5
PCs make a name for themselves in the Pirate Isles,
Senses passive Perception 11
they will attract all manner of attention, and an Languages Abyssal, Common, Infernal

225
Challenge 7 2,900 XP
Reach Spell. All of Barassa’s prepared spells with a
range of Touch instead have a 30-foot range.
Charnel Manuscript. The soot-black covers of this
large book are crinkled and creased like the face
of a withered crone. The tome’s pages are of stiff
bone-white parchment but dark dried bloodstains
splatter the edges of the pages. The first half of
the manuscript is written in a neat flowing script
with several clinical discourses on the processes
of reanimating corpses. The style of handwriting as
well as the nature of the spells changes abruptly in
the middle of the manuscript and there are short
notes in the margins in the newer handwriting
on how to use certain spells as part of torture
regime. The Charnel Manuscript has the following
necromantic spells that Barassa can cast innately,
requiring no material components:
1/day each: blight, circle of death, false life, ray
of sickness, ray of enfeeblement, animate dead,
vampiric touch
Spellcasting. Barassa is an 8th-level spellcaster.
His spellcasting ability is Intelligence (spell
save DC 13, +4 to hit with spell attacks).
Barassa has the following spells prepared:
Cantrips (at will): fire bolt, light, guidance,
message, true strike
1st level (4 slots): decompose corpse (see page
37), inflict wounds, mage armor, restore corpse
2nd level (3 slots): detect thoughts*, locate object*,
scorching ray
3rd level (3 slots): clairvoyance*, fly, bestow curse
8 4th level (2 slots): air walk (see page 34), black
spot (see page 35), skeleton crew (see page
45)
* Divination spell of 1st level or higher
Macabre Revival (1/Day). By drawing on the dark
powers that created the charnel manuscript Barassa
can instill an unholy potency into a spell that
creates undead creatures. Undead created by a
spell enhanced with this ability have maximum hit
points.
Actions
Finely Crafted Heavy Mace. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
bludgeoning damage, or 5 (1d8 + 1) bludgeoning
damage if used with two hands.
Reactions
Revelation (Recharges after Barassa casts a
divination spell of 1st level or higher). When
Barassa is targeted by an attack that uses a to-hit

226
roll he knows what the attack is and may either Rage. Once per turn, Harkka can deal an extra 17
take advantage on the related saving throw or cast (5d6) damage to a creature he hits with a weapon
a spell as a reaction. attack.
Tactics Scarification. While Harkka is wearing no armor and
Before Combat Barassa casts air walk and mage wielding no shield, his AC includes his Constitution
armor before battle. modifier (included).
During Combat Barassa uses his attack spells to Sea Frenzy. While mounted on a creature that has a
disable his enemies. He also uses his Reach Spell swim speed all damage Harkka does with a melee
trait in combination with bestow curse or his inflict weapon is increased by 1 die (for example, 1d8
spells. becomes 2d8). He may use one of Naanee’s melee
attack options as part of His Multiattack action.
Harkka Rustfang, wereshark chieftain Shapechanger. Harkka, is a wereshark and can
use its action to polymorph into a Large shark-
Scarred both long hours spent astride his titanic humanoid hybrid or into a hunter shark, or back
megalodon mount and by his vicious, bloodthirsty into its true form, which is humanoid. Its statistics,
other than its AC, and its size, are the same in each
gnawing upon his own flesh as he fights with form. Any equipment it is wearing or carrying isn’t
reckless abandon, the lycanthropic lord Harkka transformed. It reverts to its true form if it dies.
Rustfang is a devastating combatant on land but Actions
nigh-unstoppable in the water. The statistics Multiattack. Harkka makes three melee attacks.
Alternatively, he can make two ranged attacks with
for Harkka's shark mount, Naanee, include the
his javelins. In hybrid form, he can substitute a bite
modifiers granted by Harkka raging while using for one melee weapon attack.
ferocious mount and greater ferocious mount rage Bite (Shark or Hybrid Form only). Melee Weapon
powers. Attack: +8 to hit, reach 5 ft., one target. Hit:
13 (2d8 + 4) piercing damage. If the target is a
HARKKA RUSTFANG, WERESHARK CHIEFTAIN humanoid, it must succeed on a DC 14 Constitution
Large humanoid (hobgoblin, shapechanger), lawful saving throw or be cursed with wereshark
evil lycanthropy.
Armor Class 16 (natural armor, scarification) Trident (Humanoid or Hybrid Form Only). Melee
or Ranged Weapon Attack: +8 to hit, reach 10 ft.
Hit Points 230 (27d10 + 81)
or range 20/60 ft., one target. Hit: 7 (1d6 + 4)
Speed 30 ft., swim 40 ft. (in shark form only)
Str Dex Con I nt Wis Cha
piercing damage, or 8 (1d8 + 4) piercing damage if
used with two hands to make a melee attack.
8
18 (+4) 14 (+2) 17 (+3) 14 (+2) 13 (+1) 15 (+2) Reckless Abandon (Recharges after a Short or Long
Rest). For 1 minute, Harkka gains advantage on
Saving Throws Int +6, Wis +5, Cha +6 attack rolls but grants advantage to attackers.
Skills Perception +5, Stealth +6 Reactions
Damage Immunities bludgeoning, piercing, and Destroyer. As a reaction Harkka can make a melee
slashing from nonmagical attacks not made with attack against a creature he has dropped to 0 hit
silvered weapons points or when he has scored a critical hit.
Damage Resistance necrotic Mounted Warrior. As a reaction Harkka can halve the
Senses darkvision 60 ft., blindsense 30 ft. (shark or damage of an attack that hits his mount Naanee.
hybrid form only); passive Perception 15 Tactics
Languages Common, Goblin, Tribal Before Combat He drinks his potion of magic fang
Challenge 11 7,200 XP (this potion gives him an additional +1 to hit and
Amphibious. Harkka, as a wereshark, can breathe air damage in shark or hybrid form for 1 minute).
or water. During Combat If alerted, Harkka repeatedly uses
Blood Frenzy. Harkka, as a wereshark, has advantage Sea Frenzy, charging against an enemy as often
on melee attack rolls against any creature that as he can, using Rage and Reckless Abandon. If
doesn’t have all its hit points. prevented from charging, he and his mount will

227
move in for melee.
Morale Harkka never surrenders, fighting to the
Sedale "Landshark" Silvertooth
death.
Sedale Silvertongue is a distant cousin to chief
NAANEE MEGALODON MOUNT Harkka Rustfang, due to a rare intermarriage of
Gargantuan beast, unaligned goblin and hobgoblin, and while Sedale's family
Armor Class 16 (natural armor, studded leather was outcast from the goblin clans of the Pirate Isles
barding)
he has felt a certain kinship for the outcast Harkka,
Hit Points 232 (15d20+75)
shunned by most of his kin for his accursed state.
Speed 0 ft., swim 50 ft.
While not keen to accept the "gift of the blood
Str Dex Con I nt Wis Cha
moon" as Harkka's close bloodriders have, he has
27 (+8) 14 (+2) 21 (+5) 1 (-5) 2 (+1) 10 (+0)
taken on a different role as the shorebound agent
Saving Throws Wis +5 of Chief Harkka, keeping his ear to the ground for
Skills Perception +5 rumors and stowing away aboard ships, engaging
Senses blindsight 60 ft.; passive Perception 15
in stealthy sabotage and poisoning to disable
Languages —
ships and their crews and leave them easy prey for
Challenge 11 7,200 XP
Harkka's gang.
Blood Frenzy. Naanee has advantage on melee
attack rolls against any creature that doesn’t have
SEDALE "LANDSHARK" SILVERTOOTH
all its hit points.
Small humanoid (goblin), lawful evil
Water Breathing. Naanee can breathe only
underwater. Armor Class 12 (15 with mage armor)
Charge. If Naanee moves at least 20 feet straight Hit Points 55 (10d6 + 20)
toward a creature and then hits it with a bite attack Speed 30 ft.
on the same turn, that target must succeed on a Str Dex Con I nt Wis Cha
DC 20 Strength saving throw or be knocked prone. 7 (-2) 15 (+2) 14 (+2) 18 (+4) 7 (-2) 8 (-1)
If the target is prone, Naanee can make one bite
attack against it as a bonus action. Skills Perception +2
Actions Damage Immunities poison

8 Bite. Melee Weapon Attack: +12 to hit, reach 15 ft.,


one target. Hit: 30 (4d10 + 8) piercing damage. If
the target is a Large or smaller creature, it must
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic, Goblin, Tribal
Challenge 9 5,000 XP
succeed on a DC 14 Dexterity saving throw or be
swallowed by Naanee. A swallowed creature is Alchemist Extract. As part of his bomb attack option,
blinded and restrained, it has total cover against Sedale can convert a spell he has prepared into a
attacks and other effects outside the megalodon, bomb. The bomb’s to hit and range do not change
and it takes 21 (6d6) acid damage at the start of but the effect on a hit is as the original spell.
each of the Naanee's turns. Nimble Escape. Sedale can take the Disengage or
If Naanee takes 30 damage or more on a single turn Hide action as a bonus action on each of its turns.
from a creature inside it, he must succeed on a Spellcasting. Sedale is a 10th-level spellcaster. His
DC 17 Constitution saving throw at the end of spellcasting ability is Intelligence (spell save DC
that turn or regurgitate all swallowed creatures, 16, +8 to hit with spell attacks). Sedale has the
which fall prone in a space within 10 feet of him. following wizard spells prepared:
If Naanee dies, a swallowed creature is no longer Cantrips (at will): mage hand, minor illusion, poison
restrained by him and can escape from the corpse spray, ray of frost
by using 20 feet of movement, exiting prone. 1st level (4 slots): mage armor, bomber’s eye (see
page 36), shield, touch of the sea (see page
46), witch bolt
2nd level (3 slots): alter self, web, vomit swarm (see

228
page 48)
3rd level (3 slots): fly, lightning bolt, thorn body
Wereshark Bloodrider
(see page 46)
These vicious sea hunters are a menace both
4th level (3 slots): black tentacles, greater
above and below the waves, astride their great
invisibility
5th level (2 slots): cloudkill hammerhead sharks (treat as a giant shark but with
Actions AC 15 due to leather barding) and bringing doom to
Multiattack. Sedale throws a bomb of his choice those trying to stand against them. The statistics
and then can use a cantrip. He may use the bombs for their shark mounts include the modifiers
listed below or use his alchemist extract trait. granted by their rider raging while using ferocious
Spiked Gauntlet. Melee or Ranged Weapon Attack:
mount and greater ferocious mount rage powers.
+6 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d4 + 2) piercing damage, and the target
WERESHARK BLOODRIDER
must make a DC 15 Constitution saving throw,
taking 24 (7d6) poison damage on a failed save, or Medium humanoid (hobgoblin, shapechanger), lawful
half as much damage on a successful one. evil
Bomb. Ranged Weapon Attack: +6 to hit, range 15/25 Armor Class 15 (natural armor, scarification)
ft., one target. Hit: 17 (5d6) fire damage at the Hit Points 142 (19d8 + 57)
start of each of the target’s turns. A creature can Speed 30 ft., swim 40 ft. (in shark form only)
end this damage by using its action to make a DC Str Dex Con I nt Wis Cha
10 Dexterity check to extinguish the flames.
16 (+3) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 6 (-3)
Tanglefoot Bomb. Ranged Weapon Attack: +6 to hit,
range 5/20 ft., one target. Hit: 7 (2d6) piercing Skills Perception +5, Stealth +7
damage and the target is restrained for 1 minute.
Damage Immunities bludgeoning, piercing, and
A creature restrained by the tanglefoot bomb can
slashing from nonmagical attacks not made with
use its action to make a DC 16 Strength check. On
silvered weapons
a success, it frees itself.
Damage Resistance necrotic
Force Bomb. Ranged Weapon Attack: +6 to hit, range
5/20 ft., one target and all targets within 10 ft. Hit: Senses darkvision 60 ft., blindsense 30 ft. (shark or
12 (5d4) force damage, and the target must make a hybrid form only); passive Perception 15
DC 15 Dexterity saving throw or be knocked prone. Languages Common, Goblin
Tactics
Before Combat. When encountered, Sedale has
Challenge 11 7,200 XP
Amphibious. Wereshark bloodriders can breathe air
or water.
8
already cast mage armor. If he expects combat is
likely to occur, he also uses greater invisibility. Blood Frenzy. Wereshark bloodriders have advantage
During Combat. Sedale uses thorn body (which he on melee attack rolls against any creature that
calls "sharkteeth skin" and can cast as a 3rd-level doesn’t have all its hit points.
spell) before entering combat and begins hurling Rage. Once per turn, a wereshark bloodrider can deal
bombs, starting with force bombs and tanglefoot an extra 14 (4d6) damage to a creature he hits with
bombs to immobilize enemies. He uses vomit a weapon attack.
swarm against groups of enemies, especially Scarification. While a wereshark bloodrider is
those unable to move, and uses fly to get around wearing no armor and wielding no shield, his AC
obstacles. includes his Constitution modifier.
Morale. If brought below 20 hit points, Sedale Sea Frenzy. While mounted on a creature that has a
flees using nimble escape combined with either, swim speed all damage the wereshark bloodrider
fly, greater invisibility, or touch of the sea as does with a melee weapon is increased by 1 die
appropriate. (for example, 1d8 becomes 2d8). The wereshark
bloodrider’s mount cannot be targeted separately
while mounted and may use a melee attack as part
of the wereshark bloodrider’s Multiattack action.
Shapechanger. A wereshark bloodrider and can

229
piercing damage, or 8 (1d8 + 4) piercing damage if
used with two hands to make a melee attack.
Javelin (Humanoid or Hybrid Form Only). Melee or
Ranged Weapon Attack: +6 to hit, reach 10 ft. or
range 30/120 ft., one target. Hit: 7 (1d6 + 3)
piercing damage.
Reckless Abandon (Recharges after a Short
or Long Rest). For 1 minute, a wereshark
bloodrider gains advantage on attack
rolls but grants advantage to attackers.

Wereshark shaman
While all lycanthropes have a certain
affinity for their animalistic side,
these shark shamans take that
communion to an incredible depth.
The blood of the shark flows in their
veins, the selfsame sharks they worship
as a thing divine.

WERESHARK SHAMAN
Medium humanoid (hobgoblin, shapechanger),
chaotic evil
Armor Class 13 in humanoid form, 14 (natural
armor) in shark or hybrid form (16 With barkskin
in all forms)
Hit Points 90 (12d8 + 36)
Speed 30 ft., swim 40 ft. (in shark form only)
Str Dex Con I nt Wis Cha
use its action to polymorph into
8 a shark-humanoid hybrid or into a hunter shark,
or back into its true form, which is humanoid. Its
16 (+3) 14 (+2) 16 (+3) 8 (-2) 16 (+3) 8 (-2)

Skills Medicine +6, Nature +1, Perception +6, Stealth


statistics, other than its AC, and its size, are the +5
same in each form. Any equipment it is wearing
Damage Immunities bludgeoning, piercing, and
or carrying isn’t transformed. It reverts to its true
slashing from nonmagical attacks not made with
form if it dies.
silvered weapons
Actions
Senses blindsense 30 ft. (shark or hybrid form only);
Multiattack. A wereshark bloodrider makes three passive Perception 16
melee attacks. Alternatively, it can make two
Languages Aquan, Common, Druidic, Goblin
ranged attacks with its javelins. In hybrid form, it
can substitute a bite for one melee weapon attack. Challenge 8 3,900 XP
Bite (Shark or Hybrid Form only). Melee Weapon Amphibious. The wereshark shaman can breathe air
Attack: +6 to hit, reach 5 ft., one target. Hit: or water.
13 (2d8 + 3) piercing damage. If the target is a Blood Frenzy. The wereshark shaman has advantage
humanoid, it must succeed on a DC 14 Constitution on melee attack rolls against any creature that
saving throw or be cursed with wereshark doesn’t have all its hit points.
lycanthropy. Shapechanger. The wereshark shaman can use
Trident (Humanoid or Hybrid Form Only). Melee its action to polymorph into a shark-humanoid
or Ranged Weapon Attack: +6 to hit, reach 10 ft. hybrid or into a hunter shark, or back into its true
or range 20/60 ft., one target. Hit: 7 (1d6 + 3) form, which is humanoid. Its statistics, other than

230
its AC, and its size, are the same in each form. saving throw or be cursed with wereshark
Any equipment it is wearing or carrying isn’t lycanthropy.
transformed. It reverts to its true form if it dies. Shillelagh (Humanoid or Hybrid Form Only). Melee
Spellcasting. The wereshark shaman is an 8th-level Weapon Attack: +6 to hit, reach 5 ft., one target.
spellcaster. His spellcasting ability is Wisdom (spell Hit: 7 (1d8 + 3) bludgeoning damage and 10 (3d6)
save DC 14, +6 to hit with spell attacks). He has the poison damage.
following druid spells prepared: Summon Elemental (1/Day). The wereshark shaman
Cantrips (at will): druidcraft, poison spray (2d12 magically summons a water elemental. The
damage), shillelagh summoned elemental appears in an unoccupied
1st level (4 slots): entangle, longstrider, hydraulic space within 60 feet of its summoner and acts as
push (see page 40), thunderwave an ally of its summoner. It remains for 10 minutes,
2nd level (3 slots): barkskin, pernicious poison (see until it or its summoner dies, or until its summoner
page 40), slipstream (see page 45) dismisses it as an action.
3rd level (3 slots): call lightning, conjure animals, Tactics
tidal wave Before Combat Wereshark shamans often patrol wild
4th level (2 slots): freedom of movement, watery shaped into the form of 6-inch-long Diminutive cat
sphere sharks (treat as a quipper).
Actions During Combat Wereshark shamans remain wild
shaped, using tidal wave to capsize boats or
Multiattack (Hybrid form only). In humanoid form,
submerge flying enemies, then using conjure
the wereshark shaman makes two shillelagh
animals to summon 4 reef sharks to flank with
attacks. In hybrid form, he can substitute a bite for
their allies and block enemy movement. They use
one melee weapon attack.
pernicious poison early in a fight, followed by
Bite (Shark or Hybrid Form only). Melee Weapon poison spray (and summoning giant lizards rather
Attack: +6 to hit, reach 5 ft., one target. Hit: than sharks if fighting on or near land). If combat
12 (2d8 + 3) piercing damage. If the target is a is imminent, they cast barkskin before resuming
humanoid, it must succeed on a DC 14 Constitution hybrid form, using their poisoned shillelagh.

231
C h ap t e r 9: This is the domain of the greatest of Pirate
Captains, and the Pirate Kings and Queens!
Here lie their personal ships, their treasure

Pieces of
maps, and their hidden treasures, ready for you
to drop into your campaign whenever you need
an extra splash of nautical flavor!

E i g ht

232
Captain Beryl
A privateer rather than a true pirate, this blue-
skinned and water-souled undine assumed the role
of captain after her mother died. She was trained
as the ship medic to ensure her survival if she
ever was captured, and she has mastered the fine
points of commerce from accounting and finance
to contract lawyering, ensuring she had all the
tools she would need to make sure she doesn't get
cheated of ay payments owed to her and her crew.
Of course, she wields her words and writs like
weapons, making sure that any contracts she signs
with others always lead to her advantage, just as
her mother taught her. After all, piracy need not be
at the point of a sword. Beryl is easily irritated, as
she carries a great deal of stress from handling so
many different jobs and also dealing with the often-
uneducated louts in her crew, yet she truly cares
about each one of them. While never a slave herself,
most of her crew were enslaved in the past, and she 9
despises those who would steal the freedom of their
fellow sentient beings. She carries her medical bag
with her at all times, along with her charts, maps,
and ledgers, just in case.

233
Captain Falthren
Pullusilva
Falthren Pullusilva is the “black sheep” of the
Pullusilva Royal House of the hidden kingdom
known as the Shrouded Vale. Falthren is a very
gifted wizard of modest height and slight build,
standing 5’6” tall with violet eyes and raven-black
hair that shines silvery in bright light. He always
keeps himself well-dressed, to an almost foppish
extent, favoring blues and blacks accented by silver
embroidery and jewelry, especially a silver ring
bearing sapphire carved into a minotaur skull on
his right index finger. This ring grants Falthren the boots, loose-fitting pants striped in red and white,
ability to change into a hulking minotaur, the form a thick belt with a sapphire buckle, and a black vest
he most often uses in public view. and coat. He has many rings on his fingers and has
As Falthren is a wanted “man,” he has taken to the his elven longsword at his waist as well as a two-
seas as the Pirate Lord “the Ole Sea Bull.” As the handed axe on his back that most profess they have
Bull, Falthren is a huge grey minotaur with piercing never seen the Ole Bull use.
red eyes and multiple scars. He wears thick black The Ole Sea Bull’s ship is a massive 4-decked,
5-masted galleon named the Raging Bull. While
impressive in its own right as a heavily armed
ship of the line, Falthren also has enchanted his
otherwise spartan captain’s chamber in the transom.
Opening his armoire and speaking the command
word activates a door to a small demiplane large
enough to hold Falthren’s most prized loot and his
true private quarters. When he enters this plane,
9 Falthren creates an illusory image of the Ole Sea
Bull sleeping or looking at map muttering to himself
so that the ruse is never dropped. His enchantments
also extend to the ship’s propulsion system, as
there are two compartments on the lowest deck
that house two water elementals that can drive the
ship through the water when becalmed and keep it
afloat even in the harshest conditions.
Each level of the ship is well appointed for the
crew, as he believes treating them fairly and well
ensures that they never feel the need to mutiny
or leave the service of the Sea Bull. He is strict
but fair, quick to mete out punishment for crimes

234
9

against the crew and their cause but just as quick are trying to right a wrong or are trying to atone
to divvy out treasure to his crew – sometimes even for past sins – as far as pirates and sea rogues go.
more treasure than his share! The crew is told that However, he always keeps at least one halfling chef
we do not murder and only kill as a last resort. aboard to prepare the best meals for him and the
The crew is mix of all races and cultures, but, crew and as a reminder of the happier moments of
Falthren tries his hardest to only recruit sailors his misspent youth in the Shrouded Vale.
and officers that have some sense of nobility and

235
Captain
“Firehawk”
Dante
The Firehawk pirates were born in blood
and fire, in a slave uprising aboard
an exotic merchant ship, The Glorious
Phoenix. Its grandiose name and its
outwardly luxurious appointments gave
the appearance of a decadent pleasure
craft, but its holds were filled to bursting
with illicit humanoid cargo being carried to
the slave markets and flesh pits of the wealthy
and unscrupulous. On its final voyage, however,
the captives turned the tables on their captors
under the leadership of Dante, a fire-blooded ifrit
whose tactical brilliance and unmatched courage
in the face of desperate odds was able to help the
slaves win the day and their freedom.
Electing Dante as their captain, the survivors
branded themselves the Firehawk Pirates and they

9 refitted the merchant ship into a more functional


and powerful vessel of war, rechristened as Phoenix
of Oppression. Using clever tactics and subterfuge,
they carried out a series of lightning raids and
ambushes to seize other slave ships and liberate
slave pens, offering freed prisoners the chance to
join the crews of their growing flotilla.
Boasting crew members from all different
races, occupations and skillsets, the Firehawk

236
Pirates can make for a powerful ally or a can make sandbars of a river delta, along a swift-flowing
an extremely deadly adversary. Their primary target river tumbling down from mountains towering
currently is the vicious city-state of Port Piriean, over the town. Ruled by a tyrannical upper class
the so-called “City of Chains,” a large forge town driven by greed and the belief that they’re superior
that has been the chief arms manufacturer for most to the working class, which they treat like slaves,
of the pirate isles. Port Piriean is has proved very the Firehawk Pirates see reducing Port Piriean as a
difficult to assault, its approaches guarded by vast key linchpin in their campaign to unleash freedom
and trackless mangrove swamps and the shifting in the pirate archipelagos.

237
Captain Grillana
Skitterdown
This wererat gnome pirate commands the ship
Black Swarm. She leads a crew of ratfolk pirates,
dire rats, rat swarms, and a rat-king on raiding
everything from large merchant vessels to small
fishing boats, “just to keep things interesting!” Her
flag is red with a fierce black rat in the center.

Captain Jonathon
Wilder
Jonathon Wilder was once just another
traveling dilettante, the scion of a minor
noble line who loved to travel wherever
his wanderlust took him. A tall male
half-elf, he is always well dressed in
black and purple attire, stylish yet
seaworthy, his unruly brown hair
often needs to be brushed aside from
his green eyes to reveal his winning
smile. Despite the roughness of the
seagoing life he often adopted, he
always maintained himself as friendly,
charming, and trustworthy.
Things changed on a fateful voyage as a
passenger aboard the Evening Dream, when the

9 ship ran afoul of pirates of a most unsavory


reputation. The captain of the ship was a
drunk and dissolute sailor whose shoddy
tactics led to near disaster and whose
cowardice even when luck momentarily
saved their ship seemed about to doom
them all over again. Jonathon leapt into
action, reordering the crew and pulling
them together with several excellent
maneuvers that pulled them out of
danger and ended up saving the
lives of everyone aboard the Evening Dream while
sending the ship attacking them fleeing. The

238
9

surviving crew called for a mutiny and marooned be willing to keep him and the other experienced
the old captain at their next landfall, while inviting sailors on board to show him the ropes. Captain
Jonathan to take the tiller and lead them. Wilder agreed, reluctantly at first, though he soon
He at first tried to dissuade them from appointing found his partnership with William an ideal pairing
him as captain, still thinking of himself as not a of his youthful charisma and wit, his intuitive grasp
true man of the sea. Yet, the second in command of tactics, and the boundless depth of experience of
and first mate, William, voiced his support for his second in command when it came to the sea and
Jonathan on the condition that the young man all its manifold mysteries.

239
Captain Josiah merchants carrying a cargo of adamantine weapons,

Mercurio armor, and raw ingots. Enchanted by the dark luster


of this cache of starmetal, he hit upon the solution
to his difficulties, resolving not only to arm
Captain Josiah Mercurio’s success as a pirate is
himself with purloined adamantine weapons, but
a testament to the power of obsession wedded to
also to clad his very ship and its ram in the potent
9 a fortunate find. A man of average height, with
hawkish features and dark hair, moustache, and
metal. He immediately set about scouring the seas
for additional adamantine, buying it, stealing it,
beard always kept neatly trimmed, he had enjoyed
trading for it whenever possible, and building his
an unremarkable career as a privateer, taking a
vessel into an unstoppable dreadnought!
few prize ships but almost losing his own to an
Josiah’s ship is a sleek 3-masted sloop of war,
uncharted reef. His daring endeared him to his crew,
the Stygian Spear. This swift vessel is sheathed in
as he sought always to close with his opponents and
deep black metal. In a mocking memorial to the
led from the front in all boarding actions. However,
drow who began his obsessive quest, he adopted
his ship always came out worse for wear, battered
a spidered sigil on his pirate flag and mounted a
by so many repeated close encounters.
piercing bowsprit and ram of adamantine shaped
His luck changed dramatically when he surprised
like a drider. He had once thought to make the
and sacked a black-painted vessel with a most
whole ship from adamantine, but his shipwrights
unusual cargo, a coterie of enterprising drow
reassured him that it would be slow and unwieldy

240
9
and prone to foundering. Instead, they
strategically replaced metal fittings
and joints with adamantine alloys for
strength and installed cladding along
the prow, the keel, the hull, and the rudder to help
the ship deflect hostile fire and survive collisions.
In fact, its strength proved so formidable that Josiah
now bears down on his foes to ram with abandon,
letting loose broadsides from his 20 guns aboard
as his ship passes by or even through any vessel in
its  path.

241
Captain Lorros a corrupt cook, a brutal bosun, and a nefarious

Zyldan navigator on his way to the captain’s side, feigning


loyal service for a time to allay suspicion before
finally slaughtering his captor and taking the ship
Captain Lorros Zyldan came into his legacy as a
for his own.
pirate the hard way, shanghaied by a press gang and
The officers and crew had mocked Lorros when
nearly keelhauled twice in his first week aboard
he had been dragged aboard, calling him a “bastard
ship. He learned the bitter lessons of the lash but
pirate,” someone who would never truly earn a name
always kept his eyes up and aware. If he was trapped
of repute, but he took that name as a badge of honor
into this life of piracy, he would outwork, outfight,
and a form of quiet resistance. He was never pirate
and most importantly out-think every scurvy knave
born, but they would see his true bastard colors in
aboard from the lowest swab to the captain himself.
time as he survived when other press-ganged swabs
He systematically began undermining his rivals,
fell away. When he took the captain’s ship Fortune,
taking down personal nemeses by setting them up
he renamed The Bastard’s Fortune, proud to claim
for failure and framing them for misdeeds until they
the name they thought would break him.
were cast out of the captain or shanked by another
A human male with well-tanned skin, dark brown
member of the crew. Meanwhile, Lorros just kept
hair, and a light beard, Captain Lorros has now
competently rising up the ranks, displacing in turn
adopted many pirate fashions and affectations,

242
including wearing his brocade
jacket, a collection of tricornes
(mostly taken from rival pirates
whose ships he has taken), and a
blue and gold macaw he named
Milo, after the one friend among
his press-ganged companions who
was keelhauled for bringing Lorros
food and water when he was in the
hot box for disobedience. He also
collects jewelry and trinkets with
nautical themes, from grotesque Lovecraftian idols
from sunken cities to whimsical mermaid necklaces
and octopus rings, but these quirks are merely his
way of poking fun at the trappings of the pirate life.
As a captain, he is coolly deadly with cutlass and
flintlocks leading his crew into battle, and few have
bested him at sea once he has the weather gage.

243
Captain Mergar for a destiny of greatness. Much to his surprise, his

the Deathless aging slowed to a stop and his vigor increased, as


did his craving for both ordinary plunder and for
magnificent treasures the likes of which the world
Mergar, the second son of once King Harpen II of
has rarely seen.
the Kingdom of Marland, was born over 200 years
Captain Mergar is legendary among his awed
9 ago. Bitter over his father's favoritism towards
his elder brother, Mergar threw himself at the
crew for his skill with a blade and for his incredible
nose for treasure. He can fast-talk his way through
world with a vengeance in search of conquest,
most situations with an offhand charm, though
bastardizing his family’s sigil of the mailed fist and
his crew knows that his casual smile hides a heart
broken sword into a symbol of menace. He began
that still burns with hate. He has never forgiven his
to seek out legendary treasures from the farthest
father or his father's other descendants for what
reaches of the world in a quest for immortality.
he views as their disloyalty and disdain, and that
This was at first just a figurative quest to become
bitterness impels him to ever more daring raids and
immortal, in the sense of a fame that would eclipse
quests to achieve ever-greater fame and legendary
his father and brother’s and would live on after him,
treasures. He is a hard man as a captain, relentless
but after recovering a marvelous pearl sacred to the
in his demands of his crew, and though he doesn't
Queen of the Eastern Ocean, he was filled with a
kill wantonly neither does he hesitate in order to
surging torrent of power that seemed to mark him
gain any advantage.

244
Unlike many famous captains, Mergar does not
have a single ship that carries his flag. Because of his
seeming immortality, he has survived shipwrecks that
have killed everyone else aboard, yet ever he returns
to seek his path. He has used many ships over
the years, and often strikes bargains with
other captains
to commandeer
their vessels for a
short period on a
particular mission,
moving on to a new ship after his latest
prize is gained. His current obsession is
9
in the far northern seas, where he has been
seeking signs for the legendary icerigger called the
Ice Cat, a magical skate-skimmer designed to speed across the
endless ice sheets of the polar reaches. Crewed by a family of catfolk
with an intelligent ice golem helmsman, this magical ice vessel
streaks with uncanny speed across not only smooth ice
fields but even up and down icy slopes and vast snowy
landscapes. Their crew is generally more interested in
food and fellowship than pillage and plunder, willing to bargain with their targets and rarely leaving
anyone entirely destitute in their wake, but Mergar has plans of his own if he can seize this eldritch vessel
and take it for his own.

245
Captain Sayar
9
the Short
All great captains of the seas crave a kind of
immortality, whether through fame or infamy. Some
are great explorers, some notorious blackguards,
and some are famous for the treasures or mysteries
himself. Any oddball story about a crazy captain
they leave behind. So it is with the strange case
might be attributed to him, but rather than being
of Sayar the Short, a bombastic and eccentric
the butt of jokes more often than not through luck,
maritime man in miniature who always claimed
pluck, cleverness, and impeccable timing he always
he was “half-halfling” and “a quarter copper,”
came out ahead, both in tales and in reality. By
claiming his marvelous mother and glorious gran
the time of his mysterious disappearance, he had
had the blood of copper dragons running in their
amassed a considerable fortune that he hid away
veins. Quirky in the extreme, Sayar became a
in the Leviathan Hills after supposedly making a
source of jokes and tall tales, many spread by Sayar
deal with his dragon sires, though for decades no

246
one could ever figure out what he meant or where these tortoises are sentient and possessed of
it was. great wisdom and can be persuaded to share their
A few years ago, a drunken sailor staggered into knowledge, while others are simply secrets to be
a wharfside tavern buying drinks for everyone found. The treasures themselves are warded with
and boasting of having found a great treasure, the magical and mechanical traps of devious design, but
Loot of the Leviathan. He mysteriously died that the greater trap is that all of the treasure is keyed
very night sitting at the bar (some say poisoned), to the rest of it. As long as it remains scattered
and in his bag was found a corroded copper tube across the island, it poses no danger; however, as
marked with the sigil of Sayar the Short, and the treasures are brought together (even if placed
within a map of a semicircular island resembling a into an extradimensional space), the sympathetic
sleeping dragon. Here at last was a clue to the lost enchantment laid upon it grows in intensity and
trove of gold and jewels. A massive brawl erupted begins calling to a clockwork leviathan (or more
for possession of the map, with a number of people than one, if the party is high level) that lies dormant
present that night claiming to have escaped with it under the island, awakening it and drawing it to the
and now with several copies existing, though which collectors of Sayar’s treasure to destroy them and
is the real map and which are counterfeits drawn return to its lair.
from memory after a quick glance are hard to say. If the leviathan is activated, a venerable copper
The island itself is very much real, though the sea dragon (one of Sayar’s ancestors) may return within
nearby is shrouded in strange mirages of phantom a few days to the island to replace the treasure in
shoals and wandering whirlpools. Compasses and its hiding places, or one of the druids may take
sextants become unreliable near the island, and it it back. Some wonder whether one of the druids
is said that only by trusting to luck can a captain may even be the elderly Sayar himself in disguise,
get through to make landfall. The reefs and lagoons enjoying retirement on a beautiful tropic isle, with
around the island are thick with rare golden sea the occasional grand jest at the expense of those
turtles, each gleaming like polished metal. The who pursue greed and gold more highly than a good
streams and marshes of the island are likewise time.
thick with immense tortoises and savage snapping
turtles. These massive reptiles are tended by a Captain Trett
circle of wyrmtouched druids who have dwelt here
for ages tending this island as a sanctuary. They
This mysterious four-armed servant of the sea 9
gods is an extraterrestrial alien from a far-distant
are aware of Sayar’s treasure scattered around the
planet brought here through an interplanetary
island and can give clues to its locations if made
gateway when just a child by parents in search of
friendly, but they tend to observe intruders in
safety from a war-torn homeworld. Turned away
animal form rather than engaging them directly. If
as monsters from so-called civilized refuges, with
their reptilian charges are assaulted or the island
his mother nearly slain, the family found sanctuary
is despoiled by intruders, they strike back with
with a coastal community of aquatic half-elves, who
savage fury.
understood better than most their sense of isolation
Sayar left six separate caches of treasure around
and dislocation with nowhere truly being home.
the island, with riddles and clues to their locations
Trett came to venerate the gentle yet strong gods of
etched onto the backs of some of the ancient
sea and storm worshiped by their elven hosts, and
tortoises that crawl around the island. Some of
after seeking fame and fortune as an adventurer he

247
rose up to become a sailor and eventually a captain
in the royal navy, returning in uniform with some
satisfaction to several towns that had turned him
away as a refugee two decades before. After many
years sailing in service to his adopted country
and proving his worth time and again, Trett has
retired from active naval service, though remains
active in the ministry and as a daring protector of
his adopted home with trident and maul and his
trademark dolphin shield.

Captain Vivienne
Stormheart
Vivienne Stormheart was born into the wealthy but
staid Locke family but never shared a taste for the
family business. Accounting bored her to tears, and
warehousing and caravanning bulk commodities
on short-haul and long-haul trips with metronomic
monotomy drove her to distraction. She was
thankful for the opportunities and education her
family’s resources afforded her, but as she grew
into adulthood she could endure the tedium and
slowness no longer.
Stowing away with a routine expedition, Vivienne
made her way across the border and adopted a
new identity, cutting and coloring her long blonde
hair as she took up the mantle of Stormheart. She
9 worked a variety of jobs before apprenticing herself
to a traveling dueling master. After accompanying
him on his adventures for a time and learning all
she could, she set out to make her own fortune.
In doing this, she found great value in the lessons
learned from her family, balancing her freewheeling
impulses with a practiced eye that always counted
the cost and planned ahead, taking down enemies
who underestimated her skill and determination.
She took command of her first vessel on a mission
to liberate a slaver’s colony, putting their cages and
fighting pits to the torch and returning dozens of
prisoners to their homes. She earned the respect of

248
her crew for her courage and good heart, but also
their loyalty with the way she always was able to
balance altruism and pragmatism. A good deed may
be its own reward, but a bit of honest smuggling or
decently earned plunder is never to be disdained.
She and her crew aboard the cutter Deliverance
prize speed, stealth, and careful sailing to outrun
anything they can’t outgun, with a knack to get
in and out before they are detected. Establishing
her command and reputation, she returned and
reconciled with her family, offering occasional
assistance as a scout, escort, or courier for their
trade ships. She is now and forever her own woman,
though, a high-spirited freebooter whose seagoing
spirit is echoed in the singing and sword-swinging
siren figurehead that adorns her prow.

Don Miguel
Felipe Santiago
Don Miguel was raised on the streets, learning to his origins or maintain the charade? He played
feed himself and master the dangerous alleys and for time, parlaying his favor with the company
dark corners even as he protected and cared for for the opportunity to learn the family’s prized
his sickly mother. On her deathbed, she revealed fencing styles. His mixed feelings gave way to pure
the name of the father he had never known, being revulsion, however, when he discovered secret
outcast and abandoned for his bastard birth. With manifests and eventually lower holds full of slaves
a mixture of curiosity and anger, he sought his lost being carried by his “honorable” father’s trade ships.
heritage, burning to throw his hate in his father’s He had nearly believed their perfect façade, but on
teeth, and his search rapidly bore fruit when he seeing the cruel truth he stole back his inheritance, 10
encountered agents of the trading company that smuggling out incriminating documents along with
bore his father’s name: Velderve’s Travel & Trade. enough riches to set himself up as a freebooter in
Seizing his chance, he apprenticed with VT&T, his own right, using the training that VT&T had
learning the ropes first as a sailor and soon rising to provided to target their ships and bring ruin to the
quartermaster, earning the respect of his employers family he never had.
while quietly worming his way toward the trading Don Miguel has light brown hair, olive skin, dark
company’s leadership. eyes, and an athletic build and stoic demeanor, with
Six long years of work finally earned him the a vertical scar over his right eyebrow. He dresses
opportunity to receive a commendation and award comfortably but with an ostentatious belt buckle
directly from the hand of Master Guilder Velderve embedded with his father’s purloined signet ring.
himself, but on meeting his father and half-brothers His father’s stolen rapier likewise hangs at his side,
and half-sisters, he faltered. Should he reveal its jeweled hilt never far from his hand.

249
C h ap t e r 1 0 :
M o n st e r s
of the S e a

10

250
The 5th Edition Srd has no shortage of aquatic
Creatures by
creatures that are perfect for populating a nautical or
pirate campaign. These include a variety of modern
and prehistoric animals and beasts, which show off
Challenge
The following section lists all monsters included
the fascinating biodiversity of the real world, but
in this book, alphabetically by their Challenge.
also draw from the myths and legends of cultures
kk1/8: deep one hybrid cultist
all over the globe and the rich legacy of fantasy
kk1/4: deep one, draugr, electric eel,
invention, from merfolk and sahuagin to sea hags,
hippocampus, seaweed leshy
merrow, tritons, and massive apex predators like
kk1/2: adaro, merfolk guardian
the dragon turtle and kraken. The monsters in this
kk2: asquenti, benthonir, deep one bishop,
chapter provide even more versatility, bringing in
draugr captain, giant moray eel, namonti
creatures like the Norse fjord linnorm, the nereids
benthonir
of Greece, the adaro of the Solomon Islands, and
kk3: siren
the selkie of Scotland. Creatures of cosmic horror
kk4: adaro vortex-rider
abound in the sunken cities of the sea, and you can
kk5: bladefish, giant squid
populate them with deep ones and the star-spawn
kk6: dire seastar, selkie, wereshark
of Cthulhu, alongside creatures of classic fantasy
kk7: conch tree, nereid
like dragons, genies, hags, and elementals.
kk9: coral golem

Creatures by Type kk10: mindclaw


kk11: megalodon
Listed below are all monsters in this book, organized kk12: clockwork leviathan, dinichthys, sea
alphabetically by type and subtype. serpent
kkAberration: charybdis, scylla, star-spawn of kk13: ocean giant
Cthulhu, veiled master aboleth kk14: deep tiger anemone
kkBeast: bladefish, colossal ape, deep tiger kk15: colossal ape
anemone, dinichthys, dire seastar, electric kk16: veiled master aboleth
eel, giant mantis shrimp, giant moray eel, kk17: elder deep one, great white whale, seaweed
giant squid, great white whale, hippocampus, siren
megalodon, mindclaw, sea serpent kk18: bone ship, giant mantis shrimp
kkConstruct: clockwork leviathan, coral golem kk19: charybdis
kkDragon: fjord linnorm
kkFey: nereid, selkie
kk20: star-spawn of Cthulhu
kk21: fjord linnorm 10
kkGiant: ocean giant kk23: scylla
kkHumanoid: deep one hybrid cultist, merfolk
guardian, wereshark
kkMonstrosity: adaro, asquenti, benthonir,
deep one, seaweed siren, siren
kkPlant: conch tree, seaweed leshy
kkUndead: bone ship, draugr, draugr crew

251
Aboleth, Veiled human culture fell into ruins, the veiled masters

Master retreated to the depths of the sea, content for now


that the devastation above would serve as a lesson
that would never be forgotten.
During an ancient era, when aboleths manipulated
The average veiled master measures 14 feet in
humanity like puppets, some of their kind disguised
length and weighs 1,500 pounds.
themselves to walk among their pets, veiling
themselves with magic to appear as humanoids. ABOLETH, VEILED MASTER
These were the veiled masters—if one were to Large aberration, lawful evil
foolishly attempt to impose human hierarchies Armor Class 18 (natural armor)
upon this alien race, veiled masters would be Hit Points 300 (24d10+168)
Speed 10 ft., swim 80 ft.
considered the nobility among their aboleth kin. In
truth, while aboleths do treat veiled masters with Str Dex Con I nt Wis Cha
18 (+4) 18 (+4) 25 (+7) 21 (+5) 18 (+4) 22 (+6)
utmost respect and defer to their decisions, they
are not regarded as the rulers of the race. Stranger Saving Throws Con +12, Int +10, Wis +9
and still more dangerous entities rule over veiled Damage Resistance cold
masters from the deepest trenches below the sea. Damage Immunities lightning
Today, veiled masters live on. They walk among the Skills History +15, Perception +14
Senses darkvision 120 ft., passive Perception 24
humanoid races again, watching and waiting. The
Languages Deep Speech, telepathy 120 ft.
time to teach a new lesson draws ever closer.
Challenge 16 15,000 XP
Ancient Arcanist. Aboleths are undoubtedly
Amphibious. The veiled master can breathe air and
skilled at domination and illusion, but veiled masters water.
are the true experts of the arcane. Veiled masters Mucous Cloud. While underwater, the veiled master
engineered the deceptions and manipulations of is surrounded by transformative mucus. A creature
that touches the veiled master or that hits it with a
ancient humanity’s culture. Their hidden gifts and
melee attack while within 5 feet of it must make a
subtle coaxings did much to encourage humanity’s DC 20 Constitution saving throw. On a failure, the
first rise to glory in that age, and in many of those creature is diseased for 1d4 hours. The diseased
first empires, veiled masters walking among the creature can breathe only underwater.
Probing Telepathy. If a creature communicates
populace, whispering into their leaders’ ears. The
telepathically with the veiled master, the veiled
people knew the veiled masters as powerful wizards, master learns the creature’s greatest desires and
and there were murmurs that the mysterious cabal darkest fears if the veiled master can see the
creature. Additionally, for each minute of continued
10 was more than human, but few suspected the truth
for very long. The veiled masters quelled such
telepathic communication, the veiled master can
experience one of that creature’s memories.
suspicions by doing violence to the bodies and Innate Spellcasting. A veiled master’s spell casting
minds of those who proved too curious. When the ability is Charisma (spell save DC 19). It can
veiled masters first learned of humanity’s growing innately cast the following spells, requiring no
material components:
hubris—of their belief that they were greater
At will: glyph of warding, suggestion
than their patrons—these manipulators punished 3/day: major image, symbol
humanity. At first, the punishments were minor, 1/day each: polymorph (self only), programmed
yet to the veiled masters’ surprise and frustration, illusion, teleport
they only strengthened humanity’s resolve. In the
end, destruction was deemed the answer, and as

252
Actions
Multiattack. The veiled master makes three tentacle
attacks.
Tentacle. Melee Weapon Attack: +9 to hit,
20 ft. reach, one target. Hit: 13 (2d8 + 4)
bludgeoning damage plus 21 (6d6) lightning
damage. If the target is a creature, it must
succeed on a DC 20 Constitution saving
throw or become diseased. The disease has
no effect for 1 minute and can be removed by
any magic that cures disease. After 1 minute,
the diseased creature’s skin becomes translucent
and slimy, the creature can’t regain hit points
unless it is underwater, and the disease can be
removed only by heal or another disease-curing
spell of 6th level or higher. When the creature is
outside a body of water, it takes 6 (1d12) acid
damage every 10 minutes unless moisture is
applied to the skin before 10 minutes have
passed.
Bite. Melee Weapon Attack: +9 to hit, 10 ft. reach,
one target. Hit: 15 (2d10 + 4) piercing damage.
If the target is a creature, it must succeed on
a DC 17 Wisdom saving throw or suffer an
additional 27 (6d6 + 6) psychic damage as
the veiled master consumes its memories.
The target’s hit point maximum is reduced
by an amount equal to the psychic damage
taken, and the veiled master regains hit points
equal to that amount. The reduction lasts until Legendary Actions
the target finishes a long rest. If the target’s hit
point maximum is reduced to 0, it remains alive The veiled master can take 4 legendary actions,
and conscious and is treated as though it had 1 hit choosing from the options below. Only one legendary
point, but it becomes a mindless slave of the veiled action option can be used at a time and only at the
master, as though affected by the veiled master’s
enslave ability. end of another creature’s turn. The veiled master
Enslave (3/day). The veiled master targets one regains spent legendary actions at the start of its
creature it can see within 60 feet of it. The target turn.
must succeed on a DC 19 Wisdom saving throw or kkDetect. The veiled master makes a Wisdom
be magically charmed by the veiled master until the
veiled master dies or until it is on a different plane
of existence from the target. The charmed target
(Perception) check.
kkMental Assault. The veiled master bombards 10
is under the veiled master’s control and can’t take the mind of a single creature within 60
reactions, and the veiled master and the target can
feet with psychic static. That creature has
communicate telepathically with each other over
any distance. disadvantage on all d20 rolls it makes until
Whenever the charmed target takes damage, the the beginning of its next turn.
target can repeat the saving throw. On a success, kkPsychic Drain (Costs 2 Actions). One creature
the effect ends. No more than once every 24 hours,
charmed by the veiled master takes 21 (6d6)
the target can also repeat the saving throw when it
is at least 1 mile away from the veiled master. psychic damage, and the veiled master regains
hit points equal to the damage the creature
takes.

253
Stormchasers. Adaros’ strange relationship
with storms has intrigued scholars for
centuries. These sea-dwellers have a special
connection to the deadly creatures of the water
and the wildness of foul weather, and it is no
coincidence that they attack humanoids more
often during rough seas. Adaros are seminomadic
by nature; a tribe travels until it finds a suitable
hunting ground, and leaves either when its presence
becomes too well known or when its game runs
low.
An adaro is 7-1/2 feet long and weighs 250
pounds.

ADARO
Medium monstrosity, neutral evil
Armor Class 14 (natural armor)
Hit Points 30 (4d10+8)
Speed 10 ft., swim 50 ft.
Str Dex Con I nt Wis Cha
15 (+2) 15 (+2) 14 (+2) 10 (+0) 13 (+1) 13 (+1)

Skills Perception +3, Stealth +4

Adaro Senses blindsense 30 ft., darkvision 60 ft.; passive


Perception 13
Languages Aquan, Common
Malevolent denizens
Challenge 1/2 100 XP
of the waters, adaros are
Poison Use. Adaros favor a paralytic toxin secreted
among the fiercest sentient by the flying nettlefin pufferfish—a sticky venom
hunters of the tropical seas. They that doesn't wash away in water.
are known and feared by sailors on Rain Frenzy. Adaros revere storms, and their lust for
many exotic shores, as well as by common folk blood is amplified exponentially while it is raining.
While fighting in the rain or during other stormy
who just happen to live near the ocean. Many have weather, adaros have advantage on Strength

10 witnessed a fellow sailor or fisher suddenly go


rigid, a poisoned spear jutting from his guts, only
saving throws and saving throws against being
frightened. In such conditions, at the start of its
turn, the adaro can gain advantage on all melee
to fall into the water and be taken by the vicious weapon attack rolls during that turn, but attack
adaro responsible for the assault. rolls against it have advantage until the start of its
Ripjaw. Strictly carnivorous, adaros feed upon next turn. An adaro gains this benefit even if it is
underwater, but only as long as it remains within
their victims almost immediately after slaying
one turn away from the water's surface (50 feet for
them. Their brutally sharp teeth cut through most adaros).
bone almost as easily as through flesh, and their Speak with Sharks. An adaro can communicate
powerful digestive systems are capable of handling telepathically with sharks to a distance of 100 feet.
This communication is limited to simple concepts,
most organic matter. Adaros usually eat once every
such as "come," "defend," or "attack."
couple of days, gorging on meals half their weight.

254
Actions Actions
Multiattack. The adaro makes two spear attacks. It Multiattack. The adaro makes two spear attacks. It
may substitute a bite for one spear attack. may substitute a bite for one spear attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target, Hit: 5 (1d6 + 2) piercing damage. target, Hit: 5 (1d6 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, Spear. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target, Hit: 5 reach 5 ft. or range 20/60 ft., one target, Hit: 5
(1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing
damage if used with two hands to make a melee damage if used with two hands to make a melee
attack, and the target must succeed on a DC 13 attack, and the target must succeed on a DC 13
Constitution saving throw or be poisoned for 1 Constitution saving throw or be poisoned for 1
minute. The poisoned creature is paralyzed. The minute. The poisoned creature is paralyzed. The
creature can repeat the saving throw at the end of creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a each of its turns, ending the effect on itself on a
success. success.
Create Waterspout (1/Day). The adaro causes a
ADARO VORTEX-RIDER
swirling vortex of water to rise up out of any body
Medium monstrosity, neutral evil of water it is currently in. The water rises beneath
Armor Class 15 (natural armor) the adaro, lifting it up and providing it with a semi-
Hit Points 120 (16d10+32) stable platform of water. This waterspout allows
Speed 10 ft., swim 50 ft. the adaro to move above the surface of the water
as thought it has a fly speed of 20 ft., and it can
Str Dex Con I nt Wis Cha hover. As an action, the adaro can move through
17 (+3) 15 (+2) 14 (+2) 10 (+0) 13 (+1) 17 (+3) the spaces of hostile creatures during its turn,
ending in an empty space. Any creature whose
Skills Perception +3, Stealth +4 space the waterspout passes through, or that
Senses blindsense 30 ft., darkvision 60 ft.; passive enters the area of the waterspout, must make a DC
Perception 13 13 Strength saving throw. On a failed saving throw,
Languages Aquan, Common the target takes 7 (2d6) bludgeoning damage and
Challenge 4 1,100 XP is hurled 1d4 x 5 feet in a random direction into
an empty space. The waterspout does not extend
Legendary Resistance (1/Day). If the adaro fails a
beneath the surface of the water. Once created, the
saving throw, it can choose to succeed instead.
waterspout lasts for 1 minute.
Poison Use. Adaros favor a paralytic toxin secreted
by the flying nettlefin pufferfish—a sticky venom
that doesn't wash away in water. Legendary Actions
Rain Frenzy. Adaros revere storms, and their lust for
An adaro vortex-rider can take 3 legendary
blood is amplified exponentially while it is raining.
While fighting in the rain or during other stormy actions, choosing from the options below. Only
weather, adaros have advantage on Strength one legendary action option can be used at a time
saving throws and saving throws against being
frightened. In such conditions, at the start of its
turn, the adaro can gain advantage on all melee
and only at the end of another creature's turn. The
adaro regains spent legendary actions at the start
10
weapon attack rolls during that turn, but attack of its turn.
rolls against it have advantage until the start of its kkDetect. The adaro makes a Wisdom
next turn. An adaro gains this benefit even if it is
underwater, but only as long as it remains within (Perception) check.
one turn away from the water's surface (50 feet for kkSpear Attack. The adaro attacks once with its
most adaros). spear.
Speak with Sharks. An adaro can communicate kkMove (Costs 2 Actions). The adaro moves up
telepathically with sharks to a distance of 100 feet.
This communication is limited to simple concepts, to its speed without provoking opportunity
such as "come," "defend," or "attack." attacks.

255
Ape Str
30 (+10)
Dex Con I nt
14 (+2) 22 (+6) 2 (-4)
Wis
12 (+1)
Cha
7 (-2)

Sharp teeth fill this enormous ape's mouth, and Saving Throws Str +15, Con +11, Wis +6, Cha +3
its long, muscular arms stretch to the ground, Skills Acrobatics +7, Perception +6, Survival +6
ending in wickedly curved claws. These immense Senses passive Perception 16
apes are vastly more dangerous than their smaller Languages —
Challenge 15 13,000 XP
kin. They are highly territorial, attacking anything
Kaiju Killer. Against creatures of Huge or larger size,
that intrudes on its territory. It does not break the ape gains advantage on Wisdom (Survival)
off its attack until the trespassers flee, though it checks. Creatures with the kaiju or titan tag can
retains a special enmity for kaiju and other colossal never gain advantage against the ape while it is not
incapacitated, and the ape gains advantage on all
creatures. Such oversized enemies constitute a
saving throws against such creatures.
threat and a challenge to the ape’s dominance and Maim. If the ape hits with two fist attacks agaisnt the
must be driven out. Colossal apes sometimes bellow, same target on its turn, the target must make a DC
roar, and rage before attacking if trying to drive 23 Constitution saving throw. On a failed save, the
target gains one level of exhaustion.
enemies away, but if they sense real danger they
Actions
leap to attack without warning or provocation. If a
Multiattack. The ape makes two fist attacks.
colossal ape is stymied by a heavily armored foe, it
Fist. Melee Weapon Attack: +15 to hit, reach 20
attempts to grapple its foe. ft., one target, Hit: 32 (4d10 + 10) bludgeoning
damage, and a target of Large or smaller size is
COLOSSAL APE grappled (escape DC 25). The ape has two fists,
Gargantuan beast, unaligned each of which can grapple one target.
Armor Class 15 (natural armor) Rock. Ranged Weapon Attack: +15 to hit, range
Hit Points 297 (18d20+108) 100/200 ft., one target. Hit: 38 (8d6 + 10)
Speed 30 ft., climb 30 ft. bludgeoning damage. If the target is a
creature, it must succeed on a DC 23
Strength saving throw or be knocked
prone.
Fling. One Large or smaller object
held or creature grappled by the ape
is thrown up to 60 feet in a random
direction and knocked prone. If a thrown
target strikes a solid surface, the target
takes 3 (1d6) bludgeoning damage for every
10 feet it was thrown. If the target is thrown at

10 another creature, that creature must succeed on


a DC 23 Dexterity saving throw or take the same
damage and be knocked prone.
Hurl. The ape throws a rock at a 15-foot square
within 100 feet that it can see. Any creatures
in the target squares must make a DC 23
Dexterity saving throw. A creature takes 21 (6d6)
bludgeoning damage, and if Huge are smaller are
also knocked prone. A successful save halves
damage and avoids being knocked prone. If the
attack misses, the rock lands 1d6 squares away in
a random direction. Wherever the rock lands, the
area of effect becomes difficult terrain.

256
Asquenti asquenti have an innate distrust of land dwellers.
Persistent peaceful overtures can overcome this
Asquenti live in the shallow and upper reaches of distrust, especially in the asquenti who fail to
the world’s oceans, using their innate sense of the succumb to their biochemical drives.
waters around them to hunt for prey with their A typical asquenti stands 7 feet tall and weighs
sonic lance. Once a foe is stunned, asquenti swarm 500 pounds.
them and finish them off with pincers, hoping to
ASQUENTI
keep them stunned and non-resistant. As apex
Medium monstrosity, neutral
predators, they have undisputed dominance of Armor Class 13 (natural armor)
their territories. Hit Points 45 (6d8 + 18)
Asquenti colonies can have several thousand Speed 20 ft., swim 60 ft.
residents, and create wondrous coral cities, coaxing Str Dex Con I nt Wis Cha
the living coral into useful structures. Scholars 14 (+2) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 8 (-1)
and technologists use a combination of subsonic
Skills Nature +2, Survival +3
frequencies and their knowledge of the
Damage Resistances thunder
marine world to rapidly increase coral
Senses darkvision 60 ft., incredible sight,
growth and grow buildings in a matter passive Perception 11
of weeks. Asquenti colonies regularly Languages Asquenti, Aquan
patrol their territories, ensuring their Challenge 2 450 XP
food isn’t poached by others, as well as Incredible Sight. The asquenti’s
eyes pick up colors well
looking out for kraken agents lurking in
beyond human range, and
the depths. it can see perfectly in all
Toxin Intolerance. Their light conditions. As long
sense of the natural as it is not blinded, it
is treated as if it has
world around them is blindsight out to 60
particularly sensitive feet.
to foreign technological or Water Breathing. The
magical pollutants. Not only asquenti can breathe only
underwater.
do these threaten their habitat
Actions
and their food sources, but an
Multiattack. The asquenti makes two
excess of pollutants in their waters attacks with its claws.
catalyzes biochemical reactions in
asquenti. These changes affect their
Claw. Melee Weapon Attack. +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2)
10
bludgeoning damage
psychology to be more militant, and
Sonic Lance. Ranged Weapon Attack. +4 to
inflame their passions, causing them to attack the hit, range 100 ft., one target. Hit: 5 (1d6 + 2)
cause of the disruption. While this doesn’t turn thunder damage, and the target must succeed on a
asquenti into mindless killing machines, it does DC 13 Constitution saving throw or be stunned for
1 round.
strengthen their martial instincts, causing most
Sonic Pincer. Melee Weapon Attack. +4 to hit,
asquenti to become aggressive to all outsiders. Most reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning
asquenti assume land dwellers pollute their waters, damage plus 5 (1d6 + 2) thunder damage, and
and even when their home waters are pristine, the target must succeed on a DC 13 Constitution
saving throw or be stunned for 1 round.

257
Benthonir Human Mimic benthonirs look like incomplete
human beings, wrinkled as their flesh constantly
Endemic to deepest parts of the ocean, benthonir melts and reforms, but could be mistaken for elderly
are transparent humanoids with an undifferentiated humans in poor light. They have a land speed of 30
biology. Each drop of the condensed slime that feet and a swim speed of 20 feet.
makes up a benthonir's body is interchangeable Namonti benthonirs look like asquenti and can
with the rest so long as enough of the body remains only be distinguished with a cursory medical
viable to maintain life. This extends to the beginning examination (Wisdom (Medicine) DC 10) or scoring
of their lives, with vast fields of benthonir buds a critical hit on them in combat. They also possess
growing on the walls of ocean trenches. the base asquenti pincer, sonic lance, and sonic
Kraken Cultists. Vast schools of benthonir gather pincer attacks rather than their claw and bite.
in the trenches. There they worship the krakens
BENTHONIR
they believe created them from the lesser creatures
Medium monstrosity, neutral
of the trenches and, at the krakens' behest, wage war Armor Class 13
on the asquenti realms above. In their pantheon, Hit Points 71 (11d8 + 22)
the krakens only bend knee to the even greater Speed 20 ft., swim 40 ft.
Vulnatatoa. Str Dex Con I nt Wis Cha
Mutations. With their great numbers and ever- 16 (+3) 16 (+3) 14 (+2) 9 (-1) 10 (+0) 10 (+0)
shifting form, it comes as no surprise that the
Skills Athletics +5, Stealth +5
benthonir are susceptible to a wide variety of
Damage Immunities cold
mutations. Few surface dwellers have seen a normal
Senses blindsense 30 ft., darkvision 60 ft., passive
benthonir and fewer still recognize them as kin Perception 10
to the mutants who can be found on the surface. Languages Aquan, Benthoniri
Thankfully for surface dwellers, the benthonir can Challenge 2 450 XP
only bud in the trenches, leaving the surface as yet Regeneration. The benthonir regains 5 hit points at
the start of its turn if it has at least 1 hit point.
uninvaded.
Water Breathing. The benthonir can breathe air and
Fire Shark benthonirs have red coloration that
water. Additionally, a benthonir can freely cast
gathers in scales over their transparent flesh. This spells and use other abilities while submerged.
appearance grants them advantage on Dexterity Actions
(Stealth) checks while in the vast kelp jungles below Multiattack. The benthonir makes two attacks: one
he waves. They are also immune to fire rather than with its bite and one with its claw.

10 cold and often have multiple arms.


Human Born benthonirs look completely human
Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.
Claw. Melee Weapon Attack. +5 to hit, reach 5 ft.,
but lose fast healing and their swim speed, instead one target. Hit: 6 (1d6 + 3) bludgeoning damage.
gaining a normal 30-foot land speed. They can
NAMONTI BENTHONIR
suppress their bite, claw, and morphic form as
Medium monstrosity, neutral
a bonus action. Using these abilities can reveal Armor Class 12
their true nature, but otherwise detecting their Hit Points 71 (11d8 + 22)
benthoniri biology requires close examination Speed 20 ft., swim 40 ft.
requiring at least 1 hour and a successful DC 20
Intelligence (Nature) check.

258
Str Dex Con I nt Wis Cha
14 (+2) 14 (+2) 14 (+2) 9 (-1) 10 (+0) 10 (+0)

Skills Athletics +4, Stealth +4


Damage Immunities cold
Senses blindsense 30 ft., darkvision 60 ft., passive
Perception 10
Languages Aquan, Benthoniri
Challenge 2 450 XP
Regeneration. The benthonir regains 5 hit points at
the start of its turn if it has at least 1 hit point.
Water Breathing. The benthonir can breathe air and
water. Additionally, a benthonir can freely cast
spells and use other abilities while submerged.
Asquenti Mimic. The namonti benthonir looks like
an asquenti and can only be distinguished with a
cursory medical examination (Wisdom (Medicine)
DC 10) or by scoring a critical hit against it.
Actions
Multiattack. The namonti benthonir makes two
attacks: one with its bite and one with its claw.
Claw. Melee Weapon Attack. +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Sonic Lance. Ranged Weapon Attack. +5 to hit,
range 60/180 ft., one target. Hit: 5 (1d6 + 2)
thunder damage, and the target must succeed on a
DC 12 Constitution saving throw or be stunned for
1 round.
Sonic Pincer. Melee Weapon Attack. +5 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
damage plus 5 (2d4) thunder damage, and the
target must succeed on a DC 12 Constitution
saving throw or be stunned for 1 round.

Bone Ship They often trail their quarry for days, relishing
the terror their sudden appearance on the horizon 10
Predators of the oceans, the hulking undead causes, and have even been known to continue the
monstrosities known as bone ships leave devastation chase on land, the many bones of their hulls pulling
in their bloody wakes. Formed from the collective them over the ground. Bone ships do not care for
consciousnesses of dead sailors bound within the plunder, seeking only to add more victims to their
bleached bones of giant aquatic creatures, bone unholy crews.
ships hunt the seas without mercy, destroying The creation of a bone ship can occur in many
ships and slaying the living wherever they are different ways. Some bone ships arise as servants of
encountered. Bone ships stalk their prey with evil gods, pawns to their vile wills. Certain powerful
tenacious intelligence and single-minded purpose. necromantic rituals can also create bone ships. Such

259
rituals typically require those performing them to and don't form alliances even with others of their
sacrifice dozens of humanoid creatures and trap the kind. Merely attempting to communicate with
victims' souls. Other bone ships result from ships a bone ship is dangerous, as even such means as
being destroyed in horrific and catastrophic events. telepathy produce only the howling voices of the
The souls of the sailors who died in such a disaster, suffering, ghostly crew, spreading their insanity to
unable to find peace, slowly form a bone ship on the those foolish enough to contact them.
ocean's bottom before rising to the surface to take Modular Shape. Though a bone ship is a single
vengeance on the living. No matter how they're creature, the numerous souls it contains create a
created, bone ships retain jumbled memories of the hive mind. A bone ship can reshape certain aspects
previous lives of the souls bound to them—though of its hull by using its knotted muscle to move the
all bone ships attack any creatures they encounter, bones within it. This transformative ability allows
each ship's unique origin and collection of souls a bone ship to quickly sprout cannons from its hull
burns a particular objective into its very nature. A that can attack in any direction, and each ship keeps
bone ship created by an evil god might target ships a collection of bones and debris within its own
bearing the flags of an opposing faith or enemy of body to use as ammunition. It can also tap into the
that god, while a bone ship created in a ritual is unholy energy giving it unlife to fire a devastating
ingrained with a specific purpose that forces it to beam of negative energy at its enemies, and those
enact its creator's will. Certain bone ships viciously who close with a bone ship find that even its hull
target ships from one or more nations, either those has the ability to drain away life force.
from the dead sailors' former nation if they seek
BONE SHIP
revenge, or those from a rival nation the sailors
Gargantuan undead, chaotic evil
hated in life. Armor Class 18 (natural armor)
Over time, legends and stories about a bone ship's Hit Points 297 (17d20+119)
capacity for destruction arise. A bone ship never Speed swim 60 ft.
takes a name for itself but living sailors may ascribe Str Dex Con I nt Wis Cha
it an epithet based on its origin, purpose, unique 28 (+9) 16 (+3) 24 (+7) 11 (+0) 17 (+3) 19 (+4)
characteristics, or notable attacks. Though all
Saving Throws Str +15, Con +13, Wis +9
bone ships possess the same abilities, a particular
Damage Resistances necrotic
bone ship can be identified by its hunting area and
Damage Immunities poison
appearance. Bone ships eventually display certain Condition Immunities charmed, exhausted,
unique features such as glowing barnacles that frightened, poisoned
10 cover its hull, a masthead featuring the skull of a
particular sea creature, the bones of a unique and
Senses darkvision 100 ft.; passive Perception 13
Languages Common (can't speak)
rare sea monster, or an unusual configuration of Challenge 18 20,000 XP
the musculature holding together its hull. Many Blood Wake. The frothing, churning waters around
a bone ship are stained crimson with blood.
of these changes are the result of a bone ship Creatures that begin theit turn within 40 feet of
scavenging remains off the ocean floor to repair the bone ship must make DC 18 Constitution saves.
itself. Those that fail become frightened. Targets that are
frightened cannot use reactions and can use either
Lone Ships. No living crew—or even other undead an action on their turn or a bonus action, not both.
creatures—have ever been seen sailing in a bone Creatures can attempt a new save at the start of
ship. These undead ships operate independently, each of their turns to resist this effect. Those that

260
succeed at their saving throws are immune to the Constitution saving throw or take 10 (3d6) necrotic
bone ship's aura for 24 hours. This works only damage.
when the bone ship is in the water. Bone Cannon. Ranged Weapon Attack: +15 to hit,
Bound Souls. The souls of numerous sailors and range 100/400 ft., one target, Hit: 30 (6d6+9)
sea creatures form the bone ship's collective bludgeoning damage. The cannons are considered
consciousness and hull. A bone ship is immune to to be part of the bone ship and not separate
spells and effects affecting a specific number of objects.
creatures. Any creature attempting to communicate Ghostly Boarders (Recharge 6). The bone ship
with a bone ship, such as through telepathy, hears disgorges the souls of the sailors bound within it.
only the anguished cries of the imprisoned souls The ghostly boarders appear as spectral entities
and must succeed at a DC 18 Wisdom save or and slaughter all living creatures in a 60-foot
contract long-term madness. sphere around the bone ship. Each creature in that
Turn Resistance. The bone ship has advantage on
saving throws against any effect that turns undead.
area must make a DC 18 Constitution saving throw.
A target takes 28 (8d6) necrotic damage on a failed
save, or half as much damage on a successful one.
10
Unholy Repair. By spending 1 full day inactive,
Creatures reduced to 0 hit points in this manner
the bone ship can heal itself to full hit points by
are killed, their souls dragged into the bone ship,
scavenging the bones of dead sea creatures within
and can be restored to life only by a wish spell, or if
a 10-mile radius, pulling the bones up from the
the bone ship is destroyed.
bottom of the ocean to join its hull.
Spectral Energy Cannon (Recharge 4–6).The bone
Actions ship can combine all four of its bone cannons into
Multiattack. The bone ship attacks four times with a spectral energy cannon, blasting a line 100 feet
bone cannons. long and 5 feet wide. Each creature in the line must
Slam. Melee Weapon Attack: +15 to hit, reach make a DC 18 Dexterity saving throw. A creature
5 ft., one target, Hit: 45 (8d8+9) bludgeoning takes 63 (18d6) necrotic damage on a failed save,
damage, and the target must succeed at a DC 18 or half as much damage on a successful one.

261
Charybdis CHARYBDIS
Gargantuan aberration, unaligned
Sailors tell many tales of the creatures of the deep, Armor Class 20 (natural armor)
from the terrible kraken to the beautiful mermaid. Hit Points 351 (18d20+162)
Speed 20 ft., swim 50 ft.
Yet few are stranger or more feared than the dread
charybdis, for it exists to capture ships, crack them Str Dex Con I nt Wis Cha
30 (+10) 9 (-1) 28 (+9) 4 (-3) 15 (+2) 6 (-2)
open like nuts, and feast on the doomed sailors
within. So legendary are these violent attacks that Saving Throws Str +16, Dex +5, Cha +4
many sailors have come to view the charybdis not Skills Athletics +16, Perception +6
as a species of aberrant life, but as the vengeful Damage Resistances cold; bludgeoning, piercing,
and slashing from nonmagical attacks
personification of an angry sea god. A charybdis is
Damage Immunities acid
60 feet long and weighs 26,000 pounds.
Condition Immunities frightened, prone
Living Maelstrom. In truth, the charybdis is not Senses blindsight 60 ft., darkvision 200 ft., passive
the sending of an angry deity, but in fact little more Perception 16
than a monstrous predator capable of churning Languages Aquan
even the calmest of seas into a whirling maelstrom. Challenge 19 22,000 XP
The charybdis uses this vortex ability not only to Amphibious. The charybdis can breathe water and
air.
capture prey like sharks or small whales, but also
Innate Spellcasting. The charybdis’s spell casting
to entrap ships on the ocean surface above.
ability is Wisdom (spell save DC 16). It can innately
Shipwrecker. A charybdis’ claws are particularly cast the following spells, requiring no material
well suited to puncturing the hulls of ships, and components:
most charybdises have learned that a single large At will: control water, fog cloud
merchant vessel contains enough sailors to make 1/day each: control weather, hallucinatory terrain
Regeneration. The charybdis regains 10 hit points at
a perfectly sized meal. Often, a charybdis settles
the start of its turn if it has at least 1 hit point.
in along a well-known shipping route near the Ship Eater. The charybdis deals double damage to
shoreline or amid an archipelago of islands where objects and structures.
ships are forced along relatively narrow lanes Actions
between rocky isles—such locations allow the Multiattack. The charybdis makes two attacks: one
charybdis to lie in wait and increases the chance of with its bite, and one with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
its prey being unable to circumvent its vortex.
one target. Hit: 21 (3d8 + 8) piercing damage. If
the target is a Huge or smaller creature, it must
10 succeed on a DC 19 Strength saving throw or be
swallowed by the charybdis. A swallowed creature
is blinded and restrained, it has total cover against
attacks and other effects outside the charybdis,
and it takes 24 (7d6) acid damage at the start of
each of the charybdis’s turns. If the charybdis takes
40 damage or more on a single turn from a creature
inside it, the charybdis must succeed on a DC 26
Constitution saving throw at the end of that turn
or regurgitate all swallowed creatures, which fall
prone in a space within 10 feet of the charybdis. If
charybdis dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by
using 10 feet of movement, exiting prone.

262
Claws. Melee Weapon Attack: +16 to hit, reach
30 ft., one target. Hit: 19 (2d10 + 8) piercing
damage.
Vortex (Recharge 4–6). The charybdis draws
creatures and ships within 100 feet of it in the
water towards it by creating a massive whirlpool.
Ships attempting to avoid this require someone
at the helm of the ship must make a relevant
check (usually a water vehicle proficiency) with
a DC of 20, or be drawn 50 feet closer to the
charybdis. Creatures in the water must make a
similar Strength (Athletics) check to avoid being
drawn close 25 feet. Any creature or ship that is
drawn to within 10 feet or closer of the charybdis
is subject to a claw attack as part of the Vortex
action.

Legendary Actions
The charybdis can take 2 legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time and
only at the end of another creature’s turn. The
charybdis regains spent legendary actions at the
start of its turn.
kkClaws. The charybdis makes one attack
with its claws.
kkControl Water. The charybdis casts control
water or chooses one the effects of control
water.

10

263
10

264
Clockwork CLOCKWORK LEVIATHAN

Leviathan Huge construct, unaligned


Armor Class 21 (natural armor)
Hit Points 171 (18d12+54)
Clockwork leviathans are equally capable of Speed 30 ft., swim 60 ft.
functioning on land and in water. Sailors who are Str Dex Con I nt Wis Cha
haunted by the memories of these treacherous 23 (+6) 18 (+4) 16 (+3) 1 (-5) 11 (+0) 1 (-5)
machines need not exaggerate their yarns, for the
Damage Immunities fire, poison, psychic
reality of an aquatic construct such as this holds
Damage Resistance bludgeoning, piercing, and
enough terror in its story for even the hardiest of slashing from nonmagical attacks that aren't
seafarers. A clockwork leviathan’s numerous metal adamantine
plates and links are made of such resilient material Damage Vulnerabilities lightning
that they never rust, even after long exposure to the Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
briny sea waters that leviathans often patrol like
Senses darkvision 120 ft.; passive Perception 10
massive, eel-like dragon has two webbed talons. Its
Languages understands the languages of its creator
tail ends in large and powerful-looking flukes. but can’t speak
Clockwork. As a constructed being, a clockwork Challenge 12 8,400 XP
leviathan doesn't eat, breathe, drink, or sleep. If it Winding. A clockwork leviathan can function for
is not wound, it eventually becomes inert until it is two weeks every time it is wound. A creature of
at least Medium size can use an action to wind
wound again. the clockwork soldier, restoring to it 1 hour of
Clockwork leviathans are equally capable of operating time; a creature of Small size can wind it
functioning on land and in water. Sailors who are at half this speed, and Tiny or smaller creatures are
generally unable to wind the leviathan.
haunted by the memories of these treacherous
Actions
machines need not exaggerate their yarns, for the
Multiattack. The clockwork leviathan makes two
reality of an aquatic construct such as this holds attacks: one with its bite and one constrict.
enough terror in its story for even the hardiest of Bite. Melee weapon attack: +10 to hit, reach 10 ft.,
seafarers. one target. Hit: 13 (2d6 + 6) piercing damage.
A clockwork leviathan’s numerous metal plates Constrict. Melee weapon attack: +10 to hit, reach
5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning
and links are made of such resilient material
that they never rust, even after long exposure to
the briny sea waters that leviathans often patrol.
damage and 22 (4d10) slashing damage, and
the target is grappled (escape DC 20). Until this
grapple ends, the creature is restrained, and the
10
Clockwork leviathans are 25 feet long and weigh clockwork leviathan can’t constrict another target.
Steam Breath (Recharge 5–6). The clockwork
just over 3 tons.
leviathan exhales scorching steam in a 60-foot
line that is 5 feet wide. Each creature in that line
must make a DC 15 Dexterity saving throw, taking
54 (12d8) fire damage on a failed save, or half as
much damage on a successful one. A clockwork
leviathan’s breath weapon functions equally well
above and under water.

265
Conch Tree CONCH TREE
Large plant, unaligned
Conch trees are frequently cultivated as living Armor Class 16 (natural armor)
barriers, unsporting hedges against unwanted Hit Points 94 (9d10 + 45)
Speed 0 ft.
incursions. After centuries of breeding and
experimentation, they developed an instinct for Str Dex Con I nt Wis Cha
23 (+6) 8 (-1) 21 (+5) 1 (-5) 16 (+3) 1 (-5)
discerning regular travellers among their groves
from visiting prey. In the wild, entire schools of Damage Resistances bludgeoning, piercing
fish can vanish instantly over a conch grove. Damage Vulnerabilities fire
Cadaverous Reproduction. Conch trees reproduce Senses blindsight 60 ft., passive Perception 13
by implanting a single seed in a partially digested Languages —
corpse. The corpse is then expelled so the seed can Challenge 7 2,900 XP
False Appearance. While the conch tree remains
absorb nutrients before sprouting and taking root.
motionless, it is indistinguishable from a normal
Conch trees never stop growing, but an average seaweed bed.
adult specimen is 20 feet tall. Water Breathing. The conch tree can breathe only
underwater.
Actions
Multiattack. The conch tree makes two harpoon
tentacle attacks.
Harpoon Tentacle. Melee or Ranged Weapon Attack:
+10 to hit, range 60 ft., one target. Hit: 28 (4d10
+ 6) piercing damage. If the target is a Medium
or smaller creature, it must succeed on a DC
15 Dexterity saving throw or be reeled into the
seaweed mass that makes up the conch tree and
are swallowed whole. This triggers the collapse
ability of the conch tree. A swallowed creature is
blinded and restrained, it has total cover against
attacks and other effects outside the worm, and it
takes 7 (2d6) bludgeoning and 3 (1d6) acid damage
at the start of each of the conch tree’s turns. If the
conch tree takes 10 damage or more on a single
turn from a creature inside it, the conch tree must
succeed on a DC 17 Constitution saving throw at
the end of that turn or regurgitate all swallowed

10 creatures, which fall prone in a space within 10 feet


of the tree. If the tree dies, a swallowed creature
is no longer restrained by it and can escape from
the corpse by using 20 feet of movement, exiting
prone.
Reaction
Collapse. Once a conch tree swallows a creature
whole, it can collapse into a smaller hard shell to
protect itself while it digests its prey. The tree curls
around its prey, reinforcing its own outer flesh
and changing colors to represent mud or stone. It
gains a damage threshold of 10 and a +20 bonus on
Dexterity (Stealth) checks while on the ocean floor.

266
Deep One Deep One Bishop. Deep one bishops incite
religious fervor in their kinfolk and promote their
Deep ones are as at ease dwelling in the most remote chosen deities as the greatest among the Outer
of ocean trenches as they are in the shallows that Gods.
hug secluded shorelines, although their favorite Hybrid Horrors. Deep one hybrids are the
haunts combine the two. The largest deep one cities spawn of humans and deep ones. They are most
are located at places not far off shore but nestled in comfortable with others of their kind, and typically
vast submerged canyons unusually close to those cluster in small, insular settlements where they
coastlines. This proximity allows deep ones to can assume positions of authority. They keep any
pursue one of their favorite goals—commingling humans within their towns subservient and cowed,
with and corrupting surface-dwelling humanoids. making sure those other residents know better
Deep ones do so not out of a biological need but as a than to act against local laws. Though deep ones
way to spread their blasphemous religion above the are devoutly religious, they usually cloak their
ocean waves. The hybrid children of deep ones and true beliefs under a facade of more conventional
humans form a race of their own. These offspring worship, believing that by doing so they can avoid
typically live near others of their kind, assuming suspicion from visitors and nearby societies.
positions of leadership in their small towns. A deep
DEEP ONE
one’s gray-green hide glistens with moisture, and
Medium monstrosity (mythos), chaotic evil
saliva dribbles from its fishlike maw. Armor Class 12 (natural armor)
Deep Devotees. Deep ones usually worship the Hit Points 26 (4d8+8)
alien entities known as the Outer Gods or the Great Speed 20 ft., swim 40 ft.
Old Ones, with Cthulhu the foremost among them. Str Dex Con I nt Wis Cha
Deep one settlements that contain a deep one elder 15 (+2) 9 (-1) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
instead typically venerate that powerful deep one,
Skills Religion +3, Stealth +3
who in turn serves one of the eldritch gods.
Damage Resistances cold
Underwater wielders. Deep ones prefer to fight
Senses darkvision 60 ft., passive Perception 12
with their claws. If they do resort to manufactured Languages Common, Deep Speech
weapons, they prefer piercing ones, as these Challenge 2 50 XP
function best underwater. They can also use wands Amphibious. The deep one can breathe air and water.
and staves; deep ones who pursue the study of more Item Use. A deep one can use magic items as though
powerful magic often learn to create magic items it were a cleric, warlock, or wizard.
for their weaker kinfolk to wield.
Immortal. A deep one does not age. Barring death
Actions
Claws. Melee Weapon Attack. +4 to hit, 5 ft. reach.
10
Hit: 7 (2d4 + 2) slashing damage.
from violence, disease, or misadventure, a deep one
can live forever. Deep ones are immune to effects DEEP ONE BISHOP
that cause magical aging. Medium monstrosity (mythos), chaotic evil
Deep Dweller. Deep ones are immune to damage Armor Class 12 (natural armor)
from water pressure; their bodies are capable of Hit Points 39 (6d8+12)
Speed 20 ft., swim 40 ft.
instantly adjusting to different water depths or
even the surface with ease. Str Dex Con I nt Wis Cha
15 (+2) 9 (-1) 15 (+2) 12 (+1) 14 (+2) 14 (+2)

267
Skills Deception +4, Persuasion +4, Religion +5, no material components:
Stealth +3 3/day each: confusion (as an 8th-level spell), dream,
Damage Resistances cold freedom of movement, hold monster
Senses darkvision 60 ft., passive Perception 12 1/day each: black tentacles, dominate monster,
Languages Common, Deep Speech symbol
Challenge 2 450 XP Item Use. A deep one can use magic items as though
it were a cleric, warlock, or wizard.
Amphibious. The deep one can breathe air and water.
Legendary Resistance (3/Day). If the elder deep
Dark Devotion. The deep one bishop has advantage
one fails a saving throw, it can choose to succeed
on saving throws against being charmed or
instead.
frightened.
Reflective Mind. Any time an elder deep one
Item Use. A deep one can use magic items as though
succeeds at a saving throw against a spell or
it were a cleric, warlock, or wizard.
magical ability that cannot affect creatures that
Spellcasting. A deep one bishop is a 4th-level are immune to being charmed or frightened or that
spellcaster. Its spellcasting ability is Wisdom (spell inflicts psychic damage, the effect is reflected back
save DC 12, +4 to hit with spell attacks). A bishop on the source, affecting the original caster as if the
typically has the following cleric spells prepared: elder deep one cast the spell or used that magical
Cantrips (at will): light, sacred flame, thaumaturgy ability.
1st level (4 slots): bane, inflict wounds, shield of Actions
faith
Multiattack. The elder deep one can use its Awful
2nd level (3 slots): aid, blindness/deafness, hold Presence. It then makes three attacks: one with its
person bite and two with its claws.
Actions Bite. Melee Weapon Attack. +13 to hit, 5 ft. reach.
Multiattack. The deep one makes two melee attacks. Hit: 16 (2d8 + 7) piercing damage.
Claws. Melee Weapon Attack. +4 to hit, 5 ft. reach. Claw. Melee Weapon Attack. +13 to hit, 20 ft. reach.
Hit: 7 (2d4 + 2) slashing damage. Hit: 14 (2d6 + 7) slashing damage. If the elder
deep one scores a critical hit, it rolls damage dice
ELDER DEEP ONE three times, instead of twice, and the target must
Gargantuan monstrosity (mythos), chaotic evil succeed on a DC 21 Constitution saving throw. On
Armor Class 19 (natural armor) a failed saving throw, the target is stunned until the
end of their next turn.
Hit Points 232 (15d20+70)
Awful Presence. Each creature of the elder deep
Speed 30 ft., swim 40 ft.
one's choice that is within 120 feet of the elder
Str Dex Con I nt Wis Cha deep one and aware of it must succeed on a DC 17
25 (+7) 12 (+1) 21 (+5) 16 (+3) 18 (+4) 16 (+3) Wisdom saving throw or become frightened for 1
minute. A creature is incapacitated as long as it is
Saving Throws Con +11, Wis +10, Cha +9 frightened in this way. A creature can repeat the
Skills Religion +8 saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature’s
10
Damage Resistance acid, cold, lightning; bludgeoning
and slashing from nonmagical attacks saving throw is successful or the effect ends for
Senses passive Perception 14 it, the creature is immune to the elder deep one's
Awful Presence for the next 24 hours.
Languages Common, Deep Speech
Challenge 17 18,000 XP
Amphibious. The deep one can breathe air and water.
Deep Dweller. Deep ones are immune to damage
from water pressure; their bodies are capable of
instantly adjusting to different water depths or
even the surface with ease.
Innate Spellcasting. An elder deep one's spellcasting
ability is Wisdom (spell save DC 18). The elder deep
one can innately cast the following spells, requiring

268
Legendary Actions
An elder deep one can take 3 legendary
actions, choosing from the options
below. Only one legendary action option
can be used at a time and only at the end
of another creature's turn. The elder deep
one regains spent legendary actions at
the start of its turn.
kkClaw Attack. The elder deep
one makes a claw attack.
kkMadness (Costs 2 Actions).
All creatures other than deep
ones within a 30-foot radius
must makes a DC 18 Wisdom
saving throw. On a failed saving
throw, a creature is affected as the
spell confusion until the end of its next
turn. Creatures with total cover are not
affected.
kkMove. The elder deep one moves or swims
up to half its speed without provoking
opportunity attacks.

DEEP ONE HYBRID CULTIST


Medium humanoid (human, mythos), chaotic evil
Armor Class 12 (natural armor)
Hit Points 13 (2d8+4)
Speed 20 ft., swim 30 ft.
Str Dex Con I nt Wis Cha Hold Breath. The deep one hybrid can hold
11 (+0) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0) its breath for 15 minutes.
Sea Longing. Every 24 hours a deep one hybrid
Skills Deception +2, Religion +2 spends more than 10 miles from the sea, it must
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech, Common
succeed on a DC 15 Wisdom saving throw. On a
failure, the deep one hybrid has disadvantage on
10
ability checks, attack rolls, and saving throw. If the
Challenge 1/8 25 XP deep one hybrid is already suffering this penalty,
Dark Devotion. A deep one hybrid cultist has it takes 1d6 psychic damage on a failure. The deep
advantage on saving throws against being charmed one hybrid no longer suffers this disadvantage
or frightened. once it has spent 24 hours within 10 miles of the
Final Change. A deep one hybrid ages faster than sea.
a human. A mere 1d12 months after a deep one
Actions
hybrid reaches venerable age at 60 years old, it
dies a painful, agonizing death, only to have its Scimitar. Melee Weapon Attack. +3 to hit, 5 ft. reach.
body transform into that of a mature deep one. Hit: 4 (1d6 + 1) slashing damage.
This transformation functions as the reincarnate
spell.

269
Draugr while others may wander the seas as undead pirates
aboard ghost ships.
Draugr smell of decay and the sea, and drip water Lifeless. As animated corpses, draugr do not eat,
wherever they go. These barnacle-encrusted sleep, or breathe.
walking corpses look like zombies, but with a fell
DRAUGR
light in their eyes and dripping with rank water
Medium undead, chaotic evil
that gives off a nauseating stench. These foul beings Armor Class 12 (leather armor)
are usually created when humanoid creatures are Hit Points 19 (3d8+6)
lost at sea in regions haunted by evil spirits or Speed 30 ft., swim 30 ft.
10 necromantic effects. The corpses of these drowned
sailors cling fiercely to unlife, attacking any living
Str Dex Con I nt
15 (+2) 10 (+0) 15 (+2) 8 (-1)
Wis Cha
10 (+0) 13 (+1)
creatures that intrude upon them. Their attacks
Skills Athletics +4, Perception +2, Stealth +2
smear rancid flesh, rotting seaweed, and swaths of
Damage Immunities poison
vermin on whatever they hit.
Damage Resistances fire
Grim Crew. In the case of draugr who manifest Condition Immunities exhaustion, poisoned
when an entire ship sinks, these undead usually stay Senses darkvision 60 ft.; passive Perception 10
with the wreck of their ship. Some draugr may be Languages understands the languages it knew in life
found under the control of aquatic necromancers, but can’t speak

270
Challenge 1/4 50 XP
Actions
Greataxe. Melee Weapon Attack: +4 to hit, reach 5
ft., one target, Hit: 8 (1d12 + 2) slashing damage,
and once per round on the draugr's turn the target
must make a DC 11 Constitution saving throw.
On a failure, the target is incapacitated until the
beginning off the draugr's next turn. Creatures
that are immune to being poisoned are not
incapacitated.
DRAUGR CAPTAIN
Medium undead, chaotic evil
Armor Class 13 (leather armor)
Hit Points 90 (12d8+36)
Speed 30 ft., swim 30 ft.
Creating a Draugr NPC
Str Dex Con I nt Wis Cha
17 (+3) 12 (+1) 17 (+3) 10 (+0) 12 (+1) 15 (+2) To turn an existing NPC into a draugr, apply the
following changes:
Skills Athletics +4, Perception +2, Stealth +2
kk+2 Str, -2 Int
Damage Immunities poison
kkDarkvision 60 ft.
Damage Resistances fire
Condition Immunities exhaustion, poisoned kkSwim 30 ft.
Senses darkvision 60 ft.; passive Perception 10 kkResistance to fire damage
Languages understands the languages it knew in life kkImmune to poison damage
but can’t speak kkImmune to being poisoned and exhaustion
Challenge 2 450 XP kkUnderstands the languages it knew in life but
Actions can’t speak
Multiattack. The draugr captain makes two greataxe kkOnce per round on its turn, when it hits with
attacks.
a melee attack, it may incapacitate a target
Greataxe. Melee Weapon Attack: +4 to hit, reach 5
ft., one target, Hit: 8 (1d12 + 2) slashing damage, (see above) with a DC of 8 + proficiency bonus
and once per round on the draugr captain's turn, + Charisma modifier.
the target must succeed on a DC 13 Constitution
This alters the NPC's Challenge.
saving throw or its hit point maximum is reduced
by 5. This reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its
hit point maximum to 0. A humanoid slain by this
attack rises 24 hours later as a draugr under the 10
draugr captain's control, unless the humanoid is
restored to life or its body is destroyed. The draugr
captain can have no more than twelve draugr under
its control at one time.
Mist (3/Day). The daugr captain creates a 20-foot-
radius sphere of fog centered on its space. The
sphere spreads around corners, and its area is
lightly obscured. Anything more than 5 feet away
through the fog is heavily obscured. It lasts for
5 minutes or until a wind of moderate or greater
speed (at least 10 miles per hour) disperses it.

271
Eel, Electric Eel, Giant Moray
This six-foot-long, snake-like fish moves slowly. A This sixteen-foot-long eel slithers through the water
strange popping and snapping sound occasionally with uncanny grace, mouth open to display large
emits from the creature’s body. The electric eel is teeth and a second set of jaws. Giant moray eels are
a curious fish that breathes air instead of water, warm-water animals that lie in wait to ambush prey.
yet certainly its most unusual characteristic is its Once they get hold of prey, or an intruder, they are
ability to generate powerful jolts of electricity. tenacious biters, gnawing and tearing flesh.

ELECTRIC EEL GIANT MORAY EEL


Small beast, unaligned Large beast, unaligned
Armor Class 12 Armor Class 15 (natural armor)
Hit Points 13 (2d6+6) Hit Points 52 (7d10+14)
Speed 5 ft., swim 30 ft. Speed 0 ft., swim 30 ft.
Str Dex Con I nt Wis Cha Str Dex Con I nt Wis Cha
13 (+1) 14 (+2) 16 (+3) 1 (-5) 10 (+0) 4 (-3) 18 (+4) 14 (+2) 15 (+2) 1 (-5) 12 (+1) 4 (-3)

Damage Resistances lightning Skills Perception +3, Stealth +4


Skills Perception +2, Stealth +4 Senses blindsight 60 ft.; passive Perception 13
Senses blindsight 60 ft.; passive Perception 12 Languages —
Languages — Challenge 2 450 XP
Challenge 1/4 50 XP Water Breathing. The giant moray eel can breathe
Hold Breath. The electric eel can hold its breath for only underwater.
10 minutes. Actions
Actions Bite. Melee Weapon Attack: +6 to
Bite. Melee Weapon Attack: +4 to hit, hit, reach 10 ft., one target. Hit:
reach 5 ft., one target, Hit: 5 11 (2d6+4) piercing damage,
(1d6+2) piercing damage. and the target is grappled
Tail. Melee Weapon Attack: (escape DC 16). Until this
+4 to hit, reach 5 ft., one grapple ends, the creature is
target, Hit: 5 (1d6+2) restrained, and the giant moray eel
lightning damage. On a can’t grapple another target.
critical hit, the target
must succeed on a DC 13
Constitution saving throw

10 or be stunned. At the end


of each of its turns, the
target can make a new
saving throw; on a
success, it is no longer
stunned.

272
Fish, Bladefish
A school of human-sized grey fish moves as one.
Their long flat bills and rigid fins are bordered in
razor-thin silver scales.
Scintillating Wave. Fast and strong, bladefish
swim through the warm currents of deep ocean
waters in instinctive circuits that cover thousands
of miles. These cycles take them through their
entire life cycle, including live birth, adolescence,
hunting, and mating, though beautiful to behold,
bladefish are deadly carnivores and deliver brutal
blows very rapidly as they charge in, swim past,
and charge in again. Their skulls narrow to a flat,
horizontal blade and their tail fins sport a similar
vertical protrusion. Both bear shining scales along
these sharp edges as decoration. A long, sharp
mouth blade is ideal for hunting and defense, while
Skills Perception +3
the brightest sheen along its blades attracts the Senses blindsight 10 ft., passive Perception 14
most desirable mates. Languages —
Storm of Blades. The greatest weapon bladefish Challenge 5 1,800 XP
have is in their numbers. Vast storms of them swim Pack Tactics. The bladefish has advantage on attack
their lifelong circuits near the water’s surface and rolls against a creature if at least one of the
bladefish’s allies is within 5 feet of the creature and
as deep as 200 feet. When one senses an intruder,
the ally isn’t incapacitated.
it determines whether the threat is manageable or
Razor Fin. A bladefish has quick reflexes and
overwhelming and reacts by charging or fleeing, powerful muscles along its length. If it strikes the
respectively. The entire community of bladefish same target with its blade and tail slap attacks it
does an additonal 10 necrotic damage as the target
joins in that reaction, swimming away as one or
bleeds from the gashes made by the bladefish.
attacking in a rapid frenzy of sharp bills. Weaker Swim-By Attack. A bladefish is perfectly suited for
bladefish are left behind or join the fight late and attacking on the move. It does not provoke attacks
risk losing their meal to more aggressive members. of opportunity so long as it has attacked in the
An adult bladefish is 7 feet long and weighs 600
pounds. Larger, rarer species can reach 40 feet in
same turn it has provoked.
Water Breathing. The bladefish can breathe only 10
underwater.
length and live for over a hundred years. Actions
BLADEFISH Multiattack. The bladefish makes one blade and one
tail slap attack so long as it has moved at least
Medium beast, unaligned
5-feet before making the first attack roll.
Armor Class 14 (natural armor)
Blade. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Hit Points 104 (11d8 + 55) one target. Hit: 17 (2d10 + 6) piercing damage. This
Speed 0 ft., swim 60 ft. attack scores a critical hit on a natural 19 or 20.
Str Dex Con I nt Wis Cha Tail Slap. Melee Weapon Attack: +9 to hit, reach 5 ft.,
23 (+6) 12 (+1) 21 (+5) 1 (-5) 12 (+0) 5 (-3) one target. Hit: 11 (1d10 + 6) slashing damage. This
attack scores a critical hit on a natural 19 or 20.

273
Fish, Dinichthys FISH, DINICHTHYS
Huge beast, unaligned
This horrific fish has a powerful grey body, with Armor Class 14 (natural armor)
a head of hard white plates. Its wide mouth more Hit Points 253 (22d10+132)
Speed 0 ft., swim 50 ft.
resembles curved blades of bloodstained bone.
Primordial Punisher. Among the deadlier Str Dex Con I nt Wis Cha
20 (+5) 12 (+1) 23 (+6) 3 (-4) 12 (+1) 7 (-2)
animals of the sea, the mighty dinichthys holds
its own against dragons and magical beasts. Its Skills Perception +5
punishing bite allows it to both defend itself and Senses blindsight 120 ft., passive Perception 13
feed from the sea’s hardiest animals. Dinichthyses Languages —
hunt at any depth greater than 20 feet, chasing prey Challenge 12 8,400 XP
for miles in any direction before resuming a natural Swim-By Attack. A dinichthys is perfectly suited
for attacking on the move. A dinichthys that uses
migration toward decennial mating waters. its action to attack does not provoke opportunity
Neverfull. Dinichthyses are voracious, often attacks for the rest of its turn.
biting a chunk of flesh out of a sizable creature so Vicious Bite. The dinichthys scores critical hits on
it can follow the bleeding quarry to any social unit natural rolls of 15 to 20. In addition, its critical hit
damage is always maximised doing 35 piercing
it might flee to for protection. damage and inflicting an additional 7 (2d6) necrotic
Dinichthyses live for approximately 100 years. damage from bleeding. This bleeding can only be
An adult is 30 feet long and weighs 22,000 pounds. stopped with a DC 15 Wisdom (Medicine) check
or through any magical healing. This damage is
cumulative. For example, a creature who has been
hit by two critical hits from a dinichthys vicious bite
suffers 14 (4d6) necrotic damage per round.
Water Breathing. The dinichthys can
breathe only underwater.
Actions
Multiattack. The dinichthys makes two
bite attacks.
Bite. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing
damage.

10

274
Giant, Ocean material components:
3/day each: control water, gust of wind, water
breathing
Ocean giants embody the great extremes of the 1/day: control weather
sea. Their skin colors vary from deep blue to pale Powerful Trident. Ocean giants are masters of the
green, and their eyes and hair range from foamy trident, a weapon well-suited for underwater
combat. A trident deals one extra die of its damage
white to coral pink. They decorate themselves with when the ocean giant hits with it (included in the
the treasures of the sea, wearing shell jewelry or attack).
scrimshaw, and clothing woven from underwater Actions
plants, or even salvaged sails. Multiattack. The giant makes two trident attacks.
Adult ocean giants stand approximately 22 feet Trident. Melee or Ranged Weapon Attack: +14 to hit,
reach 10 ft. or range 20/60 ft., one target. Hit: 23
tall and weigh about 15,000 pounds. Most live to be
(4d6 + 9) piercing damage, or 27 (4d8 + 9) piercing
about 500 years old. damage if used with two hands to make a melee
Musical conches. Each ocean giant carries a attack. If the ocean giant scores a critical hit, it
hand-crafted musical horn made from a conch shell, rolls damage dice three times, instead of twice.
Rock. Ranged Weapon Attack: +14 to hit, range
an object of cultural significance representing its
60/240 ft., one target. Hit: 36 (4d12 + 10)
family history and travels on the vast sea. bludgeoning damage.
Ocean rulers. Many ocean giants view themselves Conch (Recharge 5–6). The giant blasts its conch.
as guardians of the sea, its creatures, and those All creatures in a 60-foot cone must make a DC
17 Constitution saving throw. A creature takes 58
who travel the waves, safeguarding their charges
(13d8) thunder damage on a failed save, or half as
from remarkable coral towers. Others, however, much damage on a successful one. A target that
claim domains measuring thousands of leagues, fails its saving throw is stunned for 1 round and
deafened for 1 minute. At the end of each of its
enslaving the beasts and aquatic races within and
turns, a target can attempt a new saving throw; on
shattering any ship that dares trespass near their a success, the target is no longer deafened.
citadels of urchins and bones.

OCEAN GIANT
Huge giant, chaotic neutral
Armor Class 18 (natural armor)
Hit Points 262 (21d12+126)
Speed 50 ft., swim 40 ft.
Str Dex Con I nt Wis Cha
29 (+9) 11 (+0) 22 (+6) 12 (+1) 14 (+2) 18 (+4)

Saving Throws Str +14, Con +11, Wis +7, Cha +9 10


Skills Nature +6, Perception +7, Performance +14
Damage Resistances cold, lightning
Senses darkvision 60 ft., passive Perception 17
Languages Aquan, Common, Giant
Challenge 13 10,000 XP
Amphibious. An ocean giant can breathe air and
water.
Innate Spellcasting. The giant’s innate spellcasting
ability is Charisma (spell save DC 17). It can
innately cast the following spells, requiring no

275
Golem, Coral piercing, and slashing from nonmagical attacks that
aren’t adamantine
Condition Immunities charmed, exhaustion,
Coral golems are constructs made entirely of frightened, paralyzed, petrified, poisoned
colonies of living coral drawn from the ocean. Senses darkvision 120 ft.; passive Perception 10
While their sharpened appendages are capable of Languages understands the languages of its creator
performing tasks that require meticulous precision, but can’t speak
they are equally useful in martial combat. Wizards Challenge 9 5,000 XP
Aquatic Reconstruction. The golem regains 10 hit
and sorcerers employ coral golems to collect delicate
points at the start of its turn if it has at least 1 hit
specimens of plant life from local beaches, spear and point and it is touching a body of saltwater of a size
retrieve fish from the ocean for meals, and protect equal to or greater than its own body.
valuable locations such as their masters’ homes or Immutable Form. The golem is immune to any spell

10 veins of minerals and other potent resources. A


coral golem is 9 feet tall and weighs 1,000 pounds.
or effect that would alter its form.
Magic Resistance. The golem has advantage on
saving throws against spells and other magical
effects.
CORAL GOLEM
Magic Weapons. The golem’s weapon attacks are
Large construct, unaligned
magical.
Armor Class 15 (natural armor)
Actions
Hit Points 119 (14d10+42)
Multiattack. The golem makes two claw attacks.
Speed 30 ft.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Str Dex Con I nt Wis Cha one target, Hit: 15 (3d6 + 5) slashing damage. If
20 (+5) 11 (+0) 16 (+3) 3 (-4) 11 (+0) 1 (-5) the golem scores a critical hit, it rolls damage dice
three times, instead of twice.
Damage Immunities poison, psychic; bludgeoning,

276
Hippocampus a clumsy creature on land and cannot move at all
out of the water if it has a rider weighing it down.
This creature has the foreparts of a horse and the
HIPPOCAMPUS
hindquarters of a fish. Its forelegs end in splayed
Large beast, unaligned
fins rather than hooves. A hippocampus’s scales Armor Class 11 (natural armor)
vary in color from ivory to deep green to cerulean Hit Points 15 (2d10+4)
blue with shades of silver. Aquatic races such as Speed 5 ft., swim 60 ft.
merfolk and locathahs often train hippocampi as Str Dex Con I nt Wis Cha
steeds or as draft animals used to pull cunningly 18 (+4) 9 (-1) 14 (+2) 2 (-4) 12 (+1) 11 (+0)
designed underwater carriages. In the wild,
Skills Perception +3
hippocampi prefer to dwell in relatively shallow
Senses darkvision 60 ft.; passive Perception 13
waters where their favorite food (seaweed and
Languages —
kelp) is more plentiful and larger predators are Challenge 1/4 50 XP
less common. These creatures often travel in large Hold Breath. A hippocampus can hold its breath up
schools, analogous to free-roaming herds of wild to 15 minutes before it begins suffocation.
horses on the surface world. Water Breathing. The hippocampus can breathe only
underwater.
Trainable. The hippocampus is relatively easily
Actions
trained—the amount of work and cost it requires is
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
equivalent to what it takes to train a horse. Mounted target, Hit: 6 (1d4 + 4) piercing damage.
combat on a hippocampus is similar to fighting Tail Slap. Melee Weapon Attack: +6 to hit, reach 5 ft.,
while riding a horse, although the hippocampus is one target, Hit: 6 (1d4 + 4) bludgeoning damage.

10

277
Invertebrate, Challenge 14 11,500 XP
Acid Cloud. Varinian anemones use concentrated

Deep Tiger acid to incapacitate and digest their prey.


Whenever an anemone suffers a critical hit, or

Anemone when a creature cuts its way out of the anemone’s


stomach, the space within the 25-feet is polluted
with acid. Creatures who end their turn within this
Colorful tentacles writhe across this marine range must succeed on a DC 18 Constitution save
creature like long petals on an immense flower. or take 3 (1d6) points of acid damage.
Vermin of the Deep. The largest anemones in the Water Breathing. The deep tiger anemone can
breathe only underwater.
ocean are capable predators despite their plodding
Actions
movement. They lie in fields of other, usually Multiattack. The anemone makes three tentacle
smaller, anemones and among brightly colored attacks.
coral societies. Deep tiger anemones feed local Tentacles. Melee Weapon Attack: 15 ft., one target.
scavengers by attacking large prey or schools of Hit: 34 (4d12 + 8) piercing damage, and the target
must make a DC 15 Constitution saving throw,
fish, scattering uneaten remains to their neighbors. taking 24 (7d6) poison damage and gained the
poisoned condition on a failed save, or half as
DEEP TIGER ANEMONE
much damage on a successful one. If the target is a
Gargantuan beast, unaligned Large or smaller creature, it is grappled (escape DC
Armor Class 15 (natural armor) 18). Until this grapple ends, the target is restrained.
Hit Points 248 (15d20 + 90) Acidic Shards (Recharges 3–6). A varinian deep tiger
Speed 5 ft. anemone can fire a barb of crystallized bile at a
single target within 60 feet. This crystal begins to
Str Dex Con I nt Wis Cha
dissolve immediately upon exposure to water. The
27 (+8) 9 (-1) 22 (+6) 2 (-4) 11 (+0) 10 (+0) shard deals piercing damage and coats the target’s
wound with potent acid. The target takes 21 (6d6)
Skills Perception +5, Stealth +4 (+9 in reefs)
points of acid on a failed DC 18 Dexterity saving
Damage Resistances acid throw or half as much on a success. The damage
Damage Immunities poison continues on the following round regardless if the
Condition Immunities blinded, charmed, petrified, save was successful or not, with the target taking a
poisoned, prone further 10 (3d6) points of acid damage, and 3 (1d6)
Senses blindsight 60 ft., passive Perception 15 more the round after that.
Languages — Reaction
Digest. If at the end of its turn the anemone has
a creature grappled it may swallow the creature
whole if it is Large or smaller. It may swallow
any number of grappled creatures with this

10 reaction. A swallowed creature is blinded and


restrained, it has total cover against attacks and
other effects outside the anemone, and it takes
28 (8d6) bludgeoning damage at the start of each
of the anemone’s turns. If the anemone takes 29
damage or more on a single turn from a creature
inside it, the anemone must succeed on a DC 20
Constitution saving throw at the end of that turn
or regurgitate all swallowed creatures, which fall
prone in a space within 10 feet of the anemone.
This also triggers its acid cloud ability. If the
anemone dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by
using 20 feet of movement, exiting prone.

278
Invertebrate, Condition Immunities charmed, frightened, stunned
(if it is from a psychic-based attack)

Mindclaw Senses blindsight 30 ft., passive Perception 9


Languages —
Challenge 10 5,900 XP
A red-brown crab the size of a wagon scuttles
Amphibious. The mindclaw can breathe air and water.
forward with an unusual amount of aggression.
Shared Empathy. Mindclaws gain any bonuses or
Echoes of a Sunken Empire. Mindclaws retain penalties from emotion effects affecting creatures
the psychic impressions of countless dead, within 30 feet. The specifics are at the GM’s
unknown centuries after the cataclysmic demise of discretion, however, by way of example a mindclaw
would gain the benefits of barbarian rage if a
ancient antediluvian civilizations. They behave like raging barbarian was within range. A mind crab
mindless crabs most of the time, but their simple can only benefit from the same spell or effect once
nervous systems process powerful emotions and regardless of bonus type or number of creatures
affected by a single effect, but mindclaws do
are easily influenced by magic. An adult mindclaw gain bonuses and penalties from other mindclaws
is 15 feet tall and weighs 4,000 pounds. within 30 feet. Mindclaws cannot be the target of
an emotion effect (for example the calm emotions
MINDCLAW spell), but do not gain saving throws against
Huge beast, unaligned emotion effects affecting other creatures.
Armor Class 21 (natural armor) Actions
Hit Points 204 (24d12 + 48) Multiattack. The mindclaw makes 2 claw attacks.
Speed 30 ft., swim 30 ft. Claw. Melee Weapon Attack: +11 to hit, reach 15 ft.,
Str Dex Con I nt Wis Cha one target. Hit: 10 (2d6 + 3) bludgeoning damage
and 35 (10d6) psychic damage, and the target is
17 (+3) 15 (+2) 12 (+2) 1 (-5) 9 (-1) 3 (-4)
grappled (escape DC 17). The mindclaw has two
Skills Perception +3, Stealth +4 claws, each of which can grapple only one target.

10

279
Invertebrate, Challenge 6
Tube Feet. Dire seastars move and grapple using
2,300 XP

Dire Seastar thousands of shorter appendages filled with fluid


and ending in tiny suctions cups. They treat any
solid surface as clear terrain.
Muscular tentacles explode from the sand and fold Regeneration. The seastar regains 5 hit points at
inward toward a toothless central maw. the start of its turn. If the seastar takes acid or
fire damage, this trait doesn’t function at the start
Creeping Doom. Some starfish contend with a
of the seastar’s next turn. The seastar dies only
greater number of more dangerous marine threats if it starts its turn with 0 hit points and doesn’t
than their lesser king, driving evolution to produce regenerate.
faster and stronger specimens (or the survival of Water Breathing. The seastar can breathe only
underwater.
deadly primordial species) that attack aggressively
Actions
and recover from injury very quickly. Most unique
Multiattack. The seastar makes two slam attacks.
among the seastars of the deep ocean and deadly
Slam. Melee Weapon Attack: +6 to hit, reach 15 ft.,
coasts are those with no agenda or reproductive one target. Hit: 14 (2d10 + 3) bludgeoning damage,
mechanism other than to split and regenerate after and if the target is a Medium or smaller creature
attacked by predators. Ironically, the number of and the seastar isn’t already grappling a creature,
it is grappled (escape DC 12).
natural enemies that find them delicious ensures
External Stomach. A dire seastar ejects its stomach
their survival. in order to begin digestion of a captured meal. If
One too Many Mouths. Varinaian seastars have the target is a Medium or smaller creature grappled
mouths on both sides of their bodies, allowing by the seastar, that creature is digested, and the
grapple ends. While being digested, the creature
them to crawl towards stationary food, or to lies is blinded and restrained, it has total cover against
half-buried in sand to ambush prey crawling across attacks and other effects outside the seastar’s
the seabed above them. The average dire seastar is external stomach, and it takes 14 (4d6) acid
damage at the start of each of the seastar’s turns.
7 feet in diameter and weighs 600 pounds. If the seastar’s external stomach takes 20 damage
or more on a single turn from a creature inside it,
DIRE SEASTAR
the seastar must succeed on a DC 14 Constitution
Large beast, unaligned saving throw at the end of that turn or regurgitate
Armor Class 15 (natural armor) all swallowed creatures, which fall prone in a space
Hit Points 104 (11d10 + 44) within 5 feet of the seastar. Damage done to a
Speed 10 ft., climb 10 ft. seastar’s stomach does not harm the seastar. If
the seastar dies, a swallowed creature is no longer
Str Dex Con I nt Wis Cha restrained by it and can escape from the corpse
17 (+3) 15 (+2) 18 (+4) 8 (-1) 13 (+1) 8 (-1) using 5 feet of movement, exiting prone.

10 Saving Throws Dex +5, Wis +4, Cha +2


Condition Immunities prone
Reactions
Split. When a dire seastar is subjected to a critical
hit from a slashing attack, it splits into two new
Damage Resistance bludgeoning seastars if it has at least 10 hit points. Each new
Senses blindsight 30 ft., passive Perception 11 seastar has hit points equal to half the original
Languages — seastar’s, rounded down. New seastar are one size
smaller than the original seastar.

280
Leshy, Seaweed
Seaweed leshies usually dwell along coastlines,
happily splashing and playing in tide pools, but they
are equally at home at sea, floating among large
kelp beds. Although perfectly capable of existing
out of water indefinitely, seaweed leshies prefer to
limit their time away from the sea almost out
of a sense of pride. Most seaweed leshies
take a dim view of freshwater plant
life, to the point of mocking such
plants in the same way an urbanite
might talk down to folk who live in
more rural areas. Rumors of freshwater
leshies are a sure way to bring peals of
mocking laughter from a seaweed leshy.
Seaweed leshies resemble miniature,
waterlogged green humans grown from leafy
green seaweed, with skinny arms and legs, webbed
hands and feet, and long strands of brown, green,
or red seaweed for hair. They wear armor made
from a pair of large clam shells or from several
smaller shells tied together. This armor functions
for a seaweed leshy, but not for any other creature.
Patient and thoughtful by inclination (save for
matters associated with those silly freshwater
leshies), seaweed leshies believe that in time
nature brings what is needed by the ebb and
flow of the tide or the steady flow of the river.
They counsel against hasty decisions and rash
actions, always preferring to wait and see what
another day might bring.
Guardians of Plant Life. Originally grown as
10
servants for more powerful fey and intelligent
commune with nature. These spirits normally have
plant life such as elder treants, leshies are
no way to directly manipulate the physical world,
sentient plants who look after their unintelligent
but a skilled spellcaster (typically a druid) can grow
brethren and serve as nature's verdant watchers.
a special plant body for one of these spirits, giving
Several breeds of leshy exist, each being kindred
the spirit a home to animate.
to a broad group of plants or fungi. Leshies begin
Embodied Spirits. Once accepted into a body,
their existence as sentient though bodiless spirits
a leshy's spirit remains within unless the body is
of nature of the sort contacted by spells such as
destroyed. Leshies do not fear death as many other

281
both air and water for 10 minutes. Seaweed leshys
creatures do, knowing that should they fall, their can have a maximum of four usable air cysts at any
spirits merely return to the natural world and can one time, and air cysts regrow at a rate of one per
be called to inhabit a new leshy body at some point 24 hours.
in the future. As a leshy's body dies, the magic Amphibious. A seaweed leshy breathes air and water.
Pass Without Trace. In areas of natural vegetation,
animating it unravels in a burst of life energy that
a leshy can’t be tracked except by magical means.
infuses its surrounding and quickens the growth The leshy leaves behind no tracks or other traces
of any plants in the vicinity. Some leshies even of its passage.
voluntarily discorporate to save the lives of ailing Seaweed Speech. Seaweed leshys can communicate
with seaweed, asking it about events within the
plants, knowing that their sacrifice may mean the
past day, gaining information about creatures that
continuation of countless otherwise helpless flora. have passed, weather, and other circumstances,
Regardless of how a leshy dies, leaving the body within a radius of 30 feet.
traumatizes the spirit, and the leshy retains only Verdant Burst. When slain, a leshy explodes in a
burst of fertile energies. All plant creatures within
faint memories of past corporeal existences. Leshy
30 feet of the slain leshy regain 6 (1d8+2) hit
spirits need not return to the same form if bound points, and seaweed quickly infests the area. If the
again to a body. Throughout its existence, a single terrain can support the growth of seaweed, the
undergrowth is dense enough to make the region
spirit can inhabit any number of different types
into difficult terrain for 24 hours, after which the
of leshies. A leshy without a body has no power to plant life diminishes to a normal level; otherwise,
affect or contact the material world. the plant life has no significant effect on movement
Unique. The rites and special materials required and withers and dies within an hour.
to create a leshy's physical form vary between Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
individual leshies. Once the creator assembles
one target, Hit: 4 (1d6+1) bludgeoning damage.
the necessary materials, a leshy must typically be Water Jet. Ranged Weapon Attack: +3 to hit, range
grown in an area of natural power, such as a treant's 30/60 ft., one target, Hit: 1 bludgeoning damage,
grove, a druidic circle, or a site of pristine natural and the target must make a DC 15 Constitution
saving throw. On a failure, the target is blinded
wonder. A newly born leshy is a free-willed, neutral
until the beginning of the leshy's next turn.
being, under no obligation to serve its creator. Change Shape. The seaweed leshy can take the
shape of seaweed or return to its normal form. In
SEAWEED LESHY seaweed form it is not capable of any other actions
Small plant, neutral but is aware of its surroundings. It is otherwise
Armor Class 12 (armor) indistinguishable from ordinary seaweed. Any
Hit Points 26 (4d6+12) items it carries fall to the ground when it becomes
Speed 20 ft., swim 20 ft. seaweed, but when it returns to its normal form it

10 Str Dex
10 (+0) 13 (+1)
Con I nt
16 (+3) 9 (-1)
Wis Cha
15 (+2) 12 (+1)
easily dons its armor at the same time.
Seaweed. Grasping seaweed sprouts from the ground
in a 20-foot square starting from a point within 90
feet that is in saltwater. For 1 minute, the seaweed
Damage Resistances lightning, thunder
turns the ground and water in the area into difficult
Skills Perception +4, Stealth +5, Survival +4 terrain. A creature in the area when the leshy uses
Senses darkvision 60 ft.; passive Perception 14 seaweed must succeed on a DC 12 Strength saving
Languages Druidic, Sylvan throw or be restrained by the entangling seaweed
Challenge 1/4 50 XP until the spell ends. A creature restrained by the
seaweed can use its action to make a Strength
Air Cyst. Seaweed leshys constantly grow small bulbs
check against the same DC. On a success, it frees
filled with air. As an action, they can detach a bulb
itself. After 1 minute, the conjured seaweed wilts
and give it to another creature. If consumed as an
away.
action, this air cyst grants the ability to breathe

282
10

283
Linnorm, Fjord fjord linnorm to 0 hit points or kills it outright, the
creature must make a DC 20 Wisdom saving throw.
On a failed save, the creature suffers from the
Fjord linnorms are massive eel-like dragons with curse of drowning. The cursed creature loses the
ability to breathe water and cannot gain that ability;
two webbed talons and a tail ending in large and
in addition, a creature that can hold its breath can
powerful flukes. They dwell among the deep waters hold its breath only half as long.
that grace northern coastlines where fingers of Immunity to Curses. The linnorm automatically
land create complex rivulets, venturing out to sea succeeds on saving throws against curses.
to feed on sharks and whales when they cannot Legendary Resistance (3/Day). If the linnorm fails a
saving throw, it can choose to succeed instead.
find settlements or traveling caravans to savage.
Actions
As their favored haunts often overlap with coastal
Multiattack. The linnorm makes three attacks: one
trade routes, regions known to be within the with its bite and two with its claws. It can use
territory of a fjord linnorm are often avoided by constrict in place of one claw attack.
ships. Fjord linnorms are not particularly adept Bite. Melee Weapon Attack: +14 to hit, reach 15 ft.,
one target, Hit: 16 (2d8+7) piercing damage, plus
at capsizing ships, as are some other large aquatic 10 (3d6) cold and 10 (3d6) poison damage.
monsters, but one might argue that such tactics are Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
unnecessary for a creature the size and power of a one target, Hit: 13 (2d6+7) slashing damage.
fjord linnorm in the first place. Constrict. Melee Weapon Attack: +14 to hit, reach 20
Accursed Wyrm. Both the curse and poison of ft., one target, Hit: 13 (2d6+7) bludgeoning damage
and the target is grappled (escape DC 24). Until
a fjord linnorm are extremely dangerous for those this grapple ends, the creature is restrained, and
who frequent the waterways of the north. The the linnorm can’t use constrict on another target.
fjord linnorm's curse is particularly devastating to Icy Breath (Recharge 5–6): The linnorm expels
poisonous icy fluid in a 120-foot line that is a
aquatic creatures, and such beings are careful to
5-feet wide. Each creature in that area must make a
avoid any possible conflict with such linnorms. DC 20 Constitution saving throw, taking 72 (16d8)
poison damage on a failed save, or half damage
FJORD LINNORM on a successful one. On a failed saving throw, the
Gargantuan dragon (linnorm), chaotic evil freezing liquid hardens to sheets of ice, causing the
Armor Class 21 (natural armor) creature to be restrained for 1 minute. On its turn,
Hit Points 246 (16d20+80) a restrained creature can use its action to make a
Speed 30 ft., fly 70 ft., swim 70 ft. DC 20 Strength check, freeing itself on a success.

Str Dex Con I nt


25 (+7) 18 (+4) 21 (+5) 5 (-3)
Wis Cha
17 (+3) 20 (+5)
Legendary Actions
The linnorm can take 3 legendary actions, choosing
10 Saving Throws Str +14, Con +12, Int +4, Wis +10, Cha
+12
Damage Immunities cold
from the options below. Only one legendary action
option can be used at a time and only at the end of
Damage Resistances bludgeoning, piercing, and another creature’s turn. The linnorm regains spent
slashing from nommagical attacks legendary actions at the start of its turn.
Skills Perception +17 kkDetect. The linnorm makes a Wisdom
Senses darkvision 60 ft., blindsight 60 ft., truesight (Perception) check.
60 ft.; passive Perception 27
kkClaw Attack. The linnorm makes a claw
Languages Draconic, Sylvan
attack.
Challenge 21 33,000 XP
Amphibious. The fjord linnorm can breathe air and kkDrag (Costs 2 Actions). The linnorm uses
water. Constrict. The linnorm can then swim up to
Death Curse: Drowning. If a creature reduces a half its swimming speed.

284
Lycanthrope,
Wereshark
In either humanoid or
hybrid form, a wereshark
is generally burly, has a mouth
full of unusually large teeth, and
typically has a personality that is both crude
and bullying. They’re bloodthirsty and are very
easy to anger. They will jump into fights they have
no stake in just to snap bones and draw blood.
Weresharks prefer life at sea or in port settlements
commonly frequented by seagoing merchants and
pirates. They can be found leading pirate gangs or
loitering at seaside taverns accompanied by crowds
of toadies. Since they get into fights so often, they
try to stick close to the sea so they can escape into
the water if they bite off more than they can chew.
The other members of a wereshark’s crew learn
quickly that the boss is bound to skip out without
much notice once a bigger fish comes along.

WERESHARK
Shapechanger. The wereshark can use its action to
Medium humanoid (human, shapechanger), chaotic
polymorph into a shark-humanoid hybrid or into a
evil
hunter shark, or back into its true form, which is
Armor Class 11 in humanoid form, 13 (natural armor) humanoid. Its statistics, other than its AC, and its
in shark or hybrid form size, are the same in each form. Any equipment it is
Hit Points 90 (12d8+36) wearing or carrying isn’t transformed. It reverts to
Speed 30 ft., swim 40 ft. (in shark form only) its true form if it dies.
Str Dex Con I nt Wis Cha Actions
18 (+4) 13 (+1) 17 (+3) 10 (+0) 13 (+1) 10 (+0) Multiattack (hybrid form only). In humanoid form,
the wereshark makes two trident attacks. In hybrid
Skills Perception +7, Stealth +7
Damage Immunities bludgeoning, piercing, and
form, it can substitute a bite for one melee weapon
attack.
Bite (Shark or Hybrid Form only). Melee Weapon
10
slashing from nonmagical attacks not made with
silvered weapons Attack: +7 to hit, reach 5 ft., one target, Hit:
Senses blindsense 30 ft. (shark or hybrid form only); 13 (2d8 + 4) piercing damage. If the target is a
passive Perception 17 humanoid, it must succeed on a DC 14 Constitution
Languages Common (can’t speak in shark form) saving throw or be cursed with wereshark
lycanthropy.
Challenge 6 2,300 XP
Trident (Humanoid or Hyrbid Form Only). Melee
Amphibious. The wereshark can breathe air or water. or Ranged Weapon Attack: +7 to hit, reach 5 ft.
Blood Frenzy. The wereshark has advantage on or range 20/60 ft., one creature. Hit: 7 (1d6 + 4)
melee attack rolls against any creature that doesn’t piercing damage, or 8 (1d8 + 4) piercing damage if
have all its hit points. used with two hands to make a melee attack.

285
Merfolk MERFOLK GUARDIAN
Medium humanoid (merfolk), neutral
Merfolk guardians are the chosen of nature and Armor Class 11
its divine protectors. They are more mystical than Hit Points 44 (8d8+8)
Speed 10 ft., swim 40 ft.
other merfolk, and also more savage, mysterious,
and close to nature. Sometimes, they live among Str Dex Con I nt Wis Cha
14 (+2) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)
other merfolk as special protectors, but there are
entire tribes of merfolk guardians as well. Tribes Skills Perception +3
of these merfolk seem forbidding even to other Senses passive Perception 13
merfolk. Languages Aquan, Common
Challenge 1/2 100 XP
Amphibious. The merfolk can breathe air and water.
Aquatic Telepathy. The merfolk can communite with
aquatic beasts within 100 feet using telepathy. The
merfolk can comprehend and verbally communicate
with aquatic beasts. The knowledge and awareness
of many beasts is limited by their intelligence, but
at minimum, beasts can give information about
nearby locations and monsters, including whatever
they can perceive or have perceived within the past
day.
Eel Strike. When the merfolk takes the Disengage
action, it may make a single weapon attack as a
bonus action at any time during its turn.
Innate Spellcasting. The merfolk's innate
spellcasting ability is Charisma (spell save DC 11).
It can innately cast the following spells, requiring
no material components.
1/day: animal friendship, dominate beast (aquatic
beasts only), hold monster (aquatic beasts only),
message, sending (only through water)
Actions
Multiattack. The merfolk makes two
spear attacks.
Spear. Melee or Ranged
Weapon Attack: +4 to hit, reach
10 5 ft. or range 20/60 ft., one
target, Hit: 5 (1d6 + 2) piercing
damage, or 6 (1d8 + 2) piercing
damage if used with two hands
to make a melee attack.
Share Breath. The merfolk touches one creature,
and that creatures magically gains the Amphibious
feature for 10 minutes.

286
Nereid her turn without using an action.
Unarmored Defense. If she wears no armor, a
nereid's Armor Class equals 10 + her Dexterity
Nereids are capricious and often dangerous aquatic modifier + her Charisma modifier.
fey that appear as strikingly beautiful women, often Actions
seen bathing unclothed in the water. Many sailors Multiattack. The nereid uses Beguile, then
have met their doom following a nereid, for though Suggestion.
a nereid's beauty is otherworldly, her watery kiss is Blind. Ranged Weapon Attack: +8 to hit, range 30/60
ft., one target, Hit: the target must make a DC 15
death. Others seek out nereids, for if one can secure Constitution saving throw. On a failure, the target
control over the creature's shawl, the cloth can be is poisoned for 1 minute. A target is blinded while
used to force the nereid's compliance. A nereid poisoned. At the end of each of its turns, the target
can make another Constitution saving throw. On a
forced to obey in this manner immediately attempts
success, the target is no longer poisoned.
to slay her master as soon as she can secure her Beguile. The nereid causes any creatures within 30
shawl's safety. feet that can see her to make a DC 15 Wisdom
Sea Friends. Nereids are sometimes accompanied saving throw. Any creature that can’t be charmed
succeeds on this saving throw automatically, and
by a friendly aquatic creature, often a large predator
if the nereid or her companions are fighting a
such as an orca (killer whale), giant squid, giant creature, it has advantage on the save. On a failed
octopus, or giant moray eel. save, the target has disadvantage on Wisdom
(Perception) checks made to perceive any creature
NEREID other than the nereid for 1 minute or until the
Medium fey, chaotic neutral target can no longer see her. The effect ends if the
nereid is incapacitated or cannot be seen.
Armor Class 19
Drowning Kiss. A nereid can flood the lungs of one
Hit Points 120 (12d8+48)
target within 5 feet that is willing, incapacitated,
Speed 30 ft., swim 60 ft. or affected by her Beguile. She touches the target,
Str Dex Con I nt Wis Cha traditionally by kissing the creature on the lips. The
11 (+0) 21 (+5) 19 (+4) 14 (+2) 18 (+4) 18 (+4) target must make a DC 15 Constititution saving
throw or immediately begin drowning. Drowning
Skills Nature+5, Perception +7, Perform +10 creatures begin choking. At the end of each of its
Senses darkvision 60 ft.; passive Perception 17 turns, the target can make another Constitution
saving throw. On a success, the target is no longer
Languages Aquan, Common, Sylvan
drowning.
Challenge 7 2,900 XP
Suggestion. The nereid suggests a course of activity
Innate Spellcasting. The nereid's innate spellcasting (limited to a sentence or two) and magically
ability is Wisdom (spell save DC 15). The nereid influence a creature she can see within 30 feet
can innately cast the following spells, requiring no that can hear and understand her. Creatures that
material components: can’t be charmed are immune to this effect. The
At will: control water
Magic Resistance. The nereid has advantage on
suggestion must be worded in such a manner as
to make the course of action sound reasonable.
10
saving throws against spells and other magical Asking the creature to stab itself, throw itself onto
effects. a spear, immolate itself, or do some other obviously
Shawl. A nereid's shawl (6 hit points) contains harmful act automatically fails. The target must
a portion of her life force. If the shawl is ever make a DC 15 Wisdom saving throw. On a failed
destroyed, the nereid takes 1d6 necrotic damage save, it pursues the course of action the nereid
per hour until she dies. A nereid can craft a new described to the best of its ability. The suggested
shawl from water by making a DC 10 Wisdom course of action can continue for up to 8 hours.
check, but each attempt takes 1d4 hours to If the suggested activity can be completed in a
complete. shorter time, the effect ends when the subject
Transparency. When underwater, a nereid's body finishes what it was asked to do. If the nereid or
becomes transparent, effectively rendering her any of her companions damage the target, the
invisible. She can become visible or transparent on effect ends.

287
Scylla Challenge 24 62,000 XP
Amphibious. The scylla can breathe water and air.
Innate Spellcasting. The scylla’s spell casting ability
The scylla is one of the more nightmarish is Wisdom (spell save DC 21). It can innately
aberrations to blight the mortal world, horrifying cast the following spells, requiring no material
components:
creatures with the upper body of a beautiful woman
At will: acid arrow, control water, fog cloud
but a lower body of snapping wolf or serpent heads
3/day each: dispel magic, major image
and writhing tentcles. Conflicting tales of her Legendary Resistance (3/day). If the Scylla fails a
origins abound, from demonic flesh-crafting and saving throw, it can choose to succeed instead.
arcane experiments to a divine curse handed down Magic Resistance. The scylla has advantage on
by a vengeful deity. The most popular stories cast saving throws against spells and other magical
effects.
the first scylla as the monstrous spawn of a union
Multi-Headed. While the scylla can see in all
between a mortal and a god. Whatever the case, directions, and has advantage on Wisdom
scyllas are fortunately quite rare, enough so that (Perception) checks, which applies to its passive
many consider them nothing more than tall tales Perception score. It also has advantage on saving
throws against being blinded, deafened, stunned,
told by sailors deep in their cups. and knocked unconscious.
Ship-Hunter. Scyllas dwell along major shipping Actions
lanes, often near coastlines, where they use their Multiattack. The scylla can use its frightful presence.
spells to lure entire ships to their doom. The hideous It then makes three slam or tentacle attacks. It
monsters are intelligent creatures, though half-mad may substitute a bite for one of those attacks. In
humanoid form, it may instead make three weapon
with hunger and self-loathing. They normally do attacks.
not use weapons, but when they do, they prefer to Bite. Melee Weapon Attack: +16 to hit, reach 15 ft.,
fight with light weapons wielded by their human- one grappled target. Hit: 27 (4d8 + 9) piercing
sized upper arms. However, they much prefer to damage, and 18 (4d8) necrotic damage, and the
target can’t regain hit points until the end of its
keep their hands free to utilize magic items like next turn.
wands, staves, and other powerful devices. Tentacle. Melee Weapon Attack: +16 to hit, reach
15 ft., one target. Hit: 31 (4d10 + 9) bludgeoning
SCYLLA damage, and the target is grappled (escape DC 22).
Huge aberration, chaotic evil Until this grapple ends, the target is restrained.
Armor Class 18 (natural armor) The scylla has eight tentacles, each of which can
Hit Points 507 (35d12+280) grapple one target.
Speed 30 ft., swim 50 ft. Poisoned Dagger (humanoid form only). Melee or
Ranged Weapon Attack: +16 to hit, reach 5 ft.
Str Dex Con I nt Wis Cha
10 24 (+7) 29 (+9) 27 (+8) 16 (+3) 23 (+6) 22 (+6)
or range 20/60 ft., one creature. Hit: 11 (1d4+9)
piercing damage, and 18 (4d8) poison damage.
Frightful Presence. Each creature of the scylla’s
Saving Throws Dex +16, Con +15, Cha +13
choice that is within 100 feet of the Scylla and
Skills Acrobatics +16, Deception +20, Insight +13, aware of it must succeed on a DC 21 Wisdom
Intimidation +13, Perception +13 saving throw or become frightened for 1 minute. A
Damage Resistances fire; bludgeoning, piercing, and creature can repeat the saving throw at the end of
slashing from nonmagical attacks each of its turns, ending the effect on itself on a
Condition Immunities charmed, prone success. If a creature’s saving throw is successful
Senses truesight 60 ft., blindsight 200 ft., passive or the effect ends for it, the creature is immune
Perception 28 to the scylla’s Frightful Presence for the next 24
hours.
Languages Abyssal, Aquan, Common

288
Change Shape. The scylla magically polymorphs into
a Small or Medium female humanoid, or back into
her true form. The scylla loses its bite and tentacle
attacks but can wield weapons or make slam
attacks as appropriate for its form. Its statistics
are otherwise the same in each form. Any
equipment it is wearing or carrying isn't
transformed. She reverts to her true
form if she dies.

Legendary Actions
The scylla can take 2 legendary
actions, choosing from the options
below. Only one legendary action option
can be used at a time and only at
the end of another creature’s
turn. The scylla regains spent
legendary actions at the
start of its turn.
kkTentacle. The scylle
makes one attack
with its tentacle.
kkBite (Costs 2 actions).
The scylla makes
one attack with
its bite.
kkSpell (Costs 2
actions). The
scylla uses
one of its
spells.

10

289
Sea Serpent Water Breathing. The sea serpent can breathe only
underwater.
Actions
Tales of immense sea serpents have colored the Multiattack. The sea serpent makes two attacks:
accounts of seagoing folk since the first ship sailed once with its bite and once with its constrict.
beyond sight of land. Yet proof of these immense Bite. Melee Weapon Attack: +11 to hit, reach 20 ft.,
one target, Hit: 25 (4d8 + 7) piercing damage.
and elusive creatures is remarkably difficult to
Constrict. Melee Weapon Attack: +11 to hit, reach
come by, for not only is the ocean vast and the true 20 ft., one target, Hit: 21 (4d6 + 7) bludgeoning
sea serpent rare, but these creatures are quite adept damage, and the target is grappled (escape DC 21).
at both avoiding capture and destroying ships bent Until this grapple ends, the creature is restrained,
and the sea serpent can’t constrict another target.
on such a daunting task. Due to the sea serpent's
Elusive Dive. The sea serpent takes the Dash action,
hermitic nature, many sailors take to ascribing and until the beginning of its next turn, it gains a
the sighting of such a beast to an omen, although +10 bonus on Dexterity (Stealth) checks and cannot
whether the sighting portends peril or providence be tracked by nonmagical means.
depends as much upon the ship's morale as it does
anything else—the sea serpent itself has little
Legendary Actions
interest in prophecy, and only its hunger determines A sea serpent can take 3 legendary actions, choosing
how dangerous its proximity to a curious ship can from the options below. Only one legendary action
be. Deadly danger surely awaits, however, when its option can be used at a time and only at the end of
spine-frilled neck arches up from the water like a another creature's turn. A sea serpent regains spent
snake ready to strike. legendary actions at the start of its turn.
kkDetect (Costs 1 Action). The sea serpent makes
SEA SERPENT
a Wisdom (Perception) check.
Gargantuan beast, unaligned
Armor Class 16 (natural armor) kkSurge (Costs 1 Action). The sea serpent swims
Hit Points 217 (15d20 + 60) its base movement rate, without provoking
Speed 20 ft., swim 60 ft. opportunity attacks.
Str Dex Con I nt Wis Cha kkTail Slap (Costs 2 Actions). The sea serpent
24 (+7) 14 (+2) 19 (+4) 3 (-4) 11 (+0) 11 (+0) makes a melee attack: +11 to hit, reach 20
ft., one target. Hit: 21 (4d6 + 7) bludgeoning
Saving Throws Str +11, Con +8
damage, and the target must make a DC 19
Skills Perception +4, Stealth +6
Strength saving throw. On a failed save, the
Damage Resistances fire
Damage Immunities cold target is knocked prone.
10 Senses darkvision 120 ft., passive Perception 14
Languages —
Challenge 12 8,400 XP
Elusive. When not in combat, a sea serpent cannot
be detected by divination magic or seen through
scrying.
Legendary Resistance (1/Day). If the sea serpent
fails a saving throw, it can choose to succeed
instead.
Siege Monster. The sea serpent deals double damage
to objects and structures.

290
Seaweed Siren bewilder its foe to gain the advantage. After this,
the creature moves closer and begins to devour its
Seaweed sirens hunt near the shore, where they still-living victim. While the seaweed siren prefers
wait for clam diggers strolling the beaches, lone to dine on living humanoids, it uses its strident
fisherfolk, or even passing ships. The creature’s squall attacks to incapacitate or kill prey that flees
three singing heads sway atop serpentine necks or resists its charm attempts.
that extend from a bulbous body split by a wide, Seaweed sirens sometimes ally themselves with
toothy mouth. Pungent strands of seaweed cover the other aquatic creatures to share in hunts or for
creature like slimy hair. Once a seaweed siren spots mutual protection. Sahuagin typically don’t trust
its prey, the creature lurks just under the water and them but may ally with them long enough to capture
allows its three strange heads to protrude above new slaves and restock their humanoid food supply.
the surface. These heads are nothing more than Locathah sometimes use these strange beasts as
appendages, and while it can breathe through them protectors, keeping them well fed in return for
it doesn’t use them to eat. Seaweed sirens’ heads the creatures serving as lookouts and sentinels.
grow differently depending on where the creature Merfolk and aquatic elves avoid seaweed sirens,
developed in order to match the skin tone and and even go so far as to sometimes warn other
apparent ethnicity of the surrounding humanoid humanoid communities when one is discovered to
population. In addition, the heads are eyeless—the be hunting nearby.
siren sees using the many eyes on its main body Seaweed sirens use a form of aggressive mimicry,
mass. A seaweed siren stands over 8 feet tall from appearing to have humanoid features in order to
the tip of its stubby legs to the top of its heads and lure in their preferred meals. They can converse in
is nearly 7 feet in diameter. The creature weighs Aklo, and constantly babbles in glossolalia, but if
upward of 3,500 pounds. it manages to talk with another sentient being that
Horrific Hybrid. At first glance, this creature has a language long enough, it begins mimicking the
appears to blur the line between plant and animal. other’s language and speech patterns, eventually
Three eyeless heads sway above the central body sounding exactly like it. Though a seaweed siren
mass, constantly singing, chanting, and speaking can use its tongues spell to understand and speak
in nonsense languages and simple babble. Seaweed any language, it prefers to talk with and mimic its
covers the creature’s three false heads and its conversational partners without resorting to using
main central body—a form of camouflage to help this ability. Some speculate the creature catalogs
the beast remain hidden while hunting. Six stout, every conversation in order to add to the collection
crablike legs carry this creature along the coast and
through the rocky tide pools it inhabits.
of sounds and words that power its cacophony
special ability.
10
Entrancing Cacophony. The seaweed siren’s
SEAWEED SIREN
heads sing songs and babble in strange nonsense
Large monstrosity, unaligned
languages to fuel the seaweed siren’s many special Armor Class 18 (natural armor)
abilities. Even when not in use against a potential Hit Points 294 (28d10+140)
meal, the heads seemingly converse with each Speed 30 ft., swim 30 ft.
other, holding lengthy conversations full of random Str Dex Con Int Wis Cha
syllables and made-up words. Once it draws its 29 (+9) 16 (+3) 20 (+5) 11 (+0) 16 (+3) 21 (+5)
prey near, the seaweed siren attempts to charm or Saving Throws Str +14, Con +15, Wis +13, Cha +13

291
Skills Athletics +14, Deception +15, Perception +13, In addition, any hearing-based perception checks
Stealth +13 made within 100 feet of the seaweed siren have
Damage Resistances fire; bludgeoning, piercing, and disadvantage. The seaweed siren can use its bonus
slashing from nonmagical attacks action to stop using this ability, or to reactivate it.
Damage Immunities acid, cold Innate Spellcasting. The seaweed siren’s spell
Condition Immunities charmed, frightened casting ability is Charisma (spell save DC 18). It
can innately cast the following spells, requiring no
Senses darkvision 120 ft., passive Perception 23
material components:
Languages Aklo
At will: suggestion, tongues, minor illusion
Challenge 17 18,000 XP 1/day each: bestow curse, dominate, irresistible
Cacophony. The seaweed siren projects a constant dance
noise that disrupts spellcasting. Any creature Multi-Headed. While the seaweed siren can see
casting a spell within 100 feet of the seaweed in all directions, and has advantage on Wisdom
siren requires a DC 19 Constitution saving throw. (Perception) checks, which applies to its passive
Failure means the spell fails to be cast. The action Perception score. It also has advantage on saving
is used, but any spell slots or uses per day are not. throws against being blinded, deafened, stunned,
and knocked unconscious.
Whenever the seaweed siren
takes 40 or more damage
in a single turn, one of
its heads dies. If all three
heads die, the seaweed
siren can no longer use its
Cacophony ability, or its
innate spellcasting. Heads
regrow at a rate of one per
day.
Water Breathing. The seaweed
siren cannot breathe air. It can
move on land but must hold its
breath.
Actions
Multiattack. The seaweed siren makes
three bite attacks.
Bite. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 20 (2d10
+ 9) piercing damage and 11 (2d10)
poison damage.
Sonic Beam (Recharge 4–6). The
10 seaweed siren uses its heads
to create a wail that affects
everything in a 60-foot line.
Each creature in that line must
make a DC 18 Constitution
saving throw, taking 56 (12d8)
thundering damage and
becoming deafened
on a failed save, or
half as much damage
and not becoming
deafened on a
successful one.

292
Selkie Challenge 6 2,300 XP
Hold Breath. The selkie can hold its breath for 1
hour.
Selkies are clever and brutal seal-like beings Echo of Reason. The selkie has advantage on its
that often inhabit the colder oceans of the world. Charisma checks made when talking or singing.
Although capable predators, selkies are best Magic Resistance. The selkie has advantage on
saving throws against spells and other magical
known for their mysterious shapechanging ability, effects.
which allows them to come ashore in the guise Selkie Cloth. Those who hold the cloth can control
of land dwellers and even live among other races the selkie, as if it were charmed by the bearer
before luring their victims beneath the waves to of the cloth. Selkies can regenerate a destroyed
cloth at the next full moon, or after 21 days in the
drown. In its natural form, a selkie has absence of a lunar cycle.
webbed, clawed hands and a muscular Scent. The selkie has advantage on
trunk ending in broad flippers. Perception checks made involving
A selkie’s head is a blend of scent. When underwater, it can also
track specific scents from up to a
human and seal, with large mile away.
eyes and a mouth full of Actions
curved teeth. Selkies’ coats Multiattack. The selkie makes two
range from chestnut brown melee attacks, one of which can be
its bite if it is in its true form. In seal
to slate, dappled with darker
form, it can make two bite attacks.
spots of gray. Male selkies
Bite (True Form or Seal Form Only).
grow to a length of 6-1/2 Melee Weapon Attack: +7 to hit,
feet but can weigh up to 300 reach 5 ft., one target, Hit: 9
(1d10+4) piercing damage.
pounds because of the extra fat
Dagger. Melee or Ranged Weapon
the creatures need to survive Attack: +7 to hit, reach 5 ft. or
in colder climes. Females are range 20/60 ft., one target, Hit: 6
slightly shorter and slimmer. (1d4+4) piercing damage.
Selkies typically live up to 75 Claws (True Form or Seal Form Only).
Melee Weapon Attack: +7 to hit, reach 5 ft.,
years. one target, Hit: 8 (1d8+4) slashing damage.
SELKIE Charming Song. The selkie sings a charming song.
When it does, it can target one creature, who must
Medium fey, chaotic neutral
make a DC 15 Charisma saving throw. On a failure,
Armor Class 15 (natural armor) the creature is charmed for 1 minute. As a bonus
Hit Points 143 (22d8 + 44)
10
action, the selkie can instruct a charmed creature
Speed 20 ft., 50 ft. swim to use its movement to enter or swim to the center
of the nearest body of water, regardless of any
Str Dex Con I nt Wis Cha
danger. Charmed creatures can attempt a new
18 (+4) 17 (+3) 14 (+2) 13 (+1) 14 (+2) 19 (+4) saving throw at the end of each of their turns. If a
creature’s saving throw is successful, or the effect
Saving Throws Dex +6, Cha +7
ends for it, the creature is immune to the selkie’s
Skills Athletics +7, Deception +7, Insight +5, Charming Song for the next 24 hours.
Perception +5, Stealth +6
Change Shape. The selkie magically polymorphs into
Damage Resistances cold a Small or Medium female humanoid, the shape of
Senses darkvision 60 ft., passive Perception 15 a seal, or back into its true form. Its statistics are
Languages Aquan, Common the same in each form. Any equipment it is wearing
or carrying isn’t transformed. It reverts to its true
form if it dies.

293
Shark
The true nightmare of the sea is the megalodon,
a shark that represents the pinnacle of
this species’ evolution. Horrifying in its
immense size and ruinous appetite, the
megalodon is certainly the beast behind
many legends of enormous fish
who swallow ships whole.
A megalodon is 60 feet
long and weighs 100,000
pounds.

MEGALODON SHARK Actions


Gargantuan beast, unaligned Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target, Hit: 30 (4d10 + 8) piercing damage, and
Armor Class 15 (natural armor)
a Large or smaller target must succeed on a DC 18
Hit Points 232 (15d20+75) Strength saving throw or be swallowed whole. If its
Speed 0 ft., swim 50 ft. bite attack is a critical hit, it can swallow a Huge
Str Dex Con I nt Wis Cha creature in the same way. A swallowed creature is
27 (+8) 14 (+2) 21 (+5) 1 (-5) 12 (+1) 10 (+0) blinded and restrained and has total cover against
attacks and other effects outside the megalodon.
Saving Throws Wis +5 It takes 11 (2d10) bludgeoning damage and 11
(2d10) piercing damage at the start of each of the
Skills Perception +5

10 Senses blindsight 60 ft.; passive Perception 15


Languages —
megalodon’s turns. A megalodon can have one
Huge creature, up to three Large creatures, or up
to 10 Medium creatures swallowed at a time. If the
Challenge 11 7,200 XP megalodon takes 45 damage or more on a single
Blood Frenzy. The shark has advantage on melee turn from the swallowed creature, the nightgarm
attack rolls against any creature that doesn’t have must succeed on a DC 14 Constitution saving throw
all its hit points. at the end of that turn or regurgitate the creature,
which falls prone within 5 feet of the shark. If the
Water Breathing. The shark can breathe only
megalodon dies, a swallowed creature is no longer
underwater.
restrained by it and can escape from the corpse by
using 10 feet of movement, exiting prone.

294
Shrimp, Giant rolls against armored targets.
Actions

Mantis Multiattack. A reefhammer makes 3 pincer attacks.


Pincer. Melee Weapon Attack: +13 to hit, 15 ft.
reach. Hit: 25 (4d8 + 7) bludgeoning damage.
Though the colorful shells of giant mantis shrimp All creatures within 20 ft. of a pincer attack take
are beautiful to behold, the sight of one often 10 (3d6) thunder damage and must make a DC
means death. These apex predators prowl tide 18 Constitution saving throw or be stunned for
one round. They must then make another DC
pools and coastal shallows, competing for territory
18 Constitution saving throw or be blinded for
with karkinoi and shark eater crabs. A typical giant 1 round. A successful save renders a creature
mantis shrimp grows to 4 feet high and 6 feet long immune to the corresponding condition from this
and weighs around 200 pounds. attack until the beginning of Reefhammer's next
turn.
GIANT MANTIS SHRIMP
Huge beast, unaligned
Legendary Actions
Armor Class 19 (natural armor) The greatest of giant mantis shrimps are called
Hit Points 276 (24d12+120) “Reefhammers” and are considered legendary
Speed 30 ft., swim 40 ft. ft.
creatures. A reefhammer can take 2 legendary
Str Dex Con I nt Wis Cha actions, choosing from the options below. Only
24 (+7) 18 (+4) 20 (+5) 4 (-3) 13 (+1) 16 (+3)
one legendary action option can be used at a time
Damage Resistance thunder and only at the end of another creature's turn. A
Senses blindsight 60 ft., darkvision 60 ft., passive reefhammer regains spent legendary actions at the
Perception 11 start of its turn.
Languages —
kkReflexive Snap (Costs 1 Action). Reefhammer
Challenge 18 20,000 XP
makes a pincer attack against one foe within
Shattering Strike. A reefhammer deals double
damage to objects, and gains advantage on attacks reach.

10

295
Siren
These bizarre
beings have the
bodies of hawks,
owls, or eagles, but
the heads of beautiful
human women. Their faces
typically reflect the human Saving Throws Dex +6
Skills Acrobatics +7, History +5,
ethnicity dominant in the area in
Insight +6, Perception +6, Performance
which they lair, and they almost always +10, Stealth +7
bear a vibrant and youthful countenance. Condition Immunities charmed, frightened
A typical siren has a wing span of 8 feet Senses darkvision 60 ft., passive
and weighs 120 pounds. Perception 16
Languages Auran, Common
Heartbreaker. All sirens are female and long-
Challenge 3 700 XP
lived. The oldest known sirens haunt their
Actions
territories for nearly a millennium, although
Multiattack. The siren makes two attacks with
most only live for a few hundred years. Sirens its talons.
require male humanoids to mate, and several Talons. Melee Weapon Attack: +7 to hit, reach 5 ft.,
times per decade either capture or rescue bold or one target, Hit: 8 (1d10+3) slashing damage.
comely sailors who enter their territories. Stories Alluring Voice. When the siren sings, it can cause
all creatures within 200 feet of it to make a DC 15
abound of sirens dying—either through heartache
Charisma saving throw. Those that fail are charmed
or suicide—when sailors they attempted to lure and are compelled to do anything the siren asks.
overcame their compelling powers and escaped As a bonus action, the siren can either instruct the
their grasps. Sirens always live near the sea, where creatures that it has charmed to take an action, or

10 their powerful voices can carry over the waves and


attract the attention of unwary sailors who trespass
to stay incapacitated. The siren cannot tell victims
to attack their allies. A creature can repeat the
saving throw at the end of each of its turns, ending
near their isles. the effect on itself on a success. The effect also
ends if the siren moves further than 250 feet from
SIREN its charmed victim. If a creature’s saving throw is
Medium monstrosity, chaotic neutral successful, or the effect ends for it, the creature
is immune to this siren’s Song of Charming for the
Armor Class 14
next 24 hours.
Hit Points 82 (15d8 + 15)
Screech (Recharge 5-6). The siren lets loose a shrill
Speed 30 ft., 60 ft. fly shout in a 30-foot cone. Each creature in that area
Str Dex Con I nt Wis Cha must make a DC 14 Constitution saving throw,
10 (+0) 19 (+4) 12 (+1) 14 (+2) 17 (+3) 18 (+4) taking 17 (5d6) thunder damage on a failed save, or
half as much on a successful one.

296
Squid, Giant underwater.
Immense in size, this great squid’s tentacles writhe Water Breathing. The giant squid can breathe only
and flash with almost nauseating speed. The underwater.
beast’s eyes are as big as shields. The giant squid Actions
is a legendary beast capable of feeding on humans Multiattack. The giant squid makes two attacks: one
with its bite and one with its arms. It may substitute
with ease. Hunger has been known to drive these a tentacle attack in place of a bite or arms, or both.
normally deep-dwelling creatures up to the ocean Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
surface where anything they encounter is potential target, Hit: 11 (2d6+4) piercing damage.
prey. Arms. Melee Weapon Attack: +7 to hit, reach 15 ft.,
one target, Hit: 21 (4d6+7) bludgeoning damage.
GIANT SQUID Tentacle. Melee Weapon Attack: +7 to hit, reach 30
Huge beast, unaligned ft., one target, Hit: 13 (2d6+7) bludgeoning damage
Armor Class 15 (natural armor) and the target is grappled (escape DC 17). Until
this grapple ends, the creature is restrained. The
Hit Points 13 (14d12+42)
giant squid has two tentacles, each of which can
Speed swim 60 ft. grapple one target.
Str Dex Con I nt Wis Cha Ink Cloud (Recharges after a Short or Long Rest). A
19 (+4) 15 (+2) 16 (+3) 2 (-4) 12 (+1) 2 (-4) 20- foot-radius cloud of ink extends all around the
giant squid if it is underwater. The area is heavily
Skills Perception +4, Stealth +5 obscured for 1 minute, although a significant
Senses darkvision 60 ft.; passive Perception 14 current can disperse the ink. After releasing the
Languages — ink, the giant squid can use the Jet action as a
bonus action.
Challenge 5 1,800 XP
Jet. Until the end of its turn, the giant squid's swim
Underwater Camouflage. The giant squid has
speed is 240 feet if it moves in a relatively straight
advantage on Dexterity (Stealth) checks made while
path.

10

297
Star-spawn of Agents of Destruction. Servants of the alien gods

Cthulhu of the void, they work upon the worlds they invade
to wipe them clean of indigenous life in preparation
for the eventual time when the deep void expands
Of all the strange and malefic denizens of the void
to replace all that exists with its strange realities.
between the stars, few cause the same terror as this
The star-spawn of Cthulhu hold little malice
titanic race. They hail from a mad star whose light
toward indigenous life—they simply can’t proceed
cannot be seen by conventional telescopes, and
with their plans for a world while such life exists.
the smallest of these behemoths stand nearly 30
Just as a human might move into a house thinking
feet in height. Humanoid in shape, their immense
it to be abandoned, only to discover colonies of
bodies have rubbery flesh that seems to wriggle
ants dwelling within the building’s walls, the star-
and seethe like a half-solidified ooze. Tremendous
spawn work to eradicate indigenous infestations.
draconic wings, murderous taloned hands, and a
Their methods seldom vary from world to world—
tentacled visage that evokes the alien gaze of an
those whose intellects they can influence via
octopus complete the being’s monstrous shape.
dreams and nightmares they besiege as the victims
This malevolent race has a name, yet it is no name
sleep, seeding the growth of destructive cults and
known to the sane. Among mortal scholars, they are
societies. These groups in turn further the star-
known merely by the name of their greatest priest—
spawn’s agenda, preparing the world and bringing
they are the star-spawn of Cthulhu. The star-spawn
it to the brink of destruction. When such worlds
of Cthulhu have a strange, mutable anatomy—their
are poised to tear themselves apart from within
form is not fixed. They can absorb parts of their
through unrest, civil war, excessive pollution, or
bodies or enlarge others at will, a trait they often use
genocide, the star-spawn mobilize their cults to end
on their claws or tentacles to dramatically extend
all things. The only reward such cults may receive
their reach in combat beyond what might normally
for their (sometimes unwitting) aid is the dubious
be possible for a creature of the same shape and
honor of being among the final few to be eradicated,
size. Despite this mutable shape, the star-spawn’s
for the star-spawn have no interest in and feel no
forms generally don’t deviate far from that of an
responsibility toward their pawns.
octopus-headed, winged humanoid, likely because
When the Stars are Right. The fact that the
of the powerful links their otherworldly minds
star-spawn’s plans to bring about the eradication
have to their overlord and master, who lies dead but
of life span centuries or even millennia should
dreaming in the lost city of R’lyeh. Although they
not be mistaken for sloth or lassitude—the star-
10 typically appear as immense humanoid creatures
with rubbery hides and octopoid heads, the star-
spawn are inhumanly patient, and the preparation
of the universe’s worlds must precisely follow an
spawn of Cthulhu are not any more aquatic in
unknowable schedule, for only when the exact
nature than they are terrestrial—that they’re often
cosmic convergences are in place and the stars are
associated with a planet’s oceans lies more in the
right can they make their final moves to end all
simple fact that oceans often cover the majority of
things. This time frame does give some worlds a
a planet’s surface. The creatures themselves, being
chance to discover the star-spawn’s influence and
equally at home on land, at sea, or in the depths
to delay or even defeat their world’s star-spawned
of space, make no real distinction between such
doom, but such tales of triumph are rare in the face
regions, choosing them as the sites of their cities
of the void’s relentless tides.
and temples for purposes only they can know.

298
10

299
The star-spawn of Cthulhu war with many other STAR-SPAWN OF CTHULHU
strange races out of time and space, including elder Huge aberration, chaotic evil
things and the servitors of other Great Old Ones. Armor Class 21 (natural armor)
They have also been known to use these creatures— Hit Points 312 (25d12+150)
Speed 40 ft., fly 60 ft., swim 40 ft.
and other races such as the mi-go—as pawns, slaves,
or minions to promote their immortal agenda. Str Dex Con I nt Wis Cha
28 (+9) 13 (+1) 22 (+6) 18 (+4) 21 (+5) 19 (+4)
Though the star-spawn themselves hail from a
distant world deep in the void and can be found Saving Throws Str +15, Con +12, Int +10, Wis +11,
on countless other realms as gods and monsters, Cha +10
their lord Cthulhu dwells upon a distant planet Damage Immunities cold, poison, psychic
Condition Immunities charmed, poisoned
far removed from any commonly visited world. Yet
Senses blindsight 60 ft., darkvision 60 ft., passive
while Cthulhu lies imprisoned in the corpse-city of Perception 15

10 R’lyeh deep under a great ocean, his dreams resonate


still in the minds of his star-spawn, and from there
Languages Deep Speech, telepathy 300 ft.
Challenge 20 25,000 XP
touch upon the dreams of many slumbering poets Innate Spellcasting. A star-spawn’s spell casting
and philosophers on countless worlds. Guided by ability is Charisma (spell save DC 18). It can
innately cast the following spells, requiring no
their knowledge of their master’s great plan, and
material components:
updated by his far-reaching dreams, the star-spawn At will: suggestion
of Cthulhu proceed inevitably toward their goals. 3/day each: dream, confusion, sending
Immortality. A star-spawn of Cthulhu does not 1/day: gate
age, nor does it need to eat or breathe. Only violence Limited Starflight. A star-spawn of Cthulhu can
can bring about the death of one of these creatures. survive in the void of outer space, and its wings
allow it to use its fly speed in outer space despite

300
the lack of air. Unlike full starflight (like that of Actions
the mi-go), a star-spawn of Cthulhu’s ability to fly Multiattack. The star-spawn can use its frightful
in outer space does not allow it to reach unusual presence. It then makes eight attacks: two with
speeds. When it wishes to fly to another world, the its claws and six with its tentacles. It can shove a
creature relies entirely upon its immortality and creature in place of a claw attack.
patience to complete the journey. When speed is Claw. Melee Weapon Attack: +15 to hit, reach 15 ft.,
required, it instead uses gate to make the journey one target. Hit: 19 (3d6 + 9) slashing damage. If the
quickly. star-spawn scores a critical hit, it rolls damage dice
Magic Resistance. The star-spawn has advantage three times, instead of twice.
on saving throws against spells and other magical Tentacle. Melee Weapon Attack: +15 to hit, reach
effects. 15 ft., one target. Hit: 13 (1d8 + 9) bludgeoning
Overwhelming Mind. A star-spawn of Cthulhu’s mind damage. If the target is a creature, it is grappled
is overwhelming in its power and alien structure. (escape DC 23). Until this grapple ends, the target
It is immune to any effect that would sense its is restrained, and the star-spawn can’t use that
emotions or read its thoughts and divination tentacle on another target.
spells. This foils even wish spells and spells or Frightful Presence. Each creature of the star-spawn's
effects of similar power used to affect its mind or choice that is within 120 feet of the star-spawn
gain information. The first time a creature other and aware of it must succeed on a DC 18 Wisdom
than a fiend or aberration makes mental contact saving throw or become frightened for 1 minute. A
with a star-spawn of Cthulhu, it must succeed at creature can repeat the saving throw at the end of
a DC 18 Wisdom saving throw or be stunned for 1 each of its turns, ending the effect on itself on a
round. On a successful save, the creature cannot success. If a creature’s saving throw is successful
take reactions and can make either an action or or the effect ends for it, the creature is immune to
a bonus action (not both) for 1 round; creatures the star-spawn's Frightful Presence for the next 24
that are immune to being stunned are unaffected. hours.
This effect can occur whether the star-spawn of
Cthulhu initiates mental contact (such as via a
dream, or once per round merely by telepathic
communication) or another creature attempts to
do so (such as via detect thoughts or dominate
monster). Once a creature is exposed to a specific
star-spawn of Cthulhu’s overwhelming mind, it
is immune to this effect from all star-spawn of
Cthulhu for 24 hours.

10

301
Whale Siege Monster. The whale deals double damage to
objects and structures.
Actions
This immense whale has an enormous, box-shaped Bite. Melee Weapon Attack: +16 to hit, reach 20 ft.,
head over a massive, toothy maw. Its rough white one target, Hit: 31 (6d6 + 10) piercing damage. If
hide is laced with scars. Legendary in size and the whale scores a critical hit, it rolls damage dice
three times, instead of twice.
temper, great white whales are far more aggressive
Tail Slap. Melee Weapon Attack: +16 to hit, reach
than their smaller kin, over 80 feet long and 30 ft., one target, Hit: 20 (3d6 + 10) bludgeoning
weighing over 60 tons. damage.
Smashing Breach. A great white whale can make a
GREAT WHITE WHALE special attack against creatures on the surface of
Gargantuan beast, unaligned the water. At the end of its movement it can occupy
Armor Class 17 (natural armor) one or more creature's spaces. Any Huge or smaller
creatures in the whale’s space must succeed at a
Hit Points 279 (18d20+90)
DC 24 Dexterity saving throw or take 28 (4d8+10)
Speed 0 ft., swim 40 ft. bludgeoning damage and be forced into the nearest
Str Dex Con I nt Wis Cha square that is adjacent to the whale. This breach
30 (+10) 6 (-2) 20 (+5) 10 (+0) 12 (+1) 8 (-1) automatically attempts to capsize any boats caught
wholly or partially in this area. If the whale fails to
Saving Throws Str +16, Dex +4, Con +11, Wis +7, Cha displace everything in its space, it is forced back
+5 to its previous unoccupied location, or if that is not
Skills Insight +7, Perception +7, Stealth +4 possible, the nearest space it can fit.
Senses blindsight 120 ft.; passive Perception 17
Languages Aquan Legendary Actions
Challenge 17 18,000 XP
The great white whale can take 3 legendary
Echolocation. The whale can’t use its blindsight
while deafened. actions, choosing from the options below. Only one
Hold Breath. The whale can hold its breath for 90 legendary action option can be used at a time and
minutes. only at the end of another creature’s
Keen Hearing. The whale has advantage on turn. The whale regains spent
Wisdom (Perception) checks that rely on
hearing. legendary actions at the start of
Legendary Resistance (1/ his turn.
Day). If the whale fails kk Detect. The whale
a saving throw, it makes a Wisdom (Perception)
can choose to
succeed check.
instead. kk Tail Attack. The
whale makes a tail slap.
kk Underwater Surge
(Costs 2 Actions). The whale
moves up to its swim speed
without provoking opportunity
attacks and uses Smashing Breach.

302
Our Sprightly Ship
To the tune of “The Coast of High Barbary”
Twas sailing in the western coves when what did my eyes see?

Blow high! Blow low! And so sailed we.

A dragon to the north of us, down south of us flew three!

I’ve sailed all the coasts there are, the ocean, and the sea!

I told the captain, “Turn around, or we’ll become a feast!”

Blow high! Blow low! And so sailed we.

The captain heard my wisdom and our sprightly ship turned east.

I’ve sailed all the coasts there are, the ocean, and the sea!

Was sailing by the eastern cliffs, when what did my nose smell?...

A pit lord with a sulfur cloud, ascended straight from Hell!...

I asked the captain, “Turn around, you see his flaming mouth?”

The captain heard my wisdom, and our sprightly ship turned south...

Was sailing in the southern seas, when what did my eyes hear?...

An orcish horde upon the shore, raising a bloody cheer...

I warned the captain, “Turn around, we must not sail forth!”...

The captain heard my wisdom, and our sprightly ship turned north...

Was sailing through the northern ice, when what did my skin feel?...

A thunderstorm from some foul god, with bolts that ring and peal...

I begged the captain, “Turn around, or we’ll be laid to rest!”...

The captain heard my wisdom, and our sprightly ship sailed west...

I’ve sailed all the seas there are, and still I’ve yet to find...

A village with a smoking hearth where folks are good and kind...

I beg my fellows, “Go ashore, let’s work the fields like men!”...

But captain turns the ship around, and ‘round we go again!...


Spices and
Flesh:
A4 t h- l e v e l
a dv e n t u r e

11

304
Adventure Where is Makemba?

Background Makemba can be anywhere that you need it


to be. Changing the name from Makemba is
a nice easy change that allows you to use
this adventure wherever your PCs happen to
Recently the seas surrounding the port city of
be so long as they are in a coastal region.
Makemba have been plagued by a pirate ship trying
to pass themselves off as merchant vessels in
distress and then attacking those who try to render At first glance, the Tamarind appears to be a cargo
assistance. Ships sailing into and out of the port ship with a small crew, carrying a load of low to
city have taken to hiring more guards than usual mediocre quality spices. The Tamarind looks like
and some have even taken the controversial choice the vague description of the pirate ship. However
of not rendering aid to vessels they come across. it is not flying the flag of Makemba and so the PCs
The Makemban authorities have reacted by have no legal authority to board the vessel. If they
offering a 2,000 gp bounty for any pirate or slaver do not try to follow or board the Tamarind then
ships found in the region. Those in good standing or they should find it in the same region within the
those who lodge a 500 gp bond with the Makemban next day or two. After a couple such sightings the
authorities (to be returned in one year's time so Tamarind should definitely raise the suspicion of
long as no complaints of wrongdoing are lodged the PCs. If it becomes clear the PCs are not going
against the party) have been obtaining a writ from to engage the Tamarind then the next time they see
the Makemban authorities. This writ authorizes the ship the crew can be pretending to be in distress
the bearers to board any vessel flying the flag of so they can then attack any vessel that tries to
Makemba in order to search for evidence of slavery render assistance. In this case Captain Craw leads
or piracy. the first wave of five pirates with his first mate,
This adventure assumes that the PCs have such Sito, leading five more pirates in the second wave
a writ and have secured a vessel for the express in the following round. 5 crew remain behind on
purpose of finding the pirates. If the PCs are the Tamarind. Otherwise the Tamarind will try to
pirates themselves then this adventure can easily flee.
be changed to cater to a of pirates who do not care Should the PCs approach the Tamarind under
about the plight of the ships sailing into and out of the guise of friendship, truce, or legitimate
Makemba. circumstances, the Tamarin's captain gives the

Part 1: order to heave to without delay, and invites the


party aboard.

Easy Pickings Her captain, a man named Bartholomew Craw,


seems an amiable fellow more interested in parley

Another vessel appears in the distance. A


cargo ship which, from the look of her, has
than battling on the high seas. When the PCs board,
they find him to be a cordial and gracious host who 11
seen much better days. She moves sluggishly hopes to negotiate a peaceful solution over drinks
along, sitting low in the water, her hull and perhaps a fine meal.
scarred with old scuffs and scratches, her The truth, however, is much different. Captain
paint worn and faded, and her sails covered
Craw is actually a vicious slaver and the Tamarind
in patches. A tarnished nameplate labels
her the “Tamarind”. has a secret hold, hidden beneath the first, filled
with shackled prisoners. While all of Craw's crew

305
If the PCs communicate to the Tamarind that they
New Magic Item simply want to board to have a discussion or search
POTION OF DISGUISE SELF for signs of piracy or slavery, then the crew also
UNCOMMON ceases trying to get away. In this case, skip ahead
You gain the benefit of the disguise self to the parley section.
spell for 1 hour.
Surrender
are slavers, it is Sito Ripplepott, the ship's gnomish Upon boarding the Tamarind, the PCs find Captain
cook, who serves as the captain's main accomplice. Craw waiting for them on deck. He immediately
Sito is a poisons expert who uses his nefarious offers his scimitar to the PCs as an official
craft to keep the sentient cargo docile during the surrender. Likewise, his crew place their various
journey. weapons on the deck. Captain Bartholomew Craw

Ship Chase introduces himself, then apologizes for any attempt


to flee, and any shots from the Tamarind’s ballista;
If the PCs look threatening in any way or do he explains that this was because of the rumors of
not declare why they are moving closer to the piracy in the region.
Tamarind, she immediately attempts to flee upon The Truth: The surrendered weapons are a
the crew spotting the PCs’ ship. If the PCs bring distraction. Each crew member of the Tamarind has
their ship directly behind the Tamarind, Captain a light melee weapon concealed somewhere on their
Craw orders the crew to use the light ballista on person, ready to be drawn if they receive the signal
board but only for a few shots to hopefully disable to attack. Captain Craw cast protection from poison
some of the PCs’ ship’s rigging before making and also drank a potion of disguise self just before
escape the primary focus again (+6 attack; 3d10 the PCs boarded, not to change his appearance, but
damage). The PCs’ ship can sustain a number of to allow him to conceal his magical scimitar. If the
these attacks but if it takes too much damage, the PCs cast detect magic and notice an aura of magic
captain will start objecting and talk about pulling around Craw, he smiles ingratiatingly and says that
back from the chase. he knows a few minor magic tricks, including one
You can handle the ship chase as a series of ability that protects him from attacks in the event that he
checks. PCs who are proficient in vehicles (water) is boarded. After identifying the auras of abjuration
can add their proficiency bonus to these checks (the and illusion on Craw, suspicious PCs who attempt
Tamarind's bonus is equal to +4). The Tamarind to figure out exactly what spell it is can make a DC
should begin with a head start (up to 3 successful 10 Intelligence (Arcana) check to realize that while
checks ahead of the PCs) and then make a series of abjuration makes sense, there should be a visible
opposed checks. Once the PCs have had a number effect if Craw had a defensive illusion spell.

11 of successes equal or greater than the Tamarind,


they have successfully caught up to the Tamarind
Parley
and the crew of the Tamarind surrenders. If the Craw is most hospitable and once the PCs are below
chase is dragging on and it becomes apparent to decks in the galley, Sito serves everyone a stiff
Captain Craw of the Tamarind that the PCs aren't drink of heavily spiced grog before returning to
going to fall behind then they also surrender and his kitchen duties. Craw begins by toasting the PCs
stop trying to get away. before leading them to the hold and expressing his

306
regrets for the low-quality of his cargo. If the PCs slightly nervous and his eyes seem to repeatedly
are here to inspect Craw's ship, despite not having wander to a section of the hull on the port side
a Makemban flag, Craw is happy for the PCs to look next to the ladder, 10 feet round from the ship’s
around. If Craw is under the impression that the bow. PCs who make a successful DC 10 Wisdom
PCs are here to take his cargo, he tries to persuade (Insight) check notice Captain Craw doing this, but
them that while they could take his cargo, it’s barely PCs whose check result also beats Craw’s opposed
worth the effort of transferring it to the PCs’ ship, Charisma (Deception) check realize that Craw
and will only take up space in their hold that they is purposefully acting in this way, deliberately
could fill with much more valuable plunder. Craw trying to draw their attention to that area rather
attempts to convince the PCs to release his ship than unintentionally revealing it. A successful DC
instead. To help sway them, Craw offers to help 10 Wisdom (Perception) check while searching
the PCs by putting the PCs in touch with some of that area reveals a small hidden compartment set
his contacts in the black market that could either against the hull. Resting in a nest of straw inside
sell some goods, particularly magic items, with no the compartment is a set of three oily clay vials. The
questions asked or to allow them to potentially vials contain a potion of hill giant strength, a potion
purchase some magic items from a limited amount. of healing, a potion of acid resistance, and a small
If the PCs boarded the Tamarind under false amount of saffron oil (worth 60 gp). Normally these
pretenses, Captain Craw still invites them below— potions are in Sito’s possession and the valuable
only the conversation is one of friendly small talk, saffron oil secured away in Craw’s sea chest. All
the swapping of the latest news and information, the vials are covered in a contact poison version of
and perhaps an offer to sell some of the Tamarind’s elfbane; anyone who touches these vials is exposed
spices. to the poison. The lid of the vial of saffron oil is
The Truth: If the PCs came aboard under false loose, making it appear as if it has leaked over the
pretenses then Sito's grog is poisoned and each other vials. Craw feigns disappointed when the PCs
PC who drinks is exposed to a dose of elfbane discover this cache, but secretly hopes the PCs pass
(Ingested. One minute after a creature has become these treasures around as they try to identify them.
subjected to this poison they must succeed on a DC A successful DC 15 Intelligence (Nature) check
15 Constitution saving throw or become poisoned (characters proficient in alchemist's supplies may
and unconscious for 1d3 hours). Before the PCs add their proficiency bonus to this check) reveals
boarded the Tamarind, Craw cast protection from the toxic nature of the oily coating on the vials.
poison, so he can imbibe the poisoned brew and Avoid having the PCs rolls saving throws as soon
gain advantage on his saving throw against being as they touch a poisoned vial. Secretly track which
poisoned. The rest of the conversation is simply PCs have touched the vials, keeping note of how
Craw's way of stalling for time to let the poison do often each PC is in contact with a vial, as there may
its work.
If the PCs boarded and captured the Tamarind
be multiple exposures. Have the PCs make saving
throws retroactively when they become aware of
11
then Craw expects that the wary PCs are unlikely the poison, or at the end of the 1 minute onset
to fall for the poisoned grog ruse. He still has Sito period when some of them may start succumbing
offer grog (that isn’t poisoned) and watches to see if to the poison. This curtails any metagaming, and
the PCs cast spells on their drinks before imbibing increases the chances of the vials being passed to
them. When in the cargo hold, Craw pretends to act different party members.

307
Clues to reach places show signs of being new or
recently moved. If the PCs call Craw on this,
The following suggestions are some ways that the
he sighs and goes into a long discourse on his
PCs can start to learn that not all onboard the
recent string of misfortunes in the spice trade.
Tamarind is as it seems:
He confides that he’s hoping to sell his cargo
kkA DC 15 Intelligence (Investigation) check,
as a job lot and get rid of the older spices by
after seeing the cargo in the hold: the ship is
mixing them in with his fresher stock.
sitting too low in the water for the amount
kkA DC 10 Intelligence (Investigation) check
of cargo in the hold. If the PCs mention this,
by a character with ranks in the skill after
Craw says that he has a large load of ballast
seeing the galley: many of Ripplepott's bottles
to keep the Tamarind from capsizing in the
and equipment in the galley are for crafting
frequent storms that strike this area of ocean
alchemical items rather than food. If the
and that the ship’s hull has a multitude of
check result beats the DC by 10 or more, then
small leaks, meaning the ship usually carries
the PC recognizes tools and materials for
a lot of bilgewater.
poison-making.
kkA DC 10 Intelligence (Investigation) check,
kkA DC 15 Wisdom (Insight) check against crew
after seeing the size of the cargo hold: the
members other than Captain Craw or Sito
cargo hold is small for a ship this size. If
Ripplepott: gives the sense that they are very
questioned about this, Craw simply points
uncomfortable about the PCs being onboard.
out that while the Tamarind isn’t the most
kkA DC 15 Wisdom (Perception) check while in
efficiently or elegantly built ship on the ocean,
the hold: beneath the strong scent of spices
she is very sturdy. Craw says that the ship’s
in the cargo hold is the distinct smell of feces
extra structural supports means he can’t
and sweat. Any PC within 5 feet of the trap
carry quite as much cargo but it does mean
door leading to the secret hold gets advantage
the Tamarind is a lot more likely to arrive in
on this check.
port in one piece.
kkA successful opposed Wisdom (Perception)
kkA DC 10 Wisdom (Perception) or Intelligence
check by a PC contested against a
(Investigation) check after watching Sito
crewmember’s Dexterity (Sleight of Hand)
preparing food in the galley: Ripplepott is
check while closely observing or searching
making two separate meals. One is a regular
a crew member: notices the presence of a
ship's dinner while the other is a large pot
hidden weapon on that crewmember.
of simple gruel. If the PCs draw attention
to this, Craw mentions that he’s a fair but Attack!
firm captain and one of the more common
Captain Craw's plan of attack depends on how

11 punishments he metes out for disciplinary


infractions is putting crewmembers on gruel
well the poison works against the party. If none of
the PCs succumb and they remain unaware of the
rations for at least a week.
attempt, Craw keeps up the ruse, perhaps offering
kkA DC 10 Wisdom (Perception) or Intelligence
the PCs a fine meal if they look weak or divided and
(Investigation) check while examining the
he believes a second attempt at poisoning might
spices in the hold: many of the containers
work. Otherwise, Craw simply lets the PCs take
of spice in the far corners of the cargo hold
the spices and leave. He also chooses this option if
are old and dusty. Only those in the easiest

308
the PCs and their crew obviously outnumber and is a small door that leads to a storage space under
outmatch his. Depending on their negotiations, the the platform that holds oars, spare planks, sails,
PCs may encounter Craw again and make use of tools, and other supplies.
his services before learning his true nature (if they 2. Main Deck: The main deck of the Tamarind
ever do). has a simple layout. The mast is at the center of
If some of the PCs succumb, or if none do but the ship and forward of it are large loading doors
the PCs become aware of the poisoning attempt, that lead into the cargo hold below. A ladder near
then Craw initiates combat. The Captain signals his the mast and another near the cargo hold both lead
crew to draw their hidden weapons and attack the below deck.
PCs’ crew. Sito Ripplepott appears and harasses the 3. Crow’s Nest: At the top of the mast is a simple,
party at range while Craw himself wades into battle. 5-foot square platform that serves as a lookout
If the PCs find the hidden trap door to the secret point for the ship.
hold before Craw has a chance to spring his trap,
he lets one or two PCs go down before attempting
Below Deck
to separate the PCs by slamming the hatch shut 4. Captain's Quarters: The private bunk of
and signaling the attack. If the party won't split, he Captain Craw also serves as his chart room and
signals the attack immediately. office. A comfortable cot and nightstand are in one
If all the PCs fall unconscious from the poison, corner and maps, charts, and other navigational
they later wake to find themselves stripped of gear tools cover the walls. There is also a small writing
and chained in the secret hold with the rest of the desk containing numerous logs and record books
slaves. They learn the truth of the Tamarind from a detailing the captain's dealings—in both spices
visit by Sito, who brings gruel and water, and from and slaves. A thorough search of the cabin finds
Craw himself, who reveals his true colors. They can a weathered piece of parchment that potentially
also learn the fate of their ship and crew. Perhaps leads to further adventure (see Part 2 below). Beside
a less trustworthy member of the PCs’ crew saw the bed is a sea chest that contains his personal
the opportunity to become captain, or maybe Craw belongings. The door to this room is always locked
forced the PCs’ crew to withdraw by threatening and Captain Craw carries the key with him at all
to kill the PCs, and their ship is still sailing times.
nearby. Ultimately, how the party escapes from 5. Cabin/Galley: This main cabin is both the
this predicament is up to the players' ingenuity and eating and sleeping area for the rest of the crew.
your discretion as GM. A large stained and dirty table with matching

The Tamarind benches takes up the center of the space while


old hammocks and personal effects are strung all
around in a haphazard manner. On the starboard
Above Deck side, a narrow section holds a small galley.
11
Foodstuffs and kitchen utensils mix seamlessly
1. Upper Main Deck: This area rises just over
with Ripplepott's alchemical tools and belongings
4 feet above the main deck. It holds the ship's
in a bizarre-looking mess.
steering wheel and its only armament—a light
6. Cargo Hold: Crates, barrels, and sacks of
ballista mounted off the stern. Two ladders, one
various spices partially fill the ship's hold. The
on either side, connect the platform with the main
dusty air is thick with the heavy odor of spices. One
deck. On the main deck next to the port-side ladder

309
of the large crates in the southeast section rests
on top of a secret trap door leading down into the
Captain of the Tamarind
secret hold below. Finding this trap door requires
Bartholomew Craw is a paunchy, heavy-set
the searching character to make a successful DC 15 man wearing the dirty and threadbare outfit
Wisdom (Perception) check. of a merchant sea captain. His shaved head
7. Secret Hold: This space is only tall enough for is ruddily-sunburned and his squinting,
a Medium-sized creature to stand hunched over. deep-set eyes are dark brown. A scraggly,
dull-red beard only serves to make his wide
Dozens of people lie chained to the floor and walls
smile, full of yellowed teeth, all the more
with thick, iron manacles. Most are unconscious noticeable.
and the few who are awake are torpid. They are

11 all in poor health and show all the signs of being


malnourished. The stench of sweat and human
BARTHOLOMEW CRAW
Medium humanoid (human), neutral evil
waste is overpowering, made all the worse by the Armor Class 17 (studded leather)
stale air. Hit Points 98 (13d8+39)
Speed 30 ft.
Str Dex Con I nt Wis Cha
11 (+0) 20 (+5) 17 (+3) 8 (-1) 19 (+4) 13 (+1)

310
Saving Throws Strength +2, Dexterity +7
Skills Deception +3
Senses passive Perception 16
Languages Common, Gnoll, Infernal
Challenge 4 1,100 XP
Colossus Slayer. Craw deals an extra 1d8 damage
against a target that has already taken damage.
Craw cannot deal this extra damage more than
once per turn.
Magic Scimitar. Craw and his fellow pirates cannot
be surprised while Craw is wearing his magic
scimitar.
Dueling Fighting Style. Craw has a +2 bonus to
damage rolls when wielding a melee weapon with
one hand and no other weapons. This is already
factored into the scimitar damage.
Actions
Multiattack. As an action Bartholomew can make two SITO RIDDLEPOT
magic scimitar attacks. Medium humanoid (gnome), chaotic evil
Magic Scimitar. Melee Weapon Attack: +7 to hit, Armor Class 15 (leather)
reach 5 ft., one target. Hit: 1d6+7 (10) slashing Hit Points 90 (12d8+36)
damage.
Speed 25 ft.
Spellcasting. Craw is a 5th level caster. His
spellcasting ability score is Wisdom (DC 14, +6 to Str Dex Con I nt Wis Cha
hit with spell attacks). 8 (-1) 18 (+4) 16 (+3) 16 (+3) 11 (+0) 10 (+0)
1st level (4 slots): cure wounds, detect magic,
hunter's mark Skills Poisoner's Kit +6, Disguise Kit +2, Perception
+4
2nd level (2 slots): protection from poison
Senses passive Perception 10
Development: Bartholomew Craw surrenders Languages Common, Gnome
if reduced to 10 hit points or less. However, if he Challenge 3 700 XP
believes he will be hanged as a slaver he fights to Cunning Action. As a bonus action Sito can dash,
the death. disengage or hide.
Sneak Attack. Sito deals an extra 2d6 damage when
Treasure. Craw has a scimitar of warning. he makes an attack with a dagger, light crossbow
or has advantage on the attack roll.
Ship’s Cook Actions
Multiattack. As an action Bartholomew can make two
magic dagger attacks.
11
With a hunch that makes him seem shorter
than he already is, this gnome dresses in Dagger Attack. Melee or Ranged Weapon Attack: +4
simple clothes and a leather apron covered to hit, reach 5 ft. or range 20/60 ft., one target.
in grease and other stains. His slick hair Hit: 1d4+4 (6) piercing damage.
is the color of moss and his beady eyes are Light Crossbow Attack. Ranged Weapon Attack: +4
a quiet gray. Slung around his waist is a to hit, range 80/320 ft., one target. Hit: 1d8+4 (8)
bandoleer of flasks and cooking utensils. piercing damage.

311
Tamarind Crew Part 2:
SAILORS (15)
Delivering the
Medium humanoid (human), neutral evil
Armor Class 13 (leather armor)
Hit Points 39 (6d8+2)
Cargo
Speed 30 ft. Among the papers in Captain Craw’s cabin, the PCs
Str Dex Con I nt Wis Cha find a piece of weathered parchment containing
13 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) a curious message and rough map. The message
contains an order for a consignment of slaves and
Senses passive Perception 10
instructions for delivery of this shipment. The map
Languages Common
marks the delivery location as a point in the open
Challenge 1/4 50 XP
ocean, with the nearest island over 20 miles away.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to Scrawled on the parchment in Craw’s handwriting
hit, reach 5 ft. or range 20/60 ft., one target. Hit: is the following: “This be an odd trade run if ever

11 1d4+2 (4) piercing damage. there were one. I guess there’ll be a ship waiting
out there, but why not make the trade at an island
Pirates should present little trouble, but can be
instead? Would have been much easier. Still if the
limited to 5 pirates at a time with 2 to 3 rounds
pay is as good as that down payment of pearls it’ll
between waves.
make the trip well worthwhile, even if it means
the risk of sailing through pirate-infested waters.”
The only other clue is in Craw’s ledgers from over

312
2 months ago. A note next to an entry paying off Making Deadly Dramatic!
a large debt reads, “Those pearls did the trick, Normally, a writer using up valuable word
count on an NPC’s background that the PCs
that’ll keep the legbreakers off me. It was good of
may never learn isn’t a good idea. However,
old Jarkus the drunkard to put me onto this deal. the Gaunt is a deadly sea hag. Even in
I don’t know why the ancient poxy lubber kept a short adventure like this one, the PCs
should be aware that they face something
muttering about it being “Shayonna’s debt”. I don’t
ominous and terrifying. If the PCs defeat her
give a damn about the name of whoever he gets any and live to tell the tale, they automatically
of these jobs from. Getting more of those lustrous gain renown with the other sailors in the
area when they next make port and speak of
pearls is what I care about.”
this deed. If you are using inspiration in your
While there is enough food and water to feed the campaign you should award one inspiration
rescued slaves for the trip to the Islet and back, to all of the PCs that actively participated
in the defeat of Shayonna. If some of the
the rescued slaves would rather return to port. If
PCs were particularly heroic but already
the PCs also sail back to port they risk missing the have inspiration (the usual maximum), you
rendezvous time. They could try to put the pirates might want to consider a one off temporary
suspension of this limit and award them an
to work (although face potential mutiny) or sail
inspiration to temporarily give them a total
themselves (in which case you can simply hand of two inspiration. Once one of these two
wave it or run the PCs through a series of ability inspirations is used the maximum reverts to
the usual one inspiration.
checks varying from DC 5 to DC 15).

The Legend of Shayonna


A successful DC 15 Intelligence (History) check
truth, neither Taylee or Shayonna were ever seen
reveals the name ‘Shayonna’ is part of a tragic
or heard from again. However, infrequent sightings
ghost story told by sailors in many ports. The tale
of Shayonna’s drowned ghostly spirit are reported
tells of an amoral charlatan called Bren Taylee
to this day, in or around the harbors of a number
who owned a local tavern. A charismatic and bald-
of port cities.
faced liar, Taylee became rich swindling wealthy
Whatever the truth of this legend, Shayonna
investors by selling off unseen parcels of land on
does exist. Whether it was as the tales describe,
a nearby island. He also fell madly in love with his
and Shayonna’s outrage at her husband’s betrayal
barmaid and married her, an innocent redheaded
kept her from succumbing to death and drove her
beauty named Shayonna. When one of the more
to become what she is today or whether there was
intrepid investors discovered the ‘rich farmland’
always the blackest evil in her heart and it was she
was, in fact, a swamp (or a waterway, depending on
who seduced Taylee, foully murdered him, and stole
the version of the story), Taylee was forced to flee.
his fortune, no-one knows. But Shayonna lives and
He left his wife Shayonna behind, abandoning her
to face the furious investors and a large debt from
the tavern. The tales say that Shayonna stowed away
has become the powerful and villainous hag known
as "the Gaunt". At present, the wicked sea hag seeks 11
a shipment of slaves to work her foul witchcraft
on the same ship Taylee fled on to escape the angry
upon, and transmogrify into a horde of monstrous
mob and that a drunken sailor on deck one night
and slavishly obedient servitors.
claimed to have seen Taylee with his hands locked
around a young woman’s throat (or possibly even
throwing her limp body overboard). Whatever the

313
11

314
The Islet a womanizing half-elven pirate, popular in many
local ports for his willingness to spread his plunder
Assuming the account of the valuable pearls strikes
around. Gamin lost his ear from a close call with an
the PCs’ interest, it takes less than a week of travel
imperial ballista bolt. If any of the PCs have ever
to reach the location marked on the map. It is a tiny
actually seen Gamin, the merrow bears a warped,
islet, sandy and barren, surrounded by a large coral
monstrous resemblance to the man. If addressed by
reef. The shallow waters and jagged reefs around
name, the merrow stares blankly at the PCs before
this speck of land mean that the PCs’ ship needs to
a flicker of recognition crosses the creature’s face
moor at least 300 feet away to avoid damage to the
and it burbles three words in Giant, “please kill
hull. There is, however, no one on the isle and no
me”. The grotesque thing that was once a man then
other ships in sight.
stiffens and comprehension fades from its eyes,
Reception leaving only brutish hostility.
Treasure: Gamin’s earring is only worth 50 gp,
Creatures: Shortly after the PCs land on the islet,
but it grants the PC advantage if they use it as part
a pair of hulking, brutish things put their heads
of a Charisma (Persuasion) check on a nautical
above the surface of the sea nearby and warily
NPC. The ring can only be used in this way once
wade toward the PCs. These are a pair of merrow
until it is old news and no longer impresses sailors.
(as described in the official manual of monsters for
5th Edition), the unholy offspring of the legendary Parley
sea hag, Shayonna the Gaunt. They approach the
If the PCs wait, after several minutes Shayonna the
islet from the east, using the shallow water for
Gaunt (see area 4) rises up out of the ocean. She
cover and, providing the PCs don’t attack, slowly
has used a disguise to conceal her horrific form,
emerging from the water. Both creatures have
appearing as a youthful aquatic humanoid, similar
the waterlogged remnants of sailor’s outfits still
to a merfolk, but with legs instead of a tail. Even in
clinging to their gross forms. One of them speaks
this unassuming form, there is something palpably
in gurgling, barely understandable Common asking
sinister in her manner. The ocean itself seems to
why the PCs have come. If the PCs provide a
recoil from her and as she steps onto the sand; her
believable reason to be here, such as to sell slaves,
blood-red hair is dry. Flanked by her two merrows,
the merrows nod and one dives into the water to
Shayonna approaches the PCs and asks what they
convey this information to Shayonna. Shayonna is
have brought her. Shayonna cagily negotiates for
already aware of the presence of the PCs’ ship and
the consignment of slaves and shrewdly asks why
has sent her minions to ascertain their intentions if
the PCs are making this delivery rather than the
a party comes ashore.
Captain Craw. Shayonna demands the PCs bring a
The remaining merrow has a deep scar across
sample selection of slaves ashore for her to examine.
the right side of its face that cuts off the lower
half of its right ear. The curious thing is a piece
She haggles over the price and the quality of the
merchandise but is prepared to pay up to 2,800 gp
11
of silver jewelry crafted to resemble the missing
in pearls for all the Tamarind’s slaves, regardless
piece of flesh dangles from two earrings in the
of their condition, which is an exceptionally good
upper half of this ear. PCs can recognize this
price.
unusual jewelry and its owner with a DC 15
If the PCs sell the slaves, these poor wretches
Intelligence (Investigation) check. It belongs to a
are brought ashore where they huddle together
knavish scallywag named Gamin ‘half-ear’ Crystos,

315
on the tiny islet. Each day at dawn, shells full of 3. Urchin Cluster
brackish water and raw fish are left on the shore
The coralline tunnel opens out into an underwater
to sustain them, and each night one of the doomed
clearing. Multicolored corals grow in profusion all
slaves vanishes, as the unfortunate is dragged
around this open area, but there are gaps in coral
below the waves to a ghastly fate. After completing
branches overhead, allowing more light through
such a despicable bargain, the PCs had best be gone
from above (giving this area the same illumination
quickly and never return, for when Shayonna has
level as above the waves) and providing Medium or
at least six merrows in total under her control,
smaller creatures with a way up to the surface. The
she avariciously boards any nearby vessel to gain
area is 10 feet high and the seafloor is 25 feet below
additional minions.
the surface.
1. Underwater Passage The passage to the south narrows to a small shaft
that leads up to the outside of the reef. It requires
Just to the south of the islet is an underwater tunnel
a DC 15 Dexterity (Acrobatics) check for Small-
into the coral reef that leads through to Shayonna’s
or Medium-sized creatures to squeeze along this
lair. The tunnel is marked with a darker outline
shaft, larger creatures can’t fit at all, and smaller
on the map; the other lighter areas are simply gaps
creatures can move through without restriction.
between the colonies of coral surrounding the islet.
Creatures: While there are tiny fish swimming
The thick coral over the tunnel makes it impossible
among the coral and aquatic plant life, the main
to spot from above and a steep overhang above
danger here is a large number of predatory ravenous
the tunnel entrance conceals it from the view of
sea urchins. These spiny marine creatures are
anyone on the island. The passage slopes down
under Shayonna’s sway and don’t attack her or her
from a depth of 5 feet at the northern end to 25
merrows, but hungrily surge over intruders.
feet at the southern end where it opens out into
area 3. Scattered sunlight filters in during the day, RAVENOUS URCHIN SWARM (3)
providing dim illumination; at night, the tunnel Medium swarm of Tiny beasts, unaligned
is in darkness. The Large-sized merrows need to Armor Class 13
squeeze through this tunnel which slows them Hit Points 72 (16d8)
Speed 0 ft., swim 30 ft.
significantly.
Str Dex Con I nt Wis Cha
2. Coralline Tunnel 1 (-5) 12 (+1) 10 (+0) 4 (-3) 13 (+1) 9 (-1)

Coral Flensing Trap. At the entrance of the Coralline Senses passive Perception 11
tunnel is a magical trap that triggers the second Challenge 1 200 XP
anyone that is of Small size or larger, other than Jet. While underwater, a ravenous urchin swarm
can dash as a bonus action and does not provoke
Shayonna or a merrow, passes through this area.

11
opportunity attacks while jetting.
A successful DC 20 Intelligence (Arcana) check
Swarm. The swarm can occupy someone else's space
to spot the Coralline Flensing trap and another DC and vice versa. The swarm can fit into any space
20 Intelligence (Arcana) check to disable it. When large enough for a tiny urchin to squeeze through
and can use a reaction to attack any creature that
the trap triggers a torrent of water attempts to slam
leaves its square with an attack of opportunity.
the creature into the razor sharp corals that line
the passage, dealing 1d8 piercing damage. This
trap automatically resets and can trigger once per
round.

316
Actions
Spines. Melee Weapon Attack: +3 to hit, reach 0 ft.,
New Magic Item
one target. Hit: 1d4+1 (3) piercing damage and the
CLAW OF THE BRINY DEPTHS
creature becomes poisoned (DC 13 Constitution
UNCOMMON
save on the creature's turn ends this) and while
poisoned have their speed reduced to 10 ft. The thick webbed membranes between the
withered digits of this severed claw hint at
the subaquatic origins of the thalassic thing it
4. Sea Hag’s Grotto (CR 6) was once a part of. On command, the claw
animates as a clawing claw (as described
in the official manual of monsters for 5th
A carpet of pale bones litters the seabed Edition) with a swim speed of 20 foot
in this grotto of dead skeletal coral. Sharp instead of a climb speed. This crawling
spikes of lifeless coral jut from the walls claw is under the control of the creature
and opposite the entrance, glistening pearls who animated it and lasts for 3 minutes
rest in several large seashells. Curtains of before decomposing into a foul nonmagical
lifeless blackened seaweed hang from the slurry of festering tissue and bones.
walls.
ending the effect on a success. If the saving throw
The thick coral blocks any light from the surface succeeds the creature becomes immune to this
leaving the area in darkness. effect for 24 hours. A creature may avert their eyes
from the Sea Hag unless they are surprised by the
Creature: This dark grotto is the lair of Shayonna form. A creature gains disadvantage on attack rolls
the Gaunt. Her merrow minions have likely already against the hag until the start of their next turn if
alerted her to the approach of the PCs’ ship. they avert their eyes
Shayonna lurks here, patiently waiting for the PCs Actions
Multiattack. Shayonna can make two claw attacks as
to bring her the slaves she needs to complete her
an action.
foul ministrations. Claws. Melee Weapon Attack: +8 to hit, reach 10
If she retreats here to her grotto after a fight on ft., one target. Hit: 2d6+5 (12) slashing damage.
shore, she animates her claw of the briny depths If the creature is medium or smaller than they are
grappled (DC 15 to escape) and restrained until
and waits for the PCs to arrive.
the grapple ends. Jorunea has two claws and can
grapple a single creature in each claw.
SHAYONNA THE GAUNT
Salt Wife's Glare. As an action against Shayonna
Medium fey, chaotic evil
can target a single creature that is within 30 feet
Armor Class 14 (natural armor) and frightened of her. They must pass a DC 15
Hit Points 145 (17d10+68) Wisdom saving throw against this magical effect
Speed 30 ft., swim 40 ft. or be reduced to 0 HP. A creature affected by this
Str Dex Con I nt Wis Cha ability becomes doesn't make death saving throws
and gains the ability to breathe underwater. While
20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 13 (+1)
underwater the creature cannot regain HP. After
Senses darkvision 60 ft., fog sense, passive spending a day submersed in water the creature
Perception 11
Languages Aquan, Common, Sylvan
must succeed at a DC 10 Constitution save or be
transformed into a merrow and regain their HP. If
transformed into a merrow they regard Shayonna
11
Challenge 5 2,900 XP as their beloved mistress. She gains advantage
Horrific Appearance. The sight of a sea hag is so on Charisma (Deception) checks when interacting
revolting that anyone within 30 feet (other than with the merrow she transforms, and they in turn
another hag) and can see what the hag truly looks become immune to her horrific appearance. This
like must succeed on a DC 15 Wisdom saving throw transformation cannot be dispelled but can be
or be frightened for 1 minute. A creature may reversed with remove curse. This effect becomes
make a new saving throw at the end of each turn, permanent after seven days have passed.

317
Illusory Appearance. Shayonna can make herself Challenge 1/2 100 XP
appear as a medium female humanoid. Creatures Actions
that touch Shayonna or make a successful DC 16
Tongue. Melee Weapon Attack: +5 to hit, reach 10
Intelligence (Investigation) check can successfully
ft., one target. Hit: 1d6+3 (6) bludgeoning damage
see through the disguise.
and the creature is pulled closer by 5 feet.
RAVENOUS URCHIN (3) Spikes. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 1d4 (2) piercing damage and the
Medium beast, unaligned
target is poisoned. The creature may make a DC 13
Armor Class 13 Constitution saving throw each round at the end of
Hit Points 52 (8d8+16) its turn to end the poisoned effect.
Speed 0 ft., swim 30 ft.
Str Dex Con I nt Wis Cha Treasure: The piles of silvery pearls are worth
16 (-5) 3 (-4) 14 (+2) 4 (-3) 11 (+0) 2 (-4) 3,200 gp in total.

Senses passive Perception 10


Conclusion
Once the PCs have dealt with the Tamarind
and Shayonna the Gaunt in one way or
another, and likely gained a rich prize
of pearls, they are free to continue on
with their adventures. If Shayonna the
Gaunt survives, PCs may encounter
her again, perhaps as the captain of a
ship of her own crewed by a horde of
monstrous merrows.

318
We Lost One Mate
To the tune of “Leave Her, Johnny”
Oh, we lost one mate, in a fight with a stranger

Leave him, Johnny, leave him

Seems the fish that he ate had bonded with a ranger.

And it’s time for us to leave him.

Leave him, Johnny, leave him


Oh, leave her, Johnny, leave him
For the voyage is done and the winds do blow
And it’s time for us to leave him
Oh, my good old friend had an extra flagon...
Wandered up on deck, got burnt up by a dragon...

Oh, the cabin boy was a right fine snitch...


He’s a zombie now, transformed by a lich...

Oh, a slave from the isles had the head of a snake...


Hissed up at a cloud, it turned out to be a drake...

Oh, the first mate loved a good meal with bacon...


But he ate too much, smelled great to a kraken...

Oh, I once had a mate, he was rude and defiant...


Insulted a man whose best friend was a giant...

Oh, we once had a mate who thought that women were a jinx...
He said so to their face but one turned out to be a sphinx...

Oh my good friend Bill couldn’t wait to be aboard...


But he got on the wrong ship and sailed to an orcish horde...

Oh, the good ship’s cook thought he’d die of old age...
Made a terrible stew for a powerful mage...
Tarin’s
Crown:
A 6t h - l e v e l
ad v e n t u r e

11

320
Adventure Soon a dock was built and a solid path led to the

Background bare peak above the jungle. Here Tarin built what
he intended to be the first tower of a significant
fortress, overlooking a sheer hundred foot cliff
The island now called Tarin’s Crown was originally
to the south, using stone quarried from the
known as Crown Island. Named for its three low
eastern peak of the island. As the tower was being
peaks resembling a three pointed tiara from a
constructed, Tarin looked out over the lagoon
distance, local pirates often simply refer to it as
with his ship docked there and was struck by an
“the Crown”. With its lush jungle and beautiful
inspiration. Using more rock from the quarry, he
lagoon harbor on the northern side of the island,
had slaves build rough seawalls across the entrance
it seemed to be an inviting and picturesque spot
of the lagoon. This created a single winding
for a pirate lord’s lair. The island attracted many
passage that any ship entering the harbor would
a pirate crew looking to carve out a base of
have to follow. Ships of significant size (including
operations. Yet each attempt met with failure as
the Silver Narwhal) would have to slow and make
the aggressive carnivorous plant life and sentient
hard turns to successfully navigate it. He then had
vegetation native to the island destroyed anyone
two mangonels laboriously transported up next to
foolish enough to try. Survivors of unsuccessful
the tower and carefully calibrated so they fired into
attempts spread word of these dangers, and aside
this narrow passage. Now Tarin could easily disable
from the occasional crew desperate for fresh water,
any ship attempting to enter the lagoon.
the island remained unoccupied; most considered
His ‘impenetrable’ base complete to the first
the Crown a good navigational landmark and little
tower, Tarin returned to raiding and pillaging.
else, until recent times.
Red Skewer Tarin added much to his reputation by
For Captain Jared “Red Skewer” Tarin of the
taming the island, and people began referring to it
Silver Narwhal, however, this deadly isle was merely
as Tarin’s Crown. Whenever the jungle became too
another challenge to overcome. The vicious pirate
aggressive, Tarin would sacrifice sheep, or some
had decided that he needed an island fortress which
of the slaves he now kept as domestic servants; he
would be all but impenetrable, and an island as
knew he could always get more on the next raid.
dangerous as Crown Island was exactly what he was
Tarin’s renown grew, and so did the envious greed
looking for. Three years ago, Tarin landed on the
of his fellow pirates. A number of them then did
Crown and began clearing a path from the lagoon
exactly what Tarin expected and tried to loot his
to the highest peak using a large number of slaves
base, and one by one, they fell into his trap. These
as a workforce. The sentient plant creatures that
pirates tried to cut through the jungle and were
flourish on the isle usually fed on wild boars and
destroyed by the plant creatures, or sought to scale
seals, but didn’t overlook such a bountiful offering.
the sheer cliff only to be picked off by crossbow bolts
Casualties among the labor force were high, but by
sacrificing a large number of slaves and livestock
from laughing pirates, or even actually attempted
to sail into the lagoon. This last was the best of
11
to satisfy the vegetation’s appetite, Tarin kept
all for Tarin and his crew. Once the ship was in
his own crew from being eaten. Whenever Tarin
range, his mangonels would rain hell upon the ship,
experienced significant losses due to predation, the
disabling it in the tight waterway. The Narwhal’s
Silver Narwhal would leave port and return with
crew then moved along the rough seawalls and took
more animals and slaves.

321
the ship, along with whatever gold and plunder it the pirates may have filtered out to the nearby
had aboard. lands and so the PCs are now on a quest to retrieve

Recent Events this long lost heirloom.


The PCs may have been hired by the relative
Not long ago, Tarin stole a valuable treasure called of someone who was press-ganged into working
the Pirate’s Queen’s pearl from a pirate lord during on the Silver Narwhal. The PCs could be hired to
a treacherous raid. This magical statue of pearl is sneak onto the Silver Narwhal and rescue the poor
a blessed object, sacred to the Goddess of Piracy. soul but now an embargo is in place, the PCs find
Many pirate crews, including the pirate lord Tarin themselves needing to navigate the treacherous
stole it from, dearly want this prize. waters of pirate society and a tense military stand-
An alliance of several pirate captains has decided off.
to retrieve the Pirates Queen’s pearl. Rather than The PCs could be pirates themselves, or at
assault the island directly, their strategy has least adventurers of questionable ethics, and
been to anchor just in sight of Tarin’s Crown and have decided to steal the Pirate Queen’s pearl for
embargo the island, waiting for the Silver Narwhal themselves. It may be an important component
to run or be forced to leave to obtain supplies. in creating a powerful magic item that will help
Although the crew of the Narwhal are experienced, thwart a great danger or the PCs could simply want
they are heavily outnumbered by these latest foes. it because it’s valuable.
This blockade has now been going on for months The PCs could be hired by the pirate lord that
and the Narwhal’s crew are getting desperate. Tarin stole the pearl from to get it back. The PCs
Tarin has become paranoid and now refuses to could choose to cooperate with the pirate crews
leave his tower for any reason. Food storage is low, currently embargoing the island, or they could
the supply of slaves is gone, and a few of the crew decide to brazenly raid Tarin’s Crown and claim the
have already been taken by the jungle. Alsindra sacred pearl for themselves.
Devrol, Tarin’s first mate, has tried to persuade the Regardless of the reasons the PCs are going on
captain to give up some of his treasure to pay off this adventure, if they choose to act independently,
the besiegers or to buy allies to help. Gren Trevak, the pirate crews besieging the island choose not to
the ship’s navigator, secretly desires the captaincy interfere as the PCs’ ship approaches the Crown.
and has spread malicious lies throughout the They would rather wait and see if the PCs’ ship can
crew, manipulating Tarin against Alsindra. In his break the stalemate before confronting the PCs’
paranoia, Tarin now sees Devrol as a conspirator ship as it tries to leave and then demand the PCs
with his enemies and has banned her from his hand over the Pirate Queen’s pearl.
tower. She now remains on the ship with those of
the crew that believe as she does. Crown Island
11 Introduction Crown Island is a dangerous place to assault or
explore. The threats of the island form an obstacle
There are a number of ways the PCs could become that should prevent the PCs from resting or becoming
involved in the events surrounding Crown Island. complacent. If the PCs attempt to rest while on the
The Pirate Queen’s pearl could be known by another island then assassin vines, vegepygmies, or pirates
name and could be the sacred relic of a nearby are almost certain to attack them. Barring magic,
kingdom or religion. Word of the battle between there are only a few alternatives to reach the island’s

322
11

323
interior. The PCs can land on the island’ shore and the PCs to form an alliance or partnership with her
hack their way through the unforgiving jungle, or and those on the Silver Narwhal. Alsindra relates
attempt to get through the guarded channel into the information in the Recent Events section above
the lagoon. and asks for their aid. She hopes that by offering a

Mangonel Defenses substantial reward she can convince the PCs to do


one or more of the following: bring much needed
There are two mangonels positioned next to the provisions to the island, aid the Narwhal in making
tower on the summit, both aimed to fire northward a run from the island, help the Narwhal fight the
toward the lagoon. The Silver Narwhal’s mangonel besieging pirates, and finally, discover the current
crews have trained hard and have had much practice location of the enemy pirate lord that Tarin stole
hurling rocks into the channel between the sea the pearl from and deal with him. Depending on
walls. Aided by this practice and a detailed series of how much the PCs agree to help, Alsindra offers
ranging markings on both mangonel, the mangonel up to 4,000 gp worth of silver and gems. Alsindra
crews can fire with great accuracy at any point in the is even willing to offer the PCs the Pirate Queen’s
channel. Both crews gain advantage when aiming pearl if the PCs agree to defeat the pirate lord.
at targets anywhere in the channel. All mangonel Alsindra fully intends to honor the deal but
crews make attacks with the mangonels at +5 to hit her current standing with Tarin makes payment
and deal 5d10 (27) bludgeoning damage on a hit. somewhat of a problem. Indeed, the PCs may
The mangonels can reach as far as the entrance to return to Tarin’s Crow to find Gren in charge of the
the lagoon, but everything off the island is at the Narwhal and Alsindra’s crushed corpse on display
mangonel’s second range increment, which incurs beside the trail up to the tower.
disadvantage on the attack rolls (cancelling out the Alsindra isn’t willing to directly betray her
crew’s advantage). crewmates in the tower, but she could be persuaded
Each mangonel fires in turn, but all must be to let the PCs ascend the trail to the tower, if they
aimed and loaded for each shot.. Once a ship is can sway her with a scenario that removes Gren
disabled, the mangonel crews change ammunition (and possibly even Tarin) from the picture without
to a form of shrapnel ammunition that deals 4d6 too much bloodshed and she remains in control of
bludgeoning and piercing damage in a 20-foot radius the Narwhal.
burst centered on its target (DC 15 Dexterity save
for half). The mangonels can also fire at targets on
A. The Seawall Trap
the beach of the lagoon or at the Silver Narwhal, but (Hard—7,200 XP)
only target the Narwhal if the ship is under attack
Any ship trying to navigate the passage through the
and the crew onboard signals them to do so.
seawall is in for a tough battle. The mangonels on
Parley
11 The PCs may choose to not go ashore immediately.
the summit fire down on the invaders, while the
PCs’ ship needs to slow and make several sharp
turns to navigate through the channel. This can be
If they drop anchor off the island and study the
handled through a series of ability checks. PCs who
situation for at least half an hour, or attempt to
have backgrounds that would give them proficiency
communicate with the pirates on the island, Alsindra
in such checks can add their proficiency bonus to
and five of her crew row out under a flag of truce to
the rolls. Alternatively this can simply be narrated
parley. She is willing to negotiate and seeks to have
by the GM.

324
Creatures: Alsindra and the crew assigned to
the Narwhal attempt to board the PCs’ ship after
the mangonels disable it, or as it nears the end of
the channel. They use the rocky outcroppings of
the sea walls as cover as they approach the ship.
Alsindra and her band have trained to deal with
the shrapnel ammunition from the mangonels
and can use a reaction to gain advantage on the
Dexterity saving throw from the mangonels. This
enables them to board a vessel and fight in areas
targeted by the mangonels with little concern.
The boarding party concentrates on officers,
counting on the shrapnel shots to handle the
regular crew. Each round after boarding, Alsindra
demands surrender. If this happens, she signals
the mangonels with a bright orange flag swung in
a particular pattern to stop the bombardment.
One of the crew, Erling Pennington, was recently
held prisoner by Shayonna the Gaunt. If the PCs
experienced the events of Islands of Plunder: Spices
and Flesh and rescued Erling, he may be willing
to speak up in favor of them depending on how

Alsindra Devrol
the PCs dealt with him. If they left him to rot in
Shayonna the Gaunt’s grotto, on the other hand,
then Erling will not be present and will have since
been replaced on the Silver Narwhal.

ALSINDRA DEVROL
hp 143 (see page 333)
B. The Silver Narwhal
Challenge 5 1,800 xp The Silver Narwhal, a two-masted sailing ship with
her infamous silver-inlaid horn figurehead, sits
SILVER NARWHAL CREW (4)
docked here as she has been now for some three
hp 99 each (see page 335)
months. There is no cargo or treasure on the
Challenge 2 450 xp each
Narwhal herself; the pirates have taken that to the
Development: If the PCs surrender, Alsindra
offers them a simple deal, they go and defeat the
pirate lord (as described in the Parley section
tower or distributed it to the crew. The ship itself is
worth 10,000 gp. 11
Creatures: Alsindra and her band reside on board
above) while she keeps the PCs’ ship and crew as
the Narwhal, maintaining the ship and keeping it
hostages. If the PCs succeed, Alsindra promises to
seaworthy. If the PCs manage to circumvent the
return both their ship and crew to them. She lets
seawall passage and approach the ship or the trail to
the PCs take a longboat (if the PCs’ ship has one),
the tower then this group of pirates shoots volleys
or use a small cutter stored on the Silver Narwhal
of crossbow bolts at them, while using the ship’s
(if they don’t).

325
ALSINDRA DEVROL
hp 143 (see page 333)
Challenge 5 1,800 xp

SILVER NARWHAL CREW (4)


hp 99 each (see page 335)
Challenge 2 450 xp each

C. The Voracious Jungle


If the PCs attempt to approach the pirates’ lair
through the jungle or leave the trail leading
up to the summit, they find the thick tropical
forest stiflingly humid with a dense canopy of
leaves overhead that filters out light from above.
The tangled undergrowth slows travel speed to
one quarter and thick foliage overhead reduces
lighting conditions to normal illumination
during the day and complete darkness at night.
Creatures: Two species of vegetal predators
flourish on this island, a large but scattered tribe
of vegepygmies and numerous patches of assassin
vines. These two species coexist on the island,
both consuming wild boars and seals, with the
vegepygmies maintaining a respectful distance
from the assassin vines.
gunwales for cover. If the PCs try to fight their way
The vegepygmy tribes have many well-
onboard, the crew attempts to bottleneck them
camouflaged solitary scouts hunting in the jungle
at the single gangplank and signal the mangonels
for food, so unless the PCs are extremely stealthy,
on the summit to fire shrapnel ammunition at the
the vegepygmies are very likely to quickly become
attackers. Alsindra uses her Swinging Reposition
aware of the PCs moving through their territory.
ability to great advantage on the ship’s familiar
The PCs hear the strange unsettling sounds of
terrain.
the vegepygmies communicating using clicking,
One of the crew, Erling Pennington, was recently
tapping, and drumming all around them as
held prisoner by Shayonna the Gaunt. If the PCs
they move through the jungle. A tribal gang of

11 ran through Islands of Plunder: Spices and Flesh and


rescued Erling he may be willing to speak up in
vegepygmies led by a warrior chieftain with 5
vegemygy warriors ambushes the PCs as they pass
favor of them depending on how the PCs dealt with
through a dank thicket full of leafy plants and
him. Otherwise if they left him to rot in Shayonna
winding creepers. These ambushers lie in wait right
the Gaunt’s grotto then Erling will not be present
next to a large patch of russet mold.
and will have since been replaced on the Silver
Narwhal.

326
VEGEPYGMY CHIEFTAIN suffers 1d10 (5) poison damage on their turn, but
Small plant, unaligned they can also repeat the Constitution saving throw
Armor Class 13 (natural armor) and end the effect with a successful save. Plants are
Hit Points 110 (17d6+51) immune to russet mold spores. Exposure to direct
Speed 30 ft.
sunlight halts the spores' growth and temporarily
Str Dex Con I nt Wis Cha stops the poison damage. A patch of russet mold is
17 (+3) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 12 (+1)
immune to all damage except for acid and alcohol
Damage Immunities electrcity. which instantly kills a single patch of russet mold
Senses darkvision 60 ft., passive Perception 12 on contact. Direct sunlight doesn't kill the mold,
Languages Undercommon, Vegepygmy (non-verbal). but does render it dormant and harmless as long as
Challenge 4 1,100 XP the sunlight persists. If someone dies from russet
Actions mold their body begins transforming. After 1 week
Multiattack. The vegepygmy can make two claw the corpse turns into a vegepygmy.
attacks as an action.
Claw. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 1d4+3 (5) slashing damage
D. The Jungle Path
and 2d10 (11) poison damage and on a failed This winding trail is barely four feet wide at most,
Constitution Save (DC 14) becomes infested with
cutting through the jungle and climbing steadily
russet mold.
upward, switching back and forth to reach the
VEGEPYGMY summit of the middle peak of Tarin’s Crown. Along
Small plant, unaligned the path, humanoid skeletons can be seen here
Armor Class 11 (natural armor) and there, often with many of their bones broken
Hit Points 66 (11d6+16) and crushed. These are the remains of slaves, left
Speed 30 ft.
behind by the carnivorous jungle vegetation.
Str Dex Con I nt Wis Cha Creatures: Midway along the track, the PCs
12 (+1) 11 (+0) 14 (+2) 11 (+0) 12 (+1) 12 (+1)
encounter a patch of four assassin vines looking for
Senses blindsight 30 ft., darkvision 60 ft., passive a meal. The vines use the heavy foliage undergrowth
Perception 11 to hide, and attack as soon as the party comes close
Languages Undercommon, Vegepygmy (non-verbal). enough.
Challenge 2 100 XP
Actions ASSASSIN VINE
Multiattack. The vegepygmy can make two claw Large plant, unaligned
attacks as an action. Armor Class 13 (natural armor)
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., Hit Points 52 (7d10+14)
one target. Hit: 1d4+1 (3) slashing damage. Speed 30 ft.
Russet Mold (contact): This patch of orange- Str Dex Con I nt Wis Cha
brown fungus is 9 foot in diameter. When a
creature approaches to within 5 feet, the patch of
17 (+3) 10 (+0) 14 (+2) 2 (-4) 13 (+1) 9 (-1)
11
Resistances cold and fire.
russet mold releases a cloud of spores in 10-foot
Senses darkvision 60 ft., passive Perception 11
radius burst. Everyone in the area must make a
Languages None.
DC 15 Constitution save or the spores quickly take Challenge 2 450 XP
root in their victims, inflicting 2d10 (11) damage Camouflage. Assassin vines have advantage when
and becomes poisoned. While poisoned, the victim hiding amongst foliage.

327
the surrounding ocean for ships and keeping an
eye on the trail leading back down to the dock. At
night, the pirates stay inside the tower and bar the
entry door shut.

E1. Cliff
The cliff face has few footholds and the surface is
fairly smooth, requiring DC 20 Strength (Athletics)
checks to scale. There are three magic mouth spells
set to shout a warning to alert the pirates in the
tower if a Tiny or larger humanoid climbs within 40
feet of the top of the cliff. Each magic mouth spell
is positioned 30 feet below the cliff top and they
are 80 feet apart horizontally. They can each detect
creatures up to 45 feet away, so together the three
spells cover an area 250 feet across the cliff face.

E2. Mangonels
The Narwhal’s crew keeps these mangonels covered
with oiled canvas during inclement weather. Each
has 25 stone projectiles and 10 pieces of shrapnel
ammunition stacked nearby.

Actions E3. Common Room


Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 2d10+3 (14) bludgeoning damage. A large wooden bench is the central feature
If the target is Medium or smaller, it is grappled of this well-used living area. Plates and
(escape DC 13) and restrained until the grapple utensils are stacked on a small stand in
ends. one corner and sailor’s clothes hang from
lines tied to the ceiling. Wooden stools and
E. Tarin’s Tower tankards are scattered about the place.

This small two story square tower sits atop the


The set of stairs in the southeast corner leads down
summit of the central peak. To the south, the tower
to a cellar that stores food and other supplies as
overlooks a sheer 100 foot cliff that drops down
well as a series of empty cages that, in the past,
into the jungle below. From the exterior, it is readily

11 apparent that the tower was originally designed to


be part of a much larger fortress. A small empty
held slaves.
Creatures: The portion of the crew not assigned
to the Narwhal spend most of their time here. If
enclosure nearby once held sheep and goats, but
alerted by the magic mouth spells or by the two
these had be slaughtered by the pirates for food.
sentries outside, Gren (area E5) and these pirates
During the day, two pirate crewmembers stand
assemble then move to deal with the intrusion. If
watch outside the tower (these sentries are in
the tower comes under direct attack, two pirates
included in the number of crew in E3), scanning
flank the entry door to ambush invaders while

328
11

329
the remaining pirates push over the bench to E7. Upper Hallway
provide cover and get ready to fire their crossbows
In addition to arrow slits in the walls, this long
at anything coming through the door. If the PCs
wide hall has a series of narrow holes in the floor
manage to make it up to the tower undetected, the
allowing defenders in the hallway to shoot down
pirates are gambling and drinking the common
at creatures in squares adjacent to the holes in
room, or resting in the bunk rooms.
the common room below (area E3). A ladder leads
GREN TREVAK up to battlements atop the tower. Normally two
hp 126 (see page 334) crewmembers (see area E8) stand outside the
Challenge 5 1,800 xp door to Tarin’s quarters as personal guards. They
warn Tarin of invaders, fire down at enemies in
SILVER NARWHAL CREW (3)
the common room, and then withdraw into their
hp 99 each (see page 335)
captain’s quarters to make a stand there.
Challenge 2 450 xp each
E8. Captain’s Chamber
E4. Bunk Room
These rooms are crowded with double bunks This large chamber holds an opulent four-
and the crew’s belongings. The untrusting pirate poster bed and several other once-fine
furnishings that look to have been looted
crewmembers carry anything of value on their
from captured merchant ships, but the place
person so there is little of real value here. is a filthy squalid mess.
E5. Armory
Creatures: This is Captain Tarin’s personal
This small area extends under the stairs to the east quarters, where he spends much of his time
and holds 800 spare crossbow bolts and around 250 obsessively brooding and smoking dried narcotic
gp worth of pirate weapons such as boarding axes jungle leaves in a wooden pipe. If Tarin becomes
(1d6 slashing damage), boarding pikes (1d8 piercing aware of an assault on the tower, he orders Gren
damage), and cutlasses (1d6 slashing damage with and his crew to repel the attack. If alerted to
the finesse and light properties). intruders inside the tower, Tarin calls his personal
guards into his room and positions them on either
E6. Officers’ Quarters
side of the door while he lurks behind the cabinet.
This bedroom has two beds, each with a sea chest at
CAPTAIN JARED TARIN
its foot. If the alarm hasn’t been raised, Gren (area
hp 172 (see page 333)
E3) is here, studying his spellbook. The southern
Challenge 6 2,300 xp
chest holds several bottles of cheap cologne
and a selection of gaudy clothing, mismatched SILVER NARWHAL CREW (2)

11 combinations of pieces from couriers’ and nobles


outfits. These belong to Gren and are worth 350 gp
hp 99 each (see page 335)
Challenge 2 450 xp each
in total. The other chest belongs to Alsindra and is
Treasure: The cabinet contains Tarin’s clothes
empty.
and personal possessions. A large locked sea chest
(Thieves Tools DC 25) contains the undistributed
portion of the Silver Narwhal’s plunder. All told, the
gold coins, silver, gems, jewelry, and art objects in

330
the room add up to 12,000 gp worth of loot. There then ensuring they aren’t double crossed during
are also 3 potions of greater healing and 8 potions of the deal should be a significant challenge for the
healing in the sea chest. PCs. If the PCs decide to keep the pearl, then

Conclusion the continued attempts of other pirates and even


other adventurers to relieve them of it will become
adventures in themselves.
Once the PCs defeat Tarin and obtain the Pirate
The PCs might consider taking over Crown Island
Queen’s pearl, they should decide what to do with
and using it as a base of their own. The isle may
this holy treasure. They may do the right thing and
serve them in the short term but its dangerous
give it to their employer if they were hired to do
nature, small size, and considerable distance from
so, or they might sell it to the many other pirates
other settlements means that the PCs are likely to
who covet the pearl. However, finding a buyer
tire of it as their adventures take them further and
willing and able to pay a good price for it, and
further away.

11

331
The Crew of the
Silver Narwhal
Captain Jared ‘Red
Skewer’ Tarin
At 34 years of age, Tarin is tall, lean, and athletic.
Gray hairs pepper his black hair and beard and
his skin is coarse and tanned. He dresses in
finery, but without care and in a haphazardly
manner.
In his youth, Jared Tarin was apprenticed
to a locksmith in a port town, but he gave in
to temptation and began using his abilities to
steal from his master’s clientele. Arrested and
scheduled to hang for his crimes, Tarin escaped
and fled town by signing on to a sailing vessel
departing the port. Gifted at persuading people
with his bluster and bravado, he managed to
induce the crew to mutiny and turn pirate
within a month of their departure. Tarin gained
the nickname “Red Skewer” from his practice of
impaling his victims on the narwhal horn of his
ship’s figurehead.
Tarin’s bluster and swagger were impressively
showy, and backed up by his experienced crew,
Tarin’s fame grew, as did his arrogance. His
flag—a black field with a red cutlass piercing
three white skulls—became a dreaded sight on
the high seas. His success at sea soon convinced
him that he was the greatest of pirate captains.
When he ‘tamed’ Crown Island as his base
and stole the Pirate Queen’s pearl by raiding a

11 rival pirate lord’s ship, many of his crew were


convinced that he had the Goddess of Piracy’s
blessing.
Red Skewer Tarin’s recent reversals of
fortune have left him somewhat shocked. He
had everything planned out so carefully; this
shouldn’t be happening. Now he refuses to leave

332
his rooms in his tower, where he plots outlandish First Mate Alsindra Devrol
schemes to escape and mulls over his paranoid
Alsindra is a plain-looking woman in her late
suspicions. His first mate, Alsindra Devrol has tried
twenties, with light brown skin, dark hair, and
to confront Tarin about the situation, but he has
brown eyes, who serves as first mate of the Silver
begun to believe the lies that the ship’s navigator,
Narwhal. While Alsindra is among the least cruel of
Gren Trevak has been spreading and recently
Tarin’s crew, she is nonetheless amorally indifferent
banned Alsindra from the tower completely. Thanks
to the plight of those who aren’t her friends. She has
to Gren’s manipulations, Tarin now believes his
enjoyed the good times with the Narwhal as much
plans backfired due to internal betrayal. Should
as anyone and is sad to see them end. She wants
he obtain ‘proof’ of this, he would gladly sacrifice
to have Tarin spend some plunder to gain allies
Alsindra as well as any other conspirators to the
against these blockading pirates or simply give up
jungle without mercy.
the Pirate Queen’s pearl to them so that things can
CAPTAIN JARED TARIN return to the old ways, but Tarin’s paranoia has
Medium humanoid, chaotic evil resulted her being banished to the ship and she has
Armor Class 15 (chain shirt) no influence over him. She knows that Gren Trevak
Hit Points 172 (23d8+69) has been spreading rumors and lies, but is almost
Speed 30 ft.
powerless to do anything about it. She is looking to
Str Dex Con I nt Wis Cha negotiate a way out of the current troubles and stop
12 (+1) 20 (+5) 16 (+3) 14 (+2) 8 (-1) 10 (+0)
Trevak before he goes too far.
Senses passive Perception 9
ALSINDRA DEVROL
Languages Common
Medium humanoid, chaotic neutral
Challenge 6 2,300 XP
Armor Class 14 (hide)
Evasion. On a successful Dexterity saving throw
Hit Points 143 (23d8+46)
Tarin takes no damage or half damage on a failed
Dexterity saving throw. Speed 30 ft.
Sneak Attack. Once per turn when either Tarin has Str Dex Con I nt Wis Cha
advantage on an attack or when an ally is adjacent 20 (+5) 14 (+2) 14 (+2) 13 (+1) 10 (+0) 8 (-1)
to the enemy that Tarin is attacking, Tarin can deal
an additional +3d6 (10) damage on a hit. Senses passive Perception 13
Two-Weapon Fighting. When Tarin attacks with his Languages Common
rapier he can also make an attack with his dagger Challenge 5 1,800 XP
as a bonus action. Action Surge. Once per short rest Devrol can make a
Actions second action on her turn.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., Dueling. Devrol gains a +2 bonus to damage with her
one target. Hit: 1d8+5 (9) piercing damage. cutlass when she isn’t wielding a weapon in her
Dagger. Melee or Ranged Weapon Attack: +8 to off-hand.
hit, reach 5 ft. or range 20/60 ft., one target. Hit:
1d4+5 (7) piercing damage.
Evasion. On a successful Dexterity saving throw
Devrol takes no damage or half damage on a failed 11
Hand Crossbow. Ranged Weapon Attack: +8 to hit, Dexterity saving throw.
range 30/120 ft., one target. Hit: 1d6+5 (8) piercing Actions
damage. Multiattack. As an action Devrol can make two
cutlass attacks.
Cutlass. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 1d6+7 (10) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +8 to hit,
range 30/120 ft., one target. Hit: 1d6+5 (8) piercing

333
on the ship with Alsindra. Morale is slipping as
the situation grows worse and more pirates join
the debate and argue over what should be done.
When Gren feels that the numbers are in his favor,
he intends to lead the mutiny and take command.
He plans to sacrifice Alsindra, Tarin, and any
pirates still loyal to Tarin to the jungle. This should
temporarily appease its appetite, making it safe
to travel from tower to ship. Then he intends to
give up the Pirate Queen’s pearl—just like Alsindra
suggested—and rule over the Silver Narwhal and
Crown Island unchallenged.

GREN TREVAK
Medium humanoid, chaotic evil
Armor Class 15 (leather)
Hit Points 126 (23d8+23)
Speed 30 ft.
Str Dex Con I nt Wis Cha
10 (+0) 20 (+4) 12 (+1) 15 (+2) 8 (-1) 13 (+1)
damage.
Senses passive Perception 9
Ship’s Navigator Gren Trevak Languages Common
Challenge 5 1,800 XP
Gren Trevak is a lanky, white haired half-elf with Evasion. On a successful Dexterity saving throw
a hazel eyes and a sardonic grin. He purposefully Trevak takes no damage or half damage on a failed
dresses like a foppish aristocratic popinjay, fully Dexterity saving throw.
aware that this often causes people he meets to Sneak Attack. Once per turn when either Trevak has
advantage on an attack or when an ally is adjacent
underestimate him. to the enemy that Trevak is attacking, Trevak
Gren serves as the Silver Narwhal’s quartermaster, can deal an additional +3d6 (10) damage on a
but he secretly desires captaincy of the ship and is successful attack with a weapon.
carrying out a treacherous scheme to accomplish Two-Weapon Fighting. When Trevak attacks with his
rapier he can also make an attack with his dagger
this goal. As the situation recently deteriorated, as a bonus action.
Gren started telling Tarin that his first mate, Spellcasting. Trevak can cast spells using
Alsindra Devrol, was secretly in league with the Intelligence (save DC 15 for spells and +7 to hit
besieging pirates. Tarin refused to believe it at first with spells). He can cast the following spells:

11 but Gren told him that she was after Tarin’s rightful
property, the Pirate Queen’s pearl, and that sooner
At will: mage hand, shocking grasp, true strike.
3/Day: color spray, hideous laughter, shield.
Actions
or later she would ask him to give it up.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft.,
When that day finally came, Gren’s plan worked one target. Hit: 1d8+4 (8) piercing damage.
perfectly. The split between Alsindra and the Dagger. Melee or Ranged Weapon Attack: +7 to hit,
Captain places Gren right where he wants to be, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4
(2) piercing damage.
with most of the crew of questionable loyalty down
Hand Crossbow. Ranged Weapon Attack: +7 to hit,

334
range 30/120 ft., one target. Hit: 1d6+4 (7)
piercing damage.

Crewmembers
The crew of the Silver Narwhal have been well
equipped by their captain with high quality
weaponry and gear. This combined with the
security of Tarin’s Crown and the plunder they’ve
received in the past have kept the crew content…
up until recently. At present, the crew haven’t
had a chance gaining plunder (or spending
it) for months, the ravenous island
vegetation is getting out of hand, and
several crewmates have been lost to
the jungle. The grumbling has more
than begun; many are beginning to
think that Gren Trevak’s intimations
that they have a new captain are not such
a bad idea.

SILVER NARWHAL CREW


Medium humanoid, chaotic evil
Armor Class 14 (studded leather)
Hit Points 99 (18d8+18)
Speed 30 ft.
Str Dex Con I nt Wis Cha
17 (+3) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 8 (-1)

Senses passive Perception 13


Languages Common
Challenge 2 450 XP
Evasion. On a successful Dexterity saving
throw the crew member takes no damage
or half damage on a failed Dexterity saving
throw.
Actions 11
Multiattack. As an action crew members can make
two cutlass attacks.
Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 1d6+3 (6) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 1d6+2 (5) piercing
damage.

335
R a id on the
r o r’s H and
E mpe
8 t h- l e v e l
An
ad v e n t u r e

11

336
As your ship rounds the coast line of the sandbar. Fortunately, the ship wasn’t moving at any
latest islet, a remarkable scene comes into great speed so the structural damage was minimal.
view. Ahead, sits an enormous five-masted
Unfortunately in the confusion, neither Alban nor
merchant vessel run aground and caught on
a partially submerged sandbar. She flies an any of those on deck thought to immediately signal
Imperial flag and there are a large amount the navy warships that always accompany the
of figures milling about agitatedly on her Emperor’s Hand. These heavily armed escorts have
main deck. One of your ship’s lookouts only just come about and are hastening to assist the
gives a cry, alerting you to three other ships
ship and crew.
visible in the distance, also flying the same
colors. These appear to be naval escort ships
heading for the beached merchant ship, but
which are still some way off. The stiff breeze
Setup
is directly against these escorts, forcing The sandbar’s shallows extend for some distance
them to tack sharply to make progress. around the stranded ship. However, the Hand is
a deep-drafted ship and the water level nearby
The situation presents the PCs with a lucrative sufficient for the PCs’ vessel to approach to within
opportunity to attack and raid the Emperor’s Hand 50 feet, assuming their vessel is a typical sailing
while its escort ships are still out of range. Once ship or smaller craft. The PCs can attempt a DC
the PCs defeat the Hand’s leading officers, they 16 Wisdom (Perception or Nature) check to identify
have limited time to search and plunder the ship of this safe distance, or use an aquatic scout with a
its most expensive cargo before the PCs’ ship and swim speed of at least 30 ft. to reconnoiter. The PCs
crew come under heavy fire from the escorts. The can also take depth soundings as they approach,
timing of the raid is critical, as is the PCs’ ability to but the additional time needed to do this slows
quickly identify the most valuable loot and then get the attack. The Hand sits in about 8 feet of water,
it swiftly aboard their own vessel. allowing the PCs and their crew to use their ship’s

Background longboats to row up to the Hand. Of course, high


level PCs are likely to also have magical means to
board the Emperor’s Hand. The Hand tilts at a slight
The Emperor’s Hand recently completed a trading
angle, but not enough to hamper movement on her
run to the southern coast and is now returning home.
decks. The tide is rising and the high tide will allow
While the ship is not fully laden, she still carries an
the Hand to float off the sand bar.
impressive amount of cargo, although much of this
[[StartSidebar]]
is in bulky goods. Just before dawn this morning,
[[EndSidebar]]
the ship’s captain, Alban Thekros, took over from
the pilot at the helm. Alban had been drinking Ship Combat
heavily the night before and he continued to ease
his hangover with brandy from his hipflask while
at the wheel. In spite of his rank, Captain Thekros
When the Emperor’s Hand becomes aware of the
PCs’ ship, the Hand’s officers order gunners to their 11
stations on the battle deck. However, unless the PCs
only has a basic proficiency in steering a ship this
choose to expose their ship to broadsides from the
size; he normally leaves tasks like this to his friend
Hand’s impressive ballista arsenal by sailing to the
and first mate Marten Furey. In the dim predawn
Hand’s port side, they only face the two forward
light Alban misjudged how close a small island was
facing ballistae and the catapult mounted on the
and ran the Emperor’s Hand aground on a shallow
forecastle as the PCs’ ship closes in on its prey. As

337
Designer’s Note:
Lots of plunder!
The idea behind this encounter is to allow
pirate PCs to take on a target that would
normally be out of their league, but not
have them acquire so much treasure that
they would want to retire! The threat of the
Development: When Captain Thekros is defeated,
three escort ships should discourage the
PCs from trying to pick the Emperor’s Hand the Hand’s crew nearby loses heart and surrenders.
clean. If the PCs insist on trying to take on However, knowing that their compatriots are
the escorts, give the PCs fair warning and
coming to rescue them, other small pockets
have these ships start by seriously damaging
the PCs’ ship with catapult rocks and killing of resistance still fight on in the lower decks,
several of their crew with barrages of hampering the PCs’ efforts to quickly plunder
ballista bolts. Even if the PCs do somehow
the ship. The PCs may think to take some of the
win this overwhelming encounter, chances
are they are likely to lose both their ship and Hand’s officers captive for ransom, but both Alban
much of their crew in the process. and Marten have most of their personal wealth
tied up in the Hand and her cargo. Only after
much negotiation do the PCs receive a ransom of
500 gp each for Alban and Marten. Having Alban
the Hand is immobile, it makes an easy target: the
or Marten onboard the PCs’ ship and making their
ship has an effective Dexterity of 0 (–5 penalty to
presence known to the escorts does mean that
AC), and an additional –2 penalty to its AC.
while the escort furiously chase them, they hold
Boarding Stations! XP: 14,600 off on attacks with their siege weapons. Throwing
these hostages overboard while being pursued is a
Depending on the PCs’ tactics, the captain, first
sure way to delay the escorts as the imperial ships
mate, and a contingent of ship’s gunners make a
are compelled to slow and pick their officers up.
stand against the PCs’ boarding party on the main
deck. If the Hand comes under significant ranged
Ransacking
fire or damaging area effect spells, Captain Alban
Thekros orders all hands below decks, planning to
fight the enemy at close quarters between the decks
the Hand
Rather than force the PCs to explore and search
before they can get to the valuables in the ship’s
every nook and cranny of the Hand while counting
hold.
out every combat round and every 5 foot square,
ALBAN THEKROS have the PCs move through various areas of the
hp 135 (see page 347) vessel while you describe smashing open doors,
Challenge 9 5,000 xp
11 MARTEN FUREY
grabbing handfuls of loot, and fighting the
disorganized defenders.
Use the table below as a guide to determine how
hp 152 (see page 348)
many areas the PCs can search before the escort
Challenge 8 4,800 xp
ships get too close. It’s likely the PCs’ crew are also
GUNNERY VANGUARD plundering the Emperor’s Hand at the same time but
hp 130 (see page 348) their crew might miss some of the less obvious but
Challenge 8 4,800 xp still portable treasures aboard.

338
Condition
N umber
ofAreas
The Ransacking Check
PCs defeat the captain and first mate in 3 8 A ransacking check determines how much booty the
rounds or less
PCs are able to plunder in total and how valuable
PCs defeat the captain and first mate in 5 7
it is. Have the PCs search through the calculated
rounds or less
number of areas (referring to the Emperor’s Hand
PCs defeat the captain and first mate in 8 6
rounds or less section, page 342), where they can take a variety
PCs defeat the captain and first mate in 10 5 of actions and make skill checks to gain bonuses to
rounds or more the ransacking check. Then only when the PCs are
PC slow their attack to take depth –1 safe and their ship is clear of the escort ships have
soundings them roll the ransacking check to see how much
For every 8 Emperor’s Hand crewmembers +1 they got away with. This ransacking check also has
the PCs defeat or capture before starting
the following modifiers:
to ransack the ship (the gunnery vanguard
troop counts as 16 crewmembers for this A mount of crew* Modifier
purpose) The PCs have all or nearly all their crew +6
searching and plundering (leaving at
Allow for creative ideas and clever tactics the most only a couple of lookouts on their
players come up with. Anything that allows the PCs own ship)
to quickly rout the defenders or unusual ways to The PCs have around two-thirds of their +4
swiftly inspect an area could give the PCs the extra crew searching and plundering (leaving
a skeleton crew on their ship)
time needed to search an additional area or two.
The PCs can retry a failed skill check in an area The PCs have a boarding party of +0
around a third of their crew searching
but this counts as searching the area again. Only
and plundering
some areas of the Hand have a Ransack section and
The PCs are searching and plundering –8
a DC 20 Wisdom (Perception) check in an area with by themselves
no Ransack section reveals that there is no hidden
plunder to be had there. *Use your discretion as GM with this. For
Note: Even with their entire crew helping, the example, if the PCs initially attack with only a
PCs cannot steal everything on the Hand in the small boarding party, but then order the rest of
time they have. It’s already assumed that during their crew to lower longboats and row over (which
the PCs’ search of ship’s areas that they, or their takes some time and most likely requires several
crew, are taking the obvious valuables. The checks trips) you could treat this as the PCs having two-
the PCs can make in certain areas of the Hand thirds of their crew plundering.
represent the potential of finding hidden, yet easily
Extradimensional Storage
transportable plunder that might otherwise be
missed. Even if the PCs say, “we take everything”
in an area, the time wasted taking low quality
If the PCs have a magic item with extradimensional
space to store and transport plunder, see the chart
11
goods and furnishings simply counteracts any below for handling some options. This assumes
bonus they might gain by inadvertently taking an that the storage item is initially empty and the PCs
area’s Ransacking bonus items as part of a blanket fill the item with booty and transfer it to their ship
attempt to ‘grab everything’. multiple times during the plundering. For example:

339
Item Modifier* the two ships remain a consistent distance apart
bag of holding +2 throughout the process.
handy haversack +1 Flying or other magical forms of movement can
portable hole +5 help. A flying creature ferrying piles of plunder
* A generous GM might allow the PCs to total all their over to the PCs’ ship gives a bonus equal to half
extradimensional space items together before calculating the creature’s Strength modifier to the ransacking
the total bonus.
check. Additionally, add a +1 bonus if the creature
is a quadruped or otherwise suited to carrying
Magic
heavy loads, and advantage if the creature is Large
If the PCs make use of spells that shrink their or larger.
plunder or make it easier to transport, add a bonus Swimming creatures can also be of some use,
to the ransacking check equal to half the spell’s but the problem of getting the plunder down to a
level. When calculating this bonus, round up or swimming creature and then back up on deck at the
round down depending on precisely how useful the PCs’ ship means that unless the swimming creature
spell is. For example: can also quickly climb up and down from the upper
Spell Modifier deck level as well, their contribution is limited
floating disk +1 compared to that of a flying creature. Calculate a
enlarge/reduce +2 swimming creature bonus as a flying creature but
then halve the result.
Note: The floating disk spell is great for carrying
The PCs can use magic to fly or improve their
items of plunder while moving through the decks of
carrying capacity and as long as these effects last
the Hand, but the spell’s range limitation may make
5 minutes or more they are effective, adding the
transporting the treasure on the disk over to the
increased bonuses and effects into the calculations
PCs’ ship problematic.
above.
Moving the Loot Teleportation magic is another way to quickly
move from the Hand to the PCs’ ship. Add a bonus
After gathering plunder, the PCs and their crew
equal to half the spell’s level for effects that move
need to quickly transport it across the gap between
the caster and at least 2 other Medium-sized
the Hand and their own ship. Using boats is slow
creatures to the PCs’ ship (such as a dimension
and limits the amount of plunder that can be
door or a teleport). Give a smaller bonus (most
taken in each trip. However, as long as the PCs are
likely only +1) for teleportation effects that only
using at least three boats (a combination of their
move a single creature.
own and those from the Hand) then the process
Finally have one character, usually the captain of
is still relatively effective. For each boat less than
the PCs’ ship, make the Ransacking check. This is

11 three that is used, apply a –4 penalty to the PCs’


ransacking check.
an Intillegence check with up to three additional
characters able to use the Help action on this check,
Setting up a rope line between the two ships and
each success granting the character making the
winching plunder across is possible, a DC 14 Wisdom
check the normal +2 bonus. Use the following table
(Survival) check can achieve this quickly enough
to determine the value of the PCs’ plunder from the
to be useful. Add a +2 bonus to the ransacking
Emperor’s Hand:
check if the PCs implement this idea, providing

340
Total ransacking from their crew as a catapult stone from one of
check result Plunder acquired
the escorts splashes into the water close to their
16 or less 1,000 gp
ship. The PCs can choose to search one more area,
17-20 1,500 gp
but start rolling attack rolls for the catapults and
21-24 2,000 gp
ballistae onboard the escorts against the PCs’ ship
25-28 2,500 gp
and crew. Any further delay after this is suicidal as
29-32 3,000 gp
the PCs’ ship won’t have time to get underway with
33-36 3,500 gp
enough speed to outrun the imperial escorts.
37-40 4,000 gp
41-44
45-48
4,500 gp
6,000 gp
Conclusion
50 or more 7,000 gp * Whether you choose to play out the ship-to-ship
* This assumes that the PCs’ ship is filled to
capacity with plunder from the Emperor’s Hand.
combat between the PCs’ ship and the escorts using
ship combat rules or resolve the PCs’ escape with a 11
Story Award: If the PCs are able to gain a +15 series of opposed Wisdom (Survival) checks is up to
bonus to their Ransacking check from their actions you as GM. The PCs now certainly have something
while searching areas of the Hand award them to brag about when they sell their plunder in their
3,200 XP. next port of call, being the only pirates ever who
Development: Once the PCs run out of time have successfully raided the Emperor’s Hand!
searching the Emperor’s Hand, they hear shouts

341
The Emperor’s Ransacking check. A successful DC 13 Intelligence

Hand check enables the PCs to figure out how to use the
cranes to get piles of plunder up on deck quickly.
This grants a +3 bonus to the Ransacking check.
The construction of the massive ship named the
The PCs can also make use of the Hand’s boats to
Emperor’s Hand was a measured risk by the crown of
transport their loot to their own ship if they lack
the decadent failing Empire, the cost considerably
sufficient boats of their own.
eroding the already low royal coffers. However, the
2. Bow: This open area at the front of the ship
ship quickly paid for itself, as it became a status
allows access to the bowsprit and ship’s figurehead,
symbol for those within the Empire who wish to
a carving of the Emperor wearing his full regalia
quickly move large amounts of goods or transport
with one arm dramatically outstretched. To either
extremely bulky objects. With the potential for
side of the ladders down from the forecastle are
so much cargo, the Hand has come under attack
areas for storage of the ship’s two anchors and
by pirates several times, but currently none have
anchor chains.
survived the encounter.
3. Forecastle Deck: This raised deck has a
One of the largest ships afloat on the charted
platform-mounted light catapult in the center of the
ocean, the Emperor’s Hand has five masts allowing
deck that can be rotated and fired in any direction.
its square rigged sails to propel the Hand at great
(Although the Hand’s masts and rigging are in the
speed when running before the wind. From bow
way of sternward shots.) There are capstans to
to stern, these masts are called: the fore mast,
either side of the catapult which raise the Hand’s
the main mast, the mizzen mast, the bonaventure
two anchors.
mizzen, and the jigger mast. It counts as a sailing
4. Sterncastle Deck: The ship’s wheel is at the
ship.
fore of this deck in front of the jigger mast. Similar
Upper Deck to the forecastle, this deck has a platform-mounted
light catapult similar to the one on the forecastle
1. Main Deck: The long main deck of this mighty
deck.
ship easily has room for a 30-foot cutter secured
upside down to protect it from the elements, in Forecastle and
addition to six ship’s boats. There is a massive cargo
hatch between the main mast and mizzen mast, and
Sterncastle Interior
another smaller hatch between the mizzen mast These two sections have large cabins for guests and
and the bonaventure mizzen. Both have crane-like the higher ranking ship’s officers.
contrivances next to them to aid in getting heavy 5. Forward Cabin: This well-furnished room
cargo into and out of the ship’s hold. functions as a guest chamber for paying passengers

11 Ransack: The Hand’s fire-resistant, magically-


treated silk sails are valuable to any ship and easily
or as servants’ quarters when the forward stateroom
is occupied by a powerful aristocrat.
saleable once any imperial emblems are removed. 6. Forward Stateroom: This opulent chamber
A DC 15 Intelligence (Arcana) check or detect serves as guest quarters for any high-ranking noble
magic spell reveals their value. It requires a DC 20 who wishes to travel aboard the Hand. Paintings
Wisdom (Survival) check utilizing at least one third of seascapes and noble imperial explorers decorate
of the PCs’ crew to remove sufficient sail cloth the walls and a long mahogany table takes up the
from the Hand’s masts to gain a +4 bonus to the center of the room. A large teak cabinet sits in one

342
11

343
corner, and a lavish four-poster bed rests near a Hand’s current cabin boy (secretly the boatswain’s
glass-framed window. cousin) has set up a sleep pallet in the closet.
Ransack: Many of the smaller furnishings are 9. Captain’s Lounge: This sumptuous room is
valuable, but a DC 16 Intelligence (History) check where the captain has dinner parties with guests,
or a character proficient with painter’s supplies holds meetings with his senior officers, and performs
picks out one of the smaller, less extravagant much of the paperwork that comes with being an
paintings as being the work of an obscure imperial imperial ship’s captain. A polished hardwood table
master; it is worth more than all the larger works dominates the center of the room and a cupboard
combined. Taking this painting gives a +3 bonus to holds fine porcelain dishes and silverware. A long
the Ransacking check. closet stores a cluttered collection of trade ledgers,
7. First Mate’s Cabin: This cabin belongs to maps, paperwork, and a number of bottles of
Marten Furey, first mate of the Emperor’s Hand. imperial brandy.
The place is militarily tidy and the desk has a few Ransack: Among the clutter in the closet there
papers including a journal of Marten’s journeys are many nautical charts, but a DC 20 Wisdom
onboard the Hand. This journal provides details (Perception) check followed by a DC 16 Wisdom
from the adventure background as well as Marten’s (Survival) check recognizes part of a detailed but
and Alban’s personal backgrounds. At the GM’s unlabeled old and worn map as part of the coastline
discretion, the journal could also contain valuable of the southern continent. Marked on it are several
secrets such as details of Empirical shipping small islands and even a city unknown to modern
schedules that can be exploited by the PCs. sailors. Notes on the map claim it is a copy of a copy
8. Senior Officers’ Quarters: Each of these but even still, it can be sold for a substantial price
private quarters can be locked with a simple lock giving the PCs a +3 bonus on the Ransacking check.
(AC 14, 10 hp, immune to poison & psychic damage) 10. Captain’s Cabin: This large luxuriously
and has a bunk and a desk for storing personal appointed cabin has a large double bed in the corner
effects. A character using thieves' tools can try to and four large glass windows offer views astern of
pick a lock, which requires 2 turns and a successful the ship. A polished marble table sits in the middle
DC 18 Dexterity check. of the room and a small door to one side reveals a
Ransack: Searching all three officer’s quarters only sizable wardrobe of clothing.
counts as searching one area. In the quartermaster’s Ransack: While most of the wealth here is openly
cabin (8a) there is a hidden cache of pearls worth on display, a DC 15 Intelligence (History) check
a +3 bonus to the Ransacking check, which can be notices a small bronze plaque with the imperial
found with a DC 24 Wisdom (Perception) check. seal. Only the hand of the Emperor himself can give
8a. Quartermaster’s Cabin: This cabin has the this mark of distinction and even a stolen one is
small luxury of a large porthole to let fresh air in. worth a significant amount: add a +1 bonus to the

11 The quartermaster bunks here. Ransacking check.


8b. Masters’ Quarters: This cabin has two beds
and the master gunner and sailing master bunk
Battle Deck
here. This deck holds much of the ship’s armament.
8c. Boatswain’s Quarters: These quarters have a 11. Battle Deck: There are 26 ballistae here, 11
little extra room in the form of a large closet. The each side running the length of the ship for its
powerful broadsides and pairs of ballistae facing

344
both forward and aft as chasers. In between the 19. Grog Storage: This small space in the innards
masts are large trunks that hold reserves of ballista of the ship holds supplies of wine, rum, and other
bolts and other ship’s munitions. drink. The door is locked (AC 16 14 hp, immune to
11a. Whipstaff Steerage Assembly: Behind poison & psychic damage) but several of the ship’s
paneled partitions is a series of chains, fulcrums, officers have the key. A character using thieves'
and other apparatus designed to transfer the force tools can try to pick a lock, which requires 3 turns
from turn of the ship’s wheel to the Hand’s massive and a successful DC 20 Dexterity check.
tiller. Ransack: Anyone proficient with the brewer’s

Berth Deck supplies or a DC 15 Intelligence check reveals


bottles of potent and valuable liquor in one corner
This deck contains the crew’s quarters, ship’s worth +2 to the Ransacking check.
supplies, and quartermaster’s store. It continues 20. Armory: Rows of well-oiled weapons and
the series of hatches for getting heavy cargo to the trunks of armament for the crew fill this curved
reinforced hold below. room.
12. Gunners’ Quarters: Lines of hammocks hang Ransack: A DC 16 Wisdom (Perception) check
between support poles crowding this large crew or a character proficient with smith’s tools turns
quarters. The ship’s gunners rest and sleep here. up a stockpile of excellent weapons at the back
13. Main Crew Quarters: The two cargo hatches of a weapon’s locker. This adds +2 to the PCs’
take up the center of this area leaving only limited ransacking check.
room for hammocks around the edges. Piles of
sleeping pallets are stacked to either side of the
Orlop Deck
stairs at the aft of the room. This deck is half under the water line when the ship
14. Galley: A long bench between the two is unladen and beneath the water line when fully
doorways on the port side of this cooking area laden.
allows for fast service of food to the large crew. 21. Petty Officers’ Quarters: These quarters
15. Quartermaster’s Workroom: This workshop offer some privacy and slightly more room for the
contains benches and shelves holding wood and ship’s junior officers. The hammocks are more
metalworking tools used to repair the ship. comfortable and have more room between them.
16. Ships Stores: This room contains spare 22. Surgeon and Carpenter’s Quarters: This
seafaring equipment and raw materials to repair or cramped area holds bunks and sleeping pallets for
manufacture replacements for lost or broken ship’s the Hand’s surgeon, healers, and master carpenter.
gear. The two ship’s healers are non-combatant clerics
17: Larder: Fruit, fresh food, water, and other (stats as a Commoner but with a Wisdom of 15) but
perishables are stored here. can use their spells and channeling to heal some of
18: Food Stores: Barrels and sealed containers
hold salted meat and other preserved foodstuffs
the captain’s or crew’s wounds if they retreat here.
Spellcasting. The clerics are 3rd-level spellcasters.
11
here. Their spellcasting ability is Wisdom (spell save DC
Ransack: A DC 25 Intelligence (Investigation) 12, +4 to hit with spell attacks). The clerics have
check finds a stash of narcotics hidden in the the following spells prepared:
bottom of a small cask of dried peppers. This adds kkCantrips (at will): light, mending, resistance
a +4 bonus to the Ransacking check.

345
kk1st level (4 slots): cure wounds, healing word, Ransack: If the PCs spend more than 1–1/2 minutes
inflict wounds breaking into this area, then this counts toward the
kk2nd level (2 slots): hold person, silence number of areas they can search. Otherwise, they
23. Infirmary: Two cots and a table for treating search this area for free, but find nothing that helps
patients furnish this room as well as a large cabinet with the Ransacking check.
of medical supplies.
Ransack: A successful DC 20 Wisdom (Medicine)
Hold
check identifies valuable healing herbs and This hold is under the water line, even when the
medicines as well as sets of excellently made medical ship is completely unladen.
tools. This adds a +1 bonus to the Ransacking 26. Brig/Secure Compartments: These two
check. Also, a DC 25 Wisdom (Perception) check small compartments in the bowels of the ship have
or detecting magic in this area reveals a hidden reinforced doors set with heavy bars and solid locks
reserve of healing potions and alchemical antidotes leading into each of them. A small metal grille set
worth a +2 bonus to the Ransacking check. in each door allows observation from the outside.
24. Cargo Storage: Bulkheads partition this large Both doors are currently unlocked. Designed to
area giving the ship extra structural support and hold prisoners or punish sailors, the compartments
providing additional means of securing cargo to can also serve as secure storage areas. Both
prevent slippage in rough seas. The area currently compartments have piles of rough bedding and
holds hides and furs from the tropical south, a huge the starboard one holds an impressive amount of
shipment of fibrous jute, and a large quantity of broken furnishings, discarded empty boxes, and
grain. Buried in among these bulk goods are more other junk.
valuable commodities, including several crates of Ransack: A DC 20 Wisdom (Perception) check
ivory, reams of fine cloth, well-sealed containers of turns up a heavy chest buried under the junk in
salt, and cases of tobacco. the starboard compartment. This is the Hand’s pay
Ransack: PCs can make four DC 18 Wisdom chest concealed here by one of the senior officers
(Perception) checks to find the valuable while the PCs’ ship approached. It is worth a +6
commodities, with each successful check adding a bonus to the Ransacking check.
+1 bonus to the Ransacking check (maximum of a 27. Main Hold: This area is reserved for ballast
+4 bonus). A DC 20 Wisdom (Survival) check also and the heaviest cargo which helps keep the ship
finds a selection of high-quality furs in the midst of stable in even the worst storms. Even when not
some unexceptional hides giving a +3 bonus to the carrying cargo, the sheer size of the ship makes it
Ransacking check. very difficult to capsize. The forward storage area
25. Private Storeroom: The cargo doors to this holds spare ship’s supplies and basic materials used
area are locked (AC 15, 20 hp, immune to poison & to maintain the Hand. The cargo here consists of

11 psychic damage). A character using thieves' tools


can try to pick a lock, which requires 4 turns and
iron and copper ingots, lumber, stone bricks, and
barrels of tar and pitch.
a successful DC 25 Dexterity check. The only key Ransack: A DC 16 Intelligence (Nature) check can
is in the captain’s cabin. This storeroom is used to identify the rarer woods adding a +2 bonus to the
transport important merchandise directly for the Ransacking check and a character proficient with
crown or for highly confidential cargoes, but is alchemist’s supplies reveals high quality oils worth
currently empty. a +3 bonus to the Ransacking check.

346
Bilges
Since the King's Hand is still a new ship, the bilges
are not yet as unpleasant as other ships. Having
been properly built and sealed, there is very little
leakage and the size of the ship means there is
usually only a couple of inches of water. In the
center of the bilges is a large pump next to stairs
leading up to the cargo hold.

Crew of the
Emperor’s Hand
Captain
Born the illegitimate son of the head of a major
noble house, Alban Thekros was raised at a cloister
devoted to the goddess of valor. He found out his
heritage while still a small child and dreamed
while growing up of one day being acknowledged
as a dignified and powerful aristocrat. He has
ambitiously spent much of his youthful life seeking
a way to obtain his own noble title to receive what
he considers his birthright. Incredibly gifted at Tools navigator’s tools and water vehicles
swordplay and with a passing fancy for sailing, Skills Acrobatics +8, Deception +5, Perception +4
Damage Resistances poison
Alban leapt at the opportunity when it was
Senses passive Perception 14
announced that the Emperor sought a talented sea
Languages Common, Aquan
captain for a new government-sponsored merchant
Challenge 9 5,000 XP
vessel. He considers this position a significant step All in the Wrist. Alban doubles his damage dice
on the way to achieving his lifelong ambition as well and Dexterity bonus to damage with his rapier or
as the lands and riches that go with it. A flamboyant dagger (included in his attacks).
fellow, Alban dresses in loose silk shirts accented Evasion. If Alban is subjected to an effect that allows
him to make a Dexterity saving throw to take
with stylish jewelry while onboard ship. only half damage, he instead takes no damage if
he succeeds on the saving throw, and only half
ALBAN THEKROS, SHIP’S CAPTAIN
damage if he fails.
Medium humanoid (human), lawful neutral
Armor Class 17 (+1 studded leather jacket)
Riposte. When a creature makes a melee attack
against Alban, he can use his reaction to make
11
Hit Points 135 (18d8 +54) his AC against the attack equal to 1d20+8. If this
Speed 30 ft. causes the attack to miss, Alban can immediately
make a Scimitar of Speed attack against the
Str Dex Con I nt Wis Cha
creature.
10 (+0) 18 (+4) 16 (+3) 16 (+3) 10 (+0) 12 (+1)
Sneak Attack. Once per turn, Alban deals an extra 21
Saving Throws Dexterity +8, Wisdom +4 (6d6) damage when he hits a target with a weapon
attack and has advantage on the attack roll, or

347
when the target is within 5 feet of an ally of Alban Challenge 8 3,900 XP
that isn't incapacitated and Alban doesn't have Bodyguard. When a creature Marten can see attacks
disadvantage on the attack roll. a target other than him that is within 5 feet of him,
Walk the Plank. As a bonus action Alban can Shove a he can use his reaction to impose disadvantage on
creature. the attack roll. Marten must be wielding a shield.
Actions Loyal and Brave. Marten has advantage on saving
Multiattack. Alban makes three attacks with his throws against being charmed or frightened.
Scimitar of Speed, or twice with his dagger. Leg Sweep. Matren does an extra die of damage
Scimitar of Speed. Melee Weapon Attack: +10 to hit, on any weapon attack (included in the attacks).
reach 5 ft., one target. Hit: 19 (2d8 + 10) slashing Marten can also force one creature he attacks
damage. make a DC 15 Dexterity saving throw or be knocked
prone (whether or not the attack hits).
Dagger. Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 13 Mobile. Marten’s speed increases by 10 feet
(2d4 + 8) piercing damage. (included in his speed), and when he makes
a melee attack against a creature, he doesn’t
Gear. Potion of greater healing, masterful sextant
provoke attacks of opportunity from that creature
(worth 250 gp), gold plated spyglass (worth 1,000
for the rest of the turn.
gp), family signet ring (worth 150 gp), personal
jewelry worth 200 gp. Tough. Marten gains 2 extra hit points per hit die.
Actions

First Mate Multiattack. Marten makes three attacks, two with


his greatsword and one with his shield.
A waif who never knew his parents, Marten Furey Longsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 13 (2d8 + 4) slashing damage.
grew up in a cloister orphanage with Alban Thekros
Shield. Melee Weapon Attack: +7 to hit, reach 5 ft.,
as his childhood playmate. When Marten and Alban one target. Hit: 11 (2d6 + 4) bludgeoning damage.
reached adulthood, they each sought different
paths, Marten joining the Imperial Army and then GUNNERY “SWARM”
the Navy, learning the trades of guardian, marine, Gargantuan swarm of Medium humanoids (human),
lawful neutral
scout, and seafarer, but both young men remained
Armor Class 16 (breastplate)
very close friends. Now having rejoined forces to
Hit Points 130 (20d8 +40)
take command of the prestigious Emperor’s Hand,
Speed 30ft.
Marten happily serves as Alban’s first mate and
Str Dex Con I nt Wis Cha
bodyguard. An accomplished warrior in his own
16 (+3) 14 (+1) 14 (+2) 10 (+0) 10 (+0) 8 (-1)
right, Marten tends to wear heavier armor and take
blows aimed at his captain. Saving Throws Dexterity +4
Skills Athletics +6, Survival +4
MARTEN FUREY, FIRST MATE Damage Resistances bludgeoning, piercing, and
Medium humanoid (human), lawful neutral slashing
Armor Class 18 (breastplate + shield) Condition Immunities charmed, frightened,
Hit Points 152 (16d8 +80) paralyzed, petrified, prone, restrained, stunned

11 Speed 40 ft.
Str Dex Con I nt Wis Cha
Senses passive Perception 10
Languages Common
18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1) Challenge 8 3,900 XP
Disciplined Rage. The Gunnery Vanguard group
Tools navigator’s tools and water vehicles launches a formidable offense. For one minute they
Skills Athletics +7, Nature +4, Survival +5 are resistant to bludgeoning, piercing, and slashing
Senses passive Perception 11 damage from nonmagical weapons (included in
its stats) and deal double their Strength bonus in
Languages Common
damage (also included in attacks).

348
Swarm (Group). The group can occupy another
creature's space and vice versa, and can Swarm Of Soldiers?!
move through any opening large enough for a Having the group of soldiers that fight
Medium creature. The group can't regain hit with Captain Alban and Marten Furey
points or gain temporary hit points. statted up as a swarm alleviates some of
the issues of having a large amount of low
Actions
level NPCs in a higher level encounter. It
Multiattack. The group makes two attacks with its speeds up combat because the GM doesn’t
saber flurry or one attack with saber flurry and one have to make dozens of attack rolls every
with its heavy crossbow volley. round and makes the gunnery vanguard
Saber Flurry. Melee Weapon Attack: +9 to hit, group a more appropriately challenging
reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing opposition for high level PCs. Note that is
damage. using miniatures, the swarm can exist in
Heavy Crossbow Volley. Melee Weapon Attack: +5 any contiguous configuration, not just 4x4.
to hit, range 100/400, one target. Hit: 13 (2d0 + 2) The attacks represent a disciplined crew’s
piercing damage. many attacks during a round as swords
slash and crossbow bolts fly overhead,
not just one sword attack. However, as
SHIP’S GUNNERS (60)
a GM you should be wary of having this
Medium humanoid (human), lawful neutral group attack or interact with the PCs’ crew
Armor Class 15 (studded leather) of lower level NPCs. This is because the
Hit Points 15 (2d10 +4) group is essentially the equivalent of a CR
Speed 30 ft. 8 swarm and can easily kill multiple lower
level characters, which is unfair to the PCs’
Str Dex Con I nt Wis Cha crew, unless you convert them into a swarm
15 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0) as well. Use the individual ship’s gunner and
sailors stat blocks (below) if you need to
Tools choose two from gaming set, carpenter tools, play out a fight between members of
musical instrument, navigator’s tools, water the two crews.
vehicles or weaver’s tools
Skills Athletics +4
SAILORS (90)
Senses passive Perception 10
Medium humanoid (human), lawful neutral
Languages Common
Armor Class 12 (padded armor)
Challenge 1 200 XP
Hit Points 11 (2d8+2)
Blademaster. When a ship’s gunner engages in two-
weapon fighting, it can add its ability modifier to Speed 30 ft.
the damage of the second attack. Str Dex Con I nt Wis Cha
Military Defense. While wearing armor a ship’s 12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
gunner has a +1 to AC.
Sworldlord Training. A ship’s gunner has a +1 to hit Tools choose one from gaming set, carpenter tools,
with longswords. musical instrument, navigator’s tools, water
vehicles or weaver’s tools
Actions
Skills Athletics +2
Multiattack. A ship’s gunner makes two attacks, one
Senses passive Perception 10
with its longsword and one with its dagger.
Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Languages Common
Challenge 1 200 XP
11
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., Sure Footed. The sailor has advantage on Dexterity
one target. Hit: 4 (1d4 + 2) piercing damage. saving throws against attacks originating on other
Light Crossbow. Melee Weapon Attack: +7 to hit, ships, and to Dexterity skill checks made while on
range 80/320, one target. Hit: 6 (1d8 + 2) piercing deck.
damage.

349
Ship’s Priests
The two ship’s priests, named Malthin and Cersia,
both worship the god of cities and wealth, and they
have received ample remuneration for their term of
service onboard the Hand. Replace the two healers
in area 22 with these two clerics.

IMPERIAL PRIESTS (2)


Medium humanoid (human), lawful neutral
Armor Class 19 (half plate and shield with shield of
faith)
Hit Points 50 (9d8 + 10)
Speed 30 ft.
Str Dex Con I nt Wis Cha
16 (+3) 10 (+0) 14 (+2) 12 (+1) 18 (+4) 14 (+2)
Actions
Cutlass. Melee Weapon Attack: +3 to hit, reach 5 ft., Skills Medicine +6, Religion +3
one target. Hit: 4 (1d6 + 1) slashing damage. Senses passive Perception 14
Light Crossbow. Melee Weapon Attack: +3 to hit, Languages Common
range 80/320, one target. Hit: 5 (1d8 + 2) piercing
damage. Challenge 4 1,100 XP
War Priest (3/day). When using the Attack action,

Scaling the priest can make one weapon attack as a bonus


action.
Channel Divinity. Once per day, the priest may
While Raid on the Emperor’s Hand is designed for choose to use the following ability: Guided Strike:
8th level characters, it can easily be scaled if the add +10 to a single attack roll when making an
GM feels that the PCs will find the adventure too attack.
Spellcasting. The priest is a 5rd-level spellcaster.
hard or too easy. Also, some groups of PCs are
Its spellcasting ability is Wisdom (spell save DC
likely to want to have to fight their way down each 15, +7 to hit with spell attacks). The priest has the
deck in an extended series of battles to secure following spells prepared:
the Emperor’s Hand, rather than simply forcing a Cantrips (at will): light, sacred flame, spare the
dying, thaumaturgy
surrender by defeating the ship’s captain.
1st level (4 slots): cure wounds, healing word, inflict
Scale down: Have Marten arrive on the top deck wounds, shield of faith*
two rounds after the PCs start fighting the captain. 2nd level (3 slots): hold person, lesser restoration,
Scale up: Use the following NPCs to provide silence
support for Alban and Marten during the initial 3rd level (2 slots): dispel magic, mass healing word
*The priest casts this spell on itself before combat.
11 battle on deck and have Alban and Marten retreat
below deck when they are reduced below half hit Actions
Morningstar. Melee Weapon Attack: +5 to hit, reach
points. Also, have a second gunnery troop assemble
5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
on the berth deck to defend the ship. If the troop
Light Crossbow. Melee Weapon Attack: +2 to hit,
has time, they make their way to the battle deck range 80/320, one target. Hit: 4 (1d8) piercing
and reposition many of the ballistae to fire at the damage.
entranceways down from the top deck. Gear. One each: potion of invisibility, scroll of
protection from poison, scroll of see invisibility.

350
Ship’s Sorcerer
Galtus Ossian serves as a Master on the Emperor’s
Ransacking Summary
A mount of crew Modifier
Hand. With the sea in his blood, Galtus expects to nearly all the crew plundering +6
spend the rest of his career on the Emperor’s Hand. two-thirds of the crew plundering +4
He bunks in area 21. a third of the crew plundering +0
PCs plundering by themselves –8
GALTUS OSSIAN
Medium humanoid (human), neutral E xtradimensional Storage Modifier
Armor Class 16 (coral armor) bag of holding +1
Hit Points 108 (16d8 + 36) portable hole +5
Speed 30 ft. Magical Carrying Capacity Modifier
floating disk +1
Str Dex Con I nt Wis Cha
10 (+0) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 18 (+4) Enlarge/reduce +2
Moving the Loot Modifier
Skills Arcana +5, Nature +5, Perception +3 For each ship’s boat less than three –4
Senses passive Perception 13 used
Languages Common, draconic Using a rope line +2
Challenge 5 1,100 XP Flying creature +½ Str
Wind Lash (3/day). As a reaction Galtus can whip up bonus
a gust of wind causing all attacks against him to is a quadruped +1
have disadvantage. This remains in effect until the
Large size or larger +2
end of his next turn.
Wind Ritual. While on deck, Galtus can cast gust Swimming creature Half that
of wind as a ritual, and can sustain it for up to 10 of a flying
minutes. creature
Spellcasting. Galtus casts spells as a 8th level Teleport or dimension door +2
sorcerer (save DC 15, spell attack +7). His Searching Modifier
spellcasting ability is Charisma, and he has the Searching areas of the Hand Total bonus
following spells prepared: from all
Cantrips: fire bolt, mage hand, message, areas
prestidigitation searched
1st-level (4 slots): detect magic, fog cloud, grease,
shield
2nd-level (3 slots): flaming sphere, gust of wind,
Final Result
misty step Total ransacking check result Plunder acquired
3rd-level (3 slots): lightning bolt, sleet storm, water 16 or less 1,000 gp
breathing 17–20 1,500 gp
4th-level (2 slots): blight, stoneskin * 21–24 2,000 gp
*Galtus casts this spell on himself before combat.
11
25–28 2,500 gp
Actions 29–32 3,000 gp
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft.,
33–36 3,500 gp
one target. Hit: 3 (1d4+1) piercing damage.
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 37–40 4,000 gp
ft., one target. Hit: 11 (2d10) fire damage, and a 41–44 4,500 gp
flammable object ignites if it isn’t worn or carried. 45–48 6,000 gp
50 or more 7,000 gp *
* This assumes that the PCs’ ship is filled to
capacity with plunder from the Emperor’s Hand.

351
Scou r g e of the
i n g I sl e:
S tea m
A9 t h -l e v e l
a d v e n t u r e

11

352
All pirates acquire enemies at some point in their Recently a group of rapacious pirates came to
career, and pirate PCs are no exception. Whether The Steaming Isle looking to establish a base. They
it’s because the PCs stole a holy pirate artifact deviously manipulated the unsophisticated gillman
(such as in Islands of Plunder: Tarin’s Crown from chieftain by offering gifts of weapons and proposing
Legendary Games) or because an old nemesis wants a treaty of mutual defense in return for permission
them dead, it makes little difference. A rival pirate to build a small outpost on The Steaming Isle.
lord calls in a large amount of favors and sets a Over time, the pirate’s base has grown far larger
fearsome band of raiders led by the vicious pirate than was ever agreed to and recently gillmen
captain Sculberd Craggs against the PCs. lookouts have spotted the pirates unearthing ruins
Perhaps these marauding raiders attack one of of the Ancients on the island. The gillmen are sick
the PCs’ holdings while the PCs are elsewhere. of these piratical interlopers and chafe at the way
In whatever way the feud escalates, soon there is they are abusing the treaty. Akoria, the shaman
an inexorable enmity between the PCs and these of the gillman tribe and sister of the current
raiders. The PCs discover the location of the raiders’ chieftain seeks to end the pact and rid the island
base on the volcanic isle known as The Steaming of these pirates but she doesn’t want to start a war
Isle and set out to reap a bloody vengeance against that would cost the lives of many of her people.
these despised adversaries. At present, Akoria’s brother, Erust, is away on a

Adventure lengthy migratory hunt, making her the current


leader of the tribe.

Background Not long ago, the pirate raiders excavated and


explored the Ancient structure housing the ioun
The Steaming Isle has a far longer history than most device. The knowledgeable ship’s wizard was able
suspect. Tens of thousands of years ago it was a to reactivate the device and start it generating ioun
mountainous part of the empire of the Ancients, the stones. However, in the long ages that the device
first human civilization. The area was volcanically has sat dormant, the volcano’s mystic energy
active even in those prehistoric times and the signature has altered, causing the device’s matrix
Ancients used the volcano’s supernatural energy array to become misaligned. This is causing defects
combined with the rich gem deposits the volcano in many of the created ioun stones but the pirate
brought to the surface to manufacture and power wizard may soon correct this problem, and then
a device that could create the crystalline magical the PCs will have to face foes who are armed with
items called ioun stones. powerful Ancient magic.
A few of the Ancients escaped the cataclysm that
dragged their continent below the waves and were Approaching the
transformed into an amphibious race called gillmen.
The descendants of these survivors still dwell in
Steaming Isle 11
the ocean depths around The Steaming Isle. These When the PCs draw near to The Steaming Isle, they
gillmen have little knowledge of their lost heritage see how it got its name; clouds of steam and smoke
and are a simple tribe of underwater hunters. They rise from both the rocky crags that make up the
venerate the sunken crumbling remains of the shattered caldera wall and from the shallows of the
Ancient’s empire and avoid disturbing these sacred natural harbor formed by the volcano crater. Low
sites. scraggly vegetation grows on much of the island

353
and the largest animals are pods of seals on the control water, with a saving throw DC of 15. The
rocky coastline and a scattering of wild boars. elemental can maintain the whirlpool for up to 5

The Inlets rounds, using its action. Have the ship’s pilot make
a Wisdom check each round, adding the pilot's
All three inlets leading into The Steaming Isle’s proficiency bonus if they are proficient with water
bay have gillman scouts watching them, and unless vehicles. If the pilot fails 3 checks out of 5, then
the PCs’ ship is concealed by magic or extremely the PCs’ ship crashes onto rocks dealing 22 (4d10)
inclement weather, these scouts automatically spot bludgeoning damage to the ship, and all aboard
the approaching ship. Mounted on giant sea horses must make a DC 15 Dexterity saving throw, taking
(Srd) these gillman scouts swim under the PCs’ ship 11 (2d10) bludgeoning damage and falling prone on
and observe that it isn’t an ally of the The Steaming a failure, and on a success, taking half the damage
Isle pirates as it lacks the symbol engraved into its and not falling prone.
keel that identifies the Steaming Isle raiders and
HUGE WATER ELEMENTAL
their allies’ ships. The scouts quickly report this to
Huge elemental, neutral
Akoria the shaman who orders the tribe’s hunters Armor Class 14 (natural armor)
to assemble and comes to investigate. Hit Points 138 (12d12 + 60)
Creatures: If the PCs sail straight in through Speed 30 ft., swim 90 ft,
the wide northern inlet then Akoria admires their Str Dex Con I nt Wis Cha
audacity and attempts to parley with them (see 20 (+5) 16 (+3) 20 (+5) 5 (-3) 10 (+0) 8 (-1)
below). However, if the PCs attempt to pass through
Damage Resistances acid; bludgeoning, piercing, and
the south or west inlet, Akoria honors the letter slashing from nonmagical attacks
of her tribes’ agreement with the Steaming Isle Damage Immunities poison
pirates to attempt to repel intruders and summons Condition Immunities exhaustion, grappled,
a Huge water elemental using one of the tribe’s paralyzed, petrified, poisoned, prone, restrained,
unconscious
most sacred relics, an oceanic bowl of commanding
Senses darkvision 60 ft., passive Perception 10
water elementals. Formed from silvery nacre, Languages Aquan
this magical bowl is similar to a standard bowl Challenge 7 2,900 XP
of commanding water elementals, but when filled Water Form. The elemental can enter a hostile
with salt water, it summons a Huge water elemental creature’s space and stop there. It can move
(as though conjure elemental were cast with a 7th through a space as narrow as 1 inch wide without
squeezing.
level slot). Akoria commands the water elemental
Freeze. If the elemental takes cold damage, it
to try to dash the PCs’ ship onto the rocky shallows partially freezes; its speed is reduced by 20 feet
of the inlet using its control over water. until the end of its next turn.
Actions
The Whirlpool and the Rocks
11 The elemental tries to drag the PCs’ ship onto jagged
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 18 (3d8 + 5) bludgeoning damage.
rocks. A successful DC 15 Wisdom (Perception)
Whelm (Recharge 4–6). Each creature in the
check notices the odd currents the elemental elemental’s space must make a DC 15 Strength
makes in the water just before the attack begins, saving throw. On a failure, a target takes 18 (3d8
giving those PCs a round to act. The elemental + 5) bludgeoning damage. If it is Huge or smaller,
it is also grappled (escape DC 15). Until this
uses its action to create a whirlpool like the spell grapple ends, the target is restrained and unable

354
11

355
to breathe unless it can breathe water. If the saving
throw is successful, the target is pushed out of the PCs can impress her, she might become less
the elemental’s space. The elemental can grapple fearful, becoming indifferent. If the PCs engage in
one Huge creature, up to two Large creatures, diplomacy, a reasonable entreaty could succeed on
or up to four Medium or smaller creatures at one
time. At the start of each of the elemental’s turns,
a DC 15 Charisma (Persuasion) attempt. Ideally,
each target grappled by it takes 18 (3d8 + 5) Akoria wants the raider pirates gone from The
bludgeoning damage. A creature within 5 feet of Steaming Isle, and her tribe to regain control of the
the elemental can pull a creature or object out of it
area. However, she doesn’t want to exchange one
by taking an action to make a DC 15 Strength and
succeeding. group of pirate interlopers for another and tries
to ascertain whether the PCs intend to occupy the
Development: If the PCs’ ship runs aground then
raider’s base after defeating them. A successful DC
Akoria sends a gillman scout to report this to the
15 Wisdom (Insight check) allows the PCs to learn
pirate raiders who immediately set sail to attack
this, which can help considerably with improving
the PCs while their ship is still caught on the rocks.
Akoria's attitude. Apply disadvantage to a Charisma
Proceed to the ‘Ship to Ship!’ section below. If the
(Persuasion) check if the PCs state that they do
PCs avoid being dragged onto the rocks (or manage
want to take permanent possession of the base.
to defeat the water elemental) and make it through
Akoria would also like the sacred Ancient ruins
the inlet, then this impresses Akoria and she seeks
left alone, but if the PCs have impressed her so far,
to parley with the PCs.
either as friends or useful pawns, she mentions that
Parley the raiders have recently desecrated one of these
ruins by excavating it. Akoria states that she will
Shortly after the PCs’ ship enters the The Steaming
understand if the PCs need to enter the ruins to
Isle bay, Akoria seeks out the PCs and appears
deal with any raiders there. If she is convinced
before them using a levitate spell to rise up out of
the PCs are both friendly and trustworthy, Akoria
the water. Read or paraphrase the following:
points out the exact location of the raider’s base
and explains that stealthily approaching the base
Rising majestically out of the water to the
starboard side of your ship is a female of by land, rather than by sea, might give the PCs the
striking and unusual beauty. Her pale skin element of surprise.
and dark hair glows with a clean white light If Akoria remains indifferent at the end of the
and water streams from her as she ascends negotiations, she sinks back into the ocean and
into the air. She wears a form-fitting outfit
leaves the PCs and the raiders to fight it out. If
made from sharkskin and carries a slim bone
spear in one hand and a buckler crafted Akoria becomes offended or suspicious, she orders
from seashell on the other. Three gills mark the PCs to immediately leave the area before diving
either side of her neck as she stares at your underwater, or else face the enmity of the gillmen.
ship with bright purple eyes. She doesn’t follow up on this threat but does send

11 After making this dramatic entrance, Akoria


a gillman scout to report the PCs’ presence to the
pirate raiders. If the PCs attack her or threaten her
introduces herself in exotically-accented Common
community or the sanctity of the ruins, she dives
and asks what the PCs intentions are in coming to
underwater and orders her warriors to attack the
her tribe’s island. Akoria may initially pretend to
hull of the PCs’ ship to sink it. The gillmen will
act a little naïvely but she quickly demonstrates
use weapons and hand tools against the ship. If
that she is an astute negotiator with shrewd
the PCs attack directly, the gillmen will respond
discernment. Akoria is initially hostile but if

356
aggressively, forming groups of four or so, with
the war chief and heroes attacking the front line
and Akoria providing support and attempting to
neutralize casters.
Creatures: Gathered out of sight underwater
is a large company of gillman warriors, ready
to defend Akoria and sink the PCs’ ship if
negotiations go badly. The company consists of a
gillman war chief, three gillman tribal heroes,
and twelve gillman tribal warriors.
Milestone: If the party successfully parlays
with Akoria, avoiding bloodshed, and getting
the information they need, that is worthy of a
major milestone. Distribute 6,400 XP among
the PCs.

AKORIA, GILLMAN SHAMAN


Medium humanoid (aquatic), neutral
Armor Class 15 (leather armor, shield)
Cantrips
Hit Points 90 (12d8 + 36)
(at will):
Speed 30 ft., swim 30 ft. guidance, light, mage hand, mending, minor
Str Dex Con I nt Wis Cha illusion, spare the dying, thaumaturgy
8 (-1) 14 (+2) 16 (+3) 10 (+0) 18 (+4) 10 (+0) 1st level (4 slots): bless, cure wounds, detect
evil and good, detect magic, detect poison and
Saving Throws Dex +5, Wis +7, Cha +3 disease, fog cloud, sanctuary, shield of faith,
Skills Insight +7, Nature +6, Persuasion +6, Survival silent image
+7 2nd level (3 slots): hold person, lesser restoration,
Senses passive Perception 14 levitate, prayer of healing, protection from poison
Languages Ancient, Common 3rd level (3 slots): revivify
Challenge 5 1,800 XP 4th level (3 slots): death ward, guardian of faith
Special Equipment. Akoria is carrying a holy symbol, 5th level (2 slots): greater restoration, mass cure
an oceanic bowl of commanding water elementals wounds, telekinesis
(described above), 300 gp of diamonds (for Water Dependent. Akoria's body requires constant
revivify), and 100 gp of diamond dust (for greater submersion in fresh or salt water. Gillmen who
restoration) spend more than 1 day without fully submerging
Aberrant Ancestry. Akoria has advantage on saving themselves in water risk internal organ failure,
throws against being charmed. painful cracking of the skin, and death, incurring a
level of exhaustion every hour.
Amphibious. Akoria can breathe air and water.
Empowered Healing (2/day). When Akoria casts
a spell that restores hit points, she can reroll a
Actions
Spear. Melee or Ranged Weapon Attack: +2 to hit,
11
number of dice equal to her Wisdom modifier. She reach 5 ft. and range 20/60 ft., one target. Hit: 2
must use the new rolls. (1d6 - 1) piercing damage, or 3 (1d8 - 1) piercing
Spellcasting. Akoria is a 10th-level spellcaster. Her damage if used with two hands to make a melee
spellcasting ability is Wisdom (spell save DC 15, attack.
+7 to hit with spell attacks). She has the following Channel Divinity (2/day). Akoria can use either one
cleric spells prepared: of two functions:

357
Turn Undead: Akoria turns undead like a cleric. Trident. Melee or Ranged Weapon Attack: +5 to hit,
Undead of CR 1 or less are destroyed instead of reach 5 ft. and range 20/60 ft., one target. Hit: 6
turned. (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing
Preserve Life: Akoria presents her holy symbol and damage if used with two hands to make a melee
evokes healing energy that can restore 50 hit attack.
points. She can choose any creatures within 30 Heavy Crossbow. Ranged Weapon Attack: +4 to hit,
feet of her, and divide those hit points among range 100/400 ft., one target. Hit: 7 (1d10 + 2)
them. This feature can restore a creature to no piercing damage.
more than half of its hit point maximum. She can’t Leadership (Recharges after a Short or Long Rest).
use this feature on an undead or a construct. For 1 minute, the war chief can utter a special
Reactions command or warning whenever a nonhostile
Combat Healing (2/day). When she takes damage, creature that it can see within 30 feet of it makes
Akoria can use a spell slot to cast cure wounds, an attack roll or a saving throw. The creature
prayer of healing, or mass cure wounds. can add a d4 to its roll provided it can hear and
understand the war chief. A creature can benefit
GILLMAN WAR CHIEF from only one Leadership die at a time. This effect
ends if the war chief is incapacitated.
Medium humanoid (aquatic), neutral
Armor Class 14 (leather armor) Reactions
Hit Points 75 (10d8 + 30) Parry. The war chief adds 2 to its AC against one
melee attack that would hit it. To do so, the war
Speed 30 ft., swim 30 ft.
chief must see the attacker and be wielding a
Str Dex Con I nt Wis Cha melee weapon.
16 (+3) 15 (+2) 16 (+3) 11 (+0) 11 (+0) 16 (+3)
GILLMAN TRIBAL HERO
Saving Throws Dex +4, Con +5, Wis +2
Medium humanoid (aquatic), neutral
Skills Nature +4, Perception +4, Stealth +4, Survival
Armor Class 14 (leather armor)
+4
Hit Points 75 (10d8 + 30)
Senses passive Perception 14
Speed 30 ft., swim 30 ft.
Languages Ancient, Common
Challenge 3 700 XP Str Dex Con I nt Wis Cha
16 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 11 (+0)
Aberrant Ancestry. The war chief has advantage on
saving throws against being charmed.
Skills Nature +2, Perception +2, Stealth +4, Survival
Amphibious. The war chief can breathe air and water. +2
Brave. The war chief has advantage on saving throws Senses passive Perception 12
against being frightened.
Languages Ancient, Common
Defense. While wearing armor, the war chief gains a
Challenge 2 450 XP
+1 bonus to AC, already included in his stats.
Aberrant Ancestry. A gillman has advantage on
Keen Hearing and Sight. The war chief has
saving throws against being charmed.
advantage on Wisdom (Perception) checks that rely
on hearing or sight. Amphibious. A gillman can breathe air and water.
Powerful. Once per round, when the war chief hits Defense. While wearing armor, the hero gains a +1
with a melee attack, he can roll damage twice and bonus to AC, already included in his stats.

11 take the better result.


Water Dependent. The war chief's body requires
Water Dependent. A gillman's body requires constant
submersion in fresh or salt water. Gillmen who
spend more than 1 day without fully submerging
constant submersion in fresh or salt water.
Gillmen who spend more than 1 day without fully themselves in water risk internal organ failure,
submerging themselves in water risk internal organ painful cracking of the skin, and death, incurring a
failure, painful cracking of the skin, and death, level of exhaustion every hour.
incurring a level of exhaustion every hour. Actions
Actions Multiattack. The hero attacks twice with its trident.
Multiattack. The war chief makes two melee attacks. Trident. Melee or Ranged Weapon Attack: +5 to hit,

358
reach 5 ft. and range 20/60 ft., one target. Hit: 5
(1d6 + 3) piercing damage, or 6 (1d8 + 3) piercing That’s a Lot of Gillmen
damage if used with two hands to make a melee
It is possible the PCs could end up in
attack.
a pitched battle against the gillmen in the
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, water. Probably the easiest way to use the
range 100/400 ft., one target. Hit: 6 (1d10 + 1) tribal warriors is to group them into pods of
piercing damage. four. This will simplify combat order, while
at the same time helping you to bring
GILLMAN TRIBAL WARRIOR
their pack tactics trait into play.
Medium humanoid (aquatic), neutral
Armor Class 11 (leather armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft., swim 30 ft.
Ship to Ship!
Str Dex Con I nt Wis Cha The pirate raiders have several lookouts watching
13 (+1) 11 (+0) 14 (+2) 8 (-1) 11 (+0) 9 (-1) the bay so unless the PCs are somehow able to
disguise or conceal their ship, the raiders spot it as
Senses passive Perception 10
it approaches their base. They quickly launch their
Languages Ancient, Common
own ship to take the battle to the PCs.
Challenge 1/8 25 XP
Amphibious. A gillman can breathe air and water. Ship Combat: The The Steaming Isle raiders’
Aberrant Ancestry. A gillman has advantage on ship, the Storm Wolf, is a three-masted schooner
saving throws against being charmed. which is swift, agile, and heavily armed. The
Pack Tactics. The warrior has advantage on an raiders try to keep their distance during any ship-
attack roll against a creature if at least one of the
to-ship battle with the PCs. They would prefer to
warrior’s allies is within 5 feet of the creature and
the ally isn’t incapacitated. sink the PCs’ ship and then coerce their gillman
Water Dependent. A gillman's body requires constant allies into recovering any valuables from the ocean
submersion in fresh or salt water. Gillmen who floor rather than attempt a risky boarding action.
spend more than 1 day without fully submerging
Each round, the pilot can use their action to
themselves in water risk internal organ failure,
painful cracking of the skin, and death, incurring a maneuver the ship. On a failure, or if no one
level of exhaustion every hour. pilots the ship, it drifts forward at half its usual
Actions acceleration, with a 50% chance of turning 45
Trident. Melee or Ranged Weapon Attack: +3 to hit, degrees to the left or right (equal chance of either).
reach 5 ft. and range 20/60 ft., one target. Hit: 4
A sailing ship can easily turn 45 degrees as it moves,
(1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing
damage if used with two hands to make a melee in good conditions, but a DC 15 Wisdom check is
attack. required to make it turn 90 degrees; on a failure,
it momentarily stalls and drifts with the wind.
Boring Details
PCs, NPCs, and the various crew act on their own
Each gillman is carrying hand tools that allow them initiative. The crew members can fire siege engines
to do 1d6 + Strength modifier piercing damage,
using the same modifier to hit as their melee
at the enemy ship.
Boarding requires keeping pace with the ship,
11
weapon attack. This damage ignores the damage then making a DC 15 check to get the ships less
threshold of wooden vehicles or structures. than 30 feet away. Boarders can then use grappling
hooks and similar devices to cross over with a
DC 15 Strength (Athletics) check; failure results
in either falling into the water or being dangled

359
over the side of the ship (equal chance for either). Sculberd knows just enough about magic to realize
Jumping across is very difficult, requiring a its strength and has employed an amoral wizard
Strength (Athletics) check with a DC of 20, and the named Yohannas Quay as his first mate. Craggs
character lands prone unless they can make a DC is aware that Yohannas has his own agenda in the
15 Dexterity saving throw. Failing to jump across Ancient ruins, but as long as he continues to supply
usually means ending up in the water. the floating magic gems, Craggs won’t kill him...yet.
Sculberd peppers his foes with arrows, focusing
STORM WOLF
on any officers present to disrupt his enemies’
Colossal ship
AC 15; Damage Threshold 15 chain of command. Sculberd activates the shield
Hit points 300 spell stored in his cracked reserve ioun stone if he
Speed 2 mph (sailing) comes under heavy fire or if enemies engage him
Crew 20, plus 70 pirate marines in melee. Sculberd didn’t get to where he is now by
Cargo 100 tons backing down, he only surrenders if the PCs cripple
Weapons 6 ballistae port, 6 ballista starboard, 1 his ship; he fights to the death in personal combat.
catapult fore, 1 catapult aft
Ballista. Ranged Weapon Attack: +6 to hit, range SCULBERD CRAGGS
120/480 ft., one target. Hit: 16 (3d10) piercing Medium humanoid (human), neutral evil
damage. It requires one action to load, one to aim, Armor Class 16 (breastplate)
and one to fire.
Hit Points 130 (20d8 + 40)
Catapult. Ranged Weapon Attack: +5 to hit, range
Speed 30 ft.
200/800 ft. (minimum 60 ft.), one target. Hit: 27
(5d10) bludgeoning damage. It requires two actions Str Dex Con I nt Wis Cha
to load, two to aim, and one to fire. 14 (+2) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
Creatures: If the PCs manage to board the Storm
Wolf then Captain Craggs and his boatswain take Saving Throws Str +5, Con +5, Wis +4, Cha +2
on the PCs, while the Storm Wolf raiders fight Skills Athletics +6, Intimidation +5
the PCs’ crew. If, for some reason, statistics are Senses passive Perception 11
needed for the pirates, assume the pirate sailors Languages Common
are mostly bandits led by a handful of veterans.
Challenge 7 2,900 XP
Special Equipment. Craggs has several ioun stones
Captain Sculberd Craggs (cracked protection, cracked sustenance, cracked
ability—currently granting +2 Intimidation, cracked
A lean man with olive skin, Sculberd Craggs displays
reserve—currently storing shield) attuned to him.
a menacing visage with four glittering gemstones
Action Surge (Recharges After a Short or Long Rest).
implanted in his slab-like face, each surrounded by On his turn, he can take one additional action on
swirling black tattoos. top of his regular action and a possible bonus
action.
As mean and ruthless as they come, Sculberd
Brave. Craggs has advantage on saving throws
rose from being a simple deckhand to his position against being frightened.
11 as an up-and-coming pirate lord by challenging
and killing those who stood in his way. Just smart
Close Combat Archery. Craggs does not suffer
disadvantage when attacking with his longbow in
enough to know when to fight, when to talk, close combat.
and when to run, Craggs has collected a crew of Deadly Aim. A longbow deals one extra die of its
damage when Craggs hits with it (included in the
murderous cutthroats who see him as their ticket attack).
to power and riches. Craggs is unsophisticated and Indomitable (1/day). Craggs can reroll a saving throw
brutal but his crew appreciates this harsh simplicity. that he fails. He must use the new roll.

360
Second Wind (Recharges
After a Short or Long normal reserve stone,
Rest). As a bonus but only stores 1 level
action, Craggs of spells.
regains 15 (1d10 +
10) hit points. Boatswain Emilia
Actions
Corantine
Multiattack. Craggs
makes three longbow An attractive auburn-
attacks or two weapon haired woman, Emilia
attacks.
wears a combination of
Scimitar. Melee Weapon
Attack: +7 to hit, reach gypsy silks and sailor’s
5 ft., one target. Hit: garb onboard ship.
7 (1d6 + 4) slashing Emilia is a distant
damage.
cousin of Sculberd’s
Longbow. Ranged
Weapon Attack: +7 and, like most in her
to hit, range 150/600 family, took to a life
ft., one target. Hit: of piracy at a young
13 (2d8 + 4) piercing
damage. This attack is age. She currently
magical. He carries 80 serves as boatswain
arrows. and master gunner
on the Storm Wolf,
IOUN STONE, CRACKED
Wondrous item, rarity
enjoying the authority
varies and extra pay that being
These stones follow the usual a ship’s officer brings. A born
rules for ioun stones, but may manipulator, Emilia was the one who duped the
have a reduced power because they are cracked and gillman chieftain into accepting the ambiguous
damaged. agreement for the raiders to establish a base on the
kkIoun Stone, Cracked Protection (uncommon). island. She avoids trying to influence Sculberd, as
This cracked dusty rose prism stone grants a he has already freely given her a favored position
+1 bonus to initiative checks. in his crew and she knows that he’d execute her
kkIoun Stone, Cracked Sustenance (uncommon). without a second thought if caught her trying any
This cracked iridescent spindle stone is of her usual machinations on him.
partially effective, halving the need to eat Emilia starts combat by casting haste on Sculberd.
and drink. She mostly uses her magic and cutting words to
kkIoun Stone, Cracked Ability (uncommon). avoid being injured, supporting Sculberd. Emilia
This cracked magenta prism confers a +2
bonus to one skill of your choice, which you
surrenders when her captain does or if she is badly
wounded (less than 17 hit points).
11
my change as an action. You must finish Treasure: Corantine carries a musical instrument
a long rest before you change the skill that (shawm) and diamond earrings (500 gp).
receives the bonus.
EMILIA CORANTINE, HUMAN BARD
kkIoun Stone, Cracked Reserve (rare). This
Medium humanoid (human), lawful evil
cracked vibrant purple prism works like a Armor Class 14 (mithral chain shirt)

361
Hit Points 65 (10d8 + 20) musical notes or words of power to disrupt mind-
Speed 30 ft. influencing effects. As an action, she can start
a performance that lasts until the end of her
Str Dex Con I nt Wis Cha
next turn. During that time, she and any friendly
16 (+3) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 16 (+3) creatures within 30 feet of her have advantage on
saving throws against being frightened or charmed.
Saving Throws Con +4, Dex +3, Wis +1, Cha +5 A creature must be able to hear her to gain this
Skills Deception +8, Insight +2, Investigation +2, benefit. The performance ends early if she is
Perception +1, Persuasion +8, Perform +5 incapacitated or silenced or if she voluntarily ends
Senses passive Perception 11 it (no action required).
Languages Common Reactions
Challenge 3 700 XP Cutting Words (2/day). When a creature that she can
Special Equipment. Corantine carries a scroll of see see within 60 feet of her makes an attack roll, an
invisibility and a cracked friendship ioun stone ability check, or a damage roll, she can roll a 1d8
(included in skill bonuses). and subtract the number rolled from the creature’s
Action Surge (Recharges After a Short or Long Rest). roll. The creature is immune if it can’t hear her or if
On her turn, she can take one additional action it’s immune to being charmed.
on top of her regular action and a possible bonus Ioun Stone, Cracked Friendship (uncommon). This
action. cracked mulberry pentacle stone grants a +1 bonus
Bardic Inspiration (Recharges After a Short of Long to Deception and Persuasion checks.
Rest). Corantine can inspire others through stirring
Treasure: A number of the pirate crew have
words or music. As a bonus action on her turn, she
chooses one creature other than herself within 60 ioun stones floating round their heads and many
feet of you who can hear her. That creature gains have ugly puckered scars on their arms and faces
one Bardic Inspiration die, a d8. Once within the
where they have unsuccessfully tried to implant
next 10 minutes, the creature can roll the die and
add the number rolled to one ability check, attack ioun stones in their own skin. So far, only Captain
roll, or saving throw it makes. The creature can Craggs, aided by his wizard first mate, has managed
wait until after it rolls the d20 before deciding to to successfully complete the lengthy ritual to embed
use the Bardic Inspiration die. Once the Bardic
Inspiration die is rolled, it is lost. A creature can these stones in his flesh. Emilia has considered
have only one Bardic Inspiration die at a time. attempting this process, but doesn’t trust the
Dueling. When Corantine is wielding a melee weapon wizard Yohannas enough to ask for his help. The
in one hand and no other weapons, she gains a +2 crew’s ioun stones are inferior stones, usually a
bonus to damage rolls, included in her attack.
cracked stone that gives a +1 competence bonus to
Magic Weapons. Corantine's weapon attacks are
magical. a skill (a common item) or a dull gray stone with no
Spellcasting. Corantine is a 6th-level spellcaster. Her magical benefits that simply floats in the air (worth
spellcasting ability is Charisma (spell save DC 13). 25 gp as a curiosity). There are even a few cursed
She has the following bard spells prepared:
stones that give a penalty rather than a bonus. You
Cantrips (at will): light, mage hand, message,
prestidigitation can roll 3d6 for the number of cracked, inferior
1st level (4 slots): cure wounds, detect magic, stones and 3d6 for dull gray ones, plus 1d4 cursed

11 disguise self, faerie fire, feather fall, heroism


2nd level (3 slots): invisibility, mirror image,
stones.
Development: Sculberd keeps few secrets from
suggestion
his crew so interrogating any prisoners reveals the
3rd level (3 slots): dispel magic, haste
reasons behind the raiders’ attacks on the PCs.
Actions
The PCs also find out that Captain Cragg’s first
Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 9 (1d8 + 5) slashing damage. mate, Yohannas Quay, is the one supplying the
Countercharm. Corantine has the ability to use ‘magic floating gems’. He has sequestered himself

362
11

363
in the Ancient ruins near the raiders’ base and is D. Warehouse: This large structure has room
using something in the ruins to create these magic for the raiders’ provisions, plundered goods, and
crystals. nautical supplies. It serves as quarters for the slaves
Milestone: Getting this far and learning the (15 in total) who work on the raiders’ plantations
location of the base is an accomplishment, worthy along with short-term storage of produce from the
of a minor milestone. Distribute 2,200 XP to the plantations. Finally, it also has an area reserved for
party. the ever-important task of distilling rum from sugar

Raider Base cane. There is 4 points of plunder in total here.


E. Barracks: The barracks house all the pirate
sailors. If the Storm Wolf isn’t here, the barracks
Situated on the eastern edge of the bay, the raider’s
are mostly empty with only five pirates staying
base consists of several single-story wooden
behind to supervise the slaves.
buildings clustered around a pier and dry dock.
F. Officers’ Quarters: This building houses
Behind the buildings are several cultivated fields
the captain and his senior officers’ quarters. The
and an orchard. Off to the south stands a circle of
captain’s room contains a set of detailed nautical
ghostly white stones. Nearby is a partly exposed
charts that count as masterwork tools for Profession
dome of the same pale stone. The partially buried
(sailor) checks to plan a route in the surrounding
dome shows signs of recent excavation, with
ocean. These charts may also reveal other sites for
mounds of fresh turned dirt and rock piled nearby.
adventure that you as GM want the PCs to explore.
The PCs and the raiders are likely to battle each
There is a total of 5 points of plunder here.
other on the open ocean, but if the PCs manage to
G. Standing Stones: Made of smooth, ghostly-
get close without being detected, they can catch the
white stone, this ancient circle of pillars once served
raiders by surprise in their own base. In this case,
the Ancients as the terminus of a teleportation
use the statistics from the section above combined
circle. It still radiates a lingering aura of conjuration
with the base descriptions below to play out this
magic even after all this time.
encounter.
H. Citadel of the Ancients: This area is detailed
A. Pier: This rough wooden jetty is where the
below.
raiders normally dock their ship while in port. A
small cutter is pulled up beneath the jetty for short Citadel of the Ancients
journeys around the bay.
The Ancients built this curved white stone structure
B. Dry Dock: A wedge-like ramp rises out of the
for an intriguing purpose. The entire edifice focuses
ocean into a series of huge scaffolds. This primitive
the supernatural thermal energy of the volcano
dry-docking facility allows workers to haul a ship
below The Steaming Isle into its crystalline matrix
out of the water and then repair or refit it.
array which can infuse this power into specially

11 C. Plantations: The sheltered bay and fertile


volcanic soil here makes this a good area for
prepared crystal gemstones, transfiguring them
into ioun stones.
growing crops. The raiders use a small slave labor
Unless otherwise noted, each room has a 20-
force to tend and harvest these fields. The larger
foot tall domed ceiling, the corridors are circular
northern field (C1) is sugar cane, the middle field
in shape, and the doors are iris mechanisms (AC
(C2) is tobacco, and the southern field (C3) is a lime
17; damage threshold 10, hp 60, Strength DC 28 to
orchard.
force open) that open at a touch and close a minute

364
later provided there is nothing in the way. Beyond up to the southeast door, none of those who made
area H1, the floors are clean, a subdued white light these tracks actually went through the door. The
comes from both the walls and ceilings providing footprints to the northeast door, on the other hand,
dim illumination, and the place feels as if it has show that several individuals have come and gone
been tightly sealed away until very recently. through that portal multiple times.

H1. Entrance Both portals radiate a moderate magical aura of


an indeterminate school. Each portal has a small
spiraling indentation in its center. If a PC touches
A set of double doors stand half open
allowing dirt and other rocky rubble from an indentation, that PC hears a voice in their mind
the outside to litter the entrance of this speaking in the Ancient tongue.
round chamber. Strange tessellating designs The voice from the northeast portal says,
cover the curved pale walls and the thick “Custodian, recite the penultimate manifestation
layer of dust on the floor shows signs of
from the twenty seven measures of the ineffable to

11
recent disturbance. Two circular iris-like
portals formed from dull coppery metal seal enter.” A DC 20 Intelligence (Arcana) or Intelligence
off exits to the southeast and northeast. (History) check reveals that the answer to this
age-old metaphysical conundrum is “forever is
nothingness, eternity is null.” Speaking this answer
The tracks in the dust show signs of passage
aloud in Ancient, or thinking it in any language
between the entrance and the two portals. A DC
while touching the indentation causes the iris to
15 Wisdom (Survival) check to follow tracks
dilate, revealing the circular passage beyond.
reveals that while several sets of footprints lead

365
Table 11-01: Portal Side Effects
Gems
d100 Roll Result
01-25 The gem starts glowing. The stone has the equivalent of a continual flame spell placed on it.
26-50 The gem starts floating as if under a levitate spell but it doesn’t orbit like an ioun stone. This
effect either lasts for 24 hours (50% chance) or is permanent (50% chance).
51-75 The gem suffers damage that halves its gp value.
75-100 The gem disintegrates.
Ioun Stones
d100 Roll Result
01-20 The stone starts glowing. A dull gray ioun stone shines with continual flame; other stones shine
like a torch for 24 hours.
21-50 Augments the stone’s power for 24 hours. A cracked stone increases its bonus by +1, or
otherwise has a modest increase in power. A scorched stone performs as an undamaged ioun
stone of its type with no chance of failure. Flawed stones halve or significantly reduce their
penalty.
51-65 The stone stops orbiting for 24 hours: it must be carried in hand to gain its benefits.
66-80 Nullifies the stone’s powers for 24 hours; the stone can still orbit its user.
81-90 The stone burns out, turning it into a dull gray ioun stone.
91-100 The stone shatters, destroying it.

The voice from the southeast portal states, 30 Strength check to shove it open), but see the
“Diligent servitor, proffer a crystal specimen Development section below for the consequences.
for pellucidity confirmation.” Inserting a gem, Roll on Table -01: Portal Side Effects if a stone
crystal, or ioun stone into the indentation causes suffers a side effect; white sparks coruscate around
a brilliant light to fill the indentation as the portal the stone as this malfunction occurs.
tests the stone to determine its suitability. An Development: If the PCs fail the southeast portal’s
undamaged ioun stone or a gem worth 500 gp or test three times or if they deal damage to a portal,
more automatically passes this test; the stone floats the ioun device in H5 displays alert notification
back out of the indentation and the aperture spirals symbols, warning Yohannas of trespassers.
open. A cracked, flawed, or scorched ioun stone
or a gem worth between 100 gp and 500 gp has a
H2. Crystal Storage
50% chance to pass the portal’s testing. If the stone
Decayed remnants of corroded metal

11 fails, the portal’s testing process has a 50% chance


of causing an unexpected side effect in the stone
and other crumbling debris line the
circumference of this circular room.
(see the Side Effect tables below). A gem worth less Smashed shards of colored crystal lie
than 100 gp, a cursed ioun stone, or a dull gray ioun scattered in the dilapidated wreckage.
stone automatically fails the test and suffers a side
effect. This room once stored shelves and cases of delicate
The PCs can also apply brute force to open either crystals for use with the ioun device, but over the
portal (AC 21, hp 27, damage threshold 15; DC centuries, the shelving decayed and collapsed,

366
shattering most of these crystals. Yohannas and The two sets of stairs circle downward for around
other pirates took any crystals that remained intact 60 feet, looping back on themselves before winding
when they ransacked this room. back toward each other at the bottom.

H3. Surgery and H5. The Ioun Device


Meditation Room At the center of this high-ceilinged chamber
stands a tall device formed from delicately
Abstract pastel frescos seemingly formed interwoven luminous crystals. Dozens
from coral decorate the walls of this chamber. of sparkling stones, each imprinted with
A series of low stone slabs of bleached white glowing runes and glyphs orbit the towering
stone form a circle in the middle of this structure in enigmatic patterns. High above
room. A wooden bench in the center of the the chamber’s floor, a heavily tarnished
room looks to be a recent addition, as do metal gantry encircles the upper portion
the medical supplies and polished surgical of the crystalline edifice. Several corroded
equipment neatly arranged on the slabs metallic ladders ascend to the gantry.
nearby.

The ceiling of the main chamber rises 50 feet


Long ago, this room might have served as a above the floor and the gantry is 35 feet up. The
meeting area for Ancient scholars, but currently antechamber has a 25-foot high roof. While the
Yohannas has set it up as an operating theater ladder and gantry look greatly corroded, they still
where he can surgically implant ioun stones into a retain the vestiges of Ancient preservation spells
patient’s flesh. Yohannas has also found it a useful which have prevented them from oxidizing to dust.
place to have other pirates meditate and fast while The gantry and the ladder are still as strong as steel
they attempt to attune an ioun stone as the first and safe to ascend. The crystalline ioun device,
stage of embedding it into their skin. So far, only however, is quite fragile; if it takes over 20 points
Captain Craggs has successfully completed the of damage it is irrevocably broken.
meditation ritual and survived the invasive medical Creatures: Yohannas Quay, the raiders’ first mate
procedure. There are the equivalent of 3 healer’s and ship’s wizard, is up on the gantry studying
kits, a set of surgeon’s tools, and a glass bottle the ioun device. Standing near the entrance is an
containing 4 doses of restorative ointment. Ancient crystalline golem built to protect the ioun

H4. Campsite device. Yohannas has already found the crystal


guardian’s control amulet (a series of crystal
glyphs that orbits around his neck) and the Ancient
This circular chamber has a pair of smooth
curving staircases that flow downward construct obeys his commands.
along the eastern wall. A cluttered pile of
First Mate Yohannas Quay
bedding and other camping equipment is set
up in the middle of the room. Yohannas is a thin man with a sharp nose and
11
a bald pate. He wears a long leather jacket along
The original purpose of this hall has been lost to with knee high boots. A wizard, scholar, and
time. Yohannas uses it as a sleeping area but leaves historian, Yohannas Quay has studied magic and
nothing of great value here. A silent alarm cast by the prehistoric past for most of his life. An expert
Yohannas covers the room alerting him to intruders. on the written history of the civilization of the

367
11

368
Infernal, Runic Imperial
Ancients and the Runic Empire, Yohannas realized
Challenge 8 3,900 XP
that some of the immense power wielded by these
Special Equipment. Yohannas carries a potion of
nations from antiquity must still exist today and healing, ring of protection (bonuses already added
could become his to wield, if only he could discover in), protection ioun stone, and a sustenance ioun
its location. Fragmentary notes and incomplete stone.
Rituals. Quay has alarm in his spellbook and uses it
clues led Yohannas to the Pirate Isles where,
as a ritual.
untroubled by notions of morality, he saw that the Spellcasting. Quay is a 12th-level spellcaster. His
best way to continue his search was to become a spellcasting ability is Intelligence (spell save DC 16,
pirate himself. +8 to hit with spell attacks). He has the following
wizard spells prepared:
Looking back, Yohannas sees the day he signed
Cantrips (at will): mage hand, message, minor
on as part of Sculberd Craggs’ crew as a glorious illusion, prestidigitation, shocking grasp
stroke of good fortune. Having heard rumors 1st level (4 slots): detect magic, feather fall, mage
about the gillmen of The Steaming Isle, Yohannas armor, magic missile, shield
convinced Craggs that the island might make a good 2nd level (3 slots): darkvision, see invisibility
location for a base. Yohannas had to bide his time 3rd level (3 slots): dispel magic, fireball, fly
4th level (3 slot): dimension door, greater
while Craggs and his raiders built and established
invisibility, phantasmal killer
their base, but he was finally able to persuade 5th level (2 slots): telekinesis, wall of force
the captain to excavate the ruin, giving Yohannas 6th level (2 slots): disintegrate, flesh to stone
access to this incredible find. Yohannas currently Actions
works feverishly to understand the device and Quarterstaff. Melee Weapon Attack: +2 to hit, reach
manipulate it to create more powerful ioun stones. 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning
damage.
Yohannas casts alarm every day on area H4.
Enhancement (5/day). Quay casts enhance ability
During combat, Yohannas casts disintegrate and
without expending a spell slot.
flesh to stone on enemy spellcasters while using
flight and invisibility to keep away from melee. The Crystalline Guardian
Determined not to give up the find of a lifetime,
The crystal guardian is a towering construct made
Yohannas only retreats by teleporting away if
of brilliant, refractive crystal, engraved with runes
reduced to less than 20 hit points or if the ioun
of the Ancients. It protects the wearer of the amulet
device is destroyed.
(Yohannas). The guardian has a complex series of
YOHANNAS QUAY, HUMAN TRANSMUTER standing orders encoded into it by the Ancients
Medium humanoid (human), neutral evil and Yohannas has been unable to override any
Armor Class 14 (17 with mage armor) of these commands. One of these built-in orders
Hit Points 90 (12d8 + 36) prevents the golem from leaving the chamber, even
Speed 30 ft.
Str
8 (-1)
Dex Con I nt Wis
14 (+2) 16 (+3) 20 (+5) 12 (+1)
Cha
10 (+0)
to chase enemies. Another Ancient directive that
Yohannas isn’t even aware of is that the guardian is 11
programmed to fight to the death to defend the ioun
Saving Throws Str +0, Dex +6, Con +7, Int +9, Wis device. It continues attacking as long as there are
+5, Cha +4 hostile foes in the chamber, even if Yohannas flees
Skills Arcana +8, History +8, Investigation +8 or tries to order it to stand down. It considers any
Senses passive Perception 11
creature that has attacked it to be hostile except
Languages Ancient, Abyssal, Common, Draconic,
for the creature wearing its control amulet. The

369
Magic Resistance. The crystalline guardian has
Ancients added a final fail-safe rune to the crystal advantage on saving throws against spells and
guardian to prevent the valuable ioun device from other magical effects.
falling into enemy hands. When destroyed, the Magic Weapons. The crystalline guardian's weapon
crystal guardian explodes in a powerful sonic attacks are magical.
Radiant Absorption. Whenever the crystalline
blast that strikes the delicate ioun device, utterly
guardian is subjected to radiant damage, it takes
wrecking it. no damage and instead regains a number of hit
It can be assumed that Yohannas has already points equal to the radiant damage dealt.
been exposed to the crystalline guardian's dazzling Rune of Retributive Reverberation. When the
crystalline guardian dies, a rune is triggered,
brilliance earlier in the day, doing his work.
causing a sonic explosion in a 30 feet radius. Each
creature in the area must make a DC 17 Dexterity
CRYSTALLINE GUARDIAN
saving throw, taking 35 (10d6) thunder damage
Huge construct, unaligned and becoming deafened for 1 minute on a failed
Armor Class 17 (natural armor) save, and taking half as much damage and not
Hit Points 122 (12d12 + 48) being deafened on a success. A creature made of
Speed 30 ft. inorganic material such as stone, crystal, or metal
has disadvantage on this saving throw.
Str Dex Con I nt Wis Cha
Reactive. The crystalline guardian can take one
19 (+4) 7 (-2) 18 (+4) 3 (-4) 11 (+0) 1 (-5)
reaction on every turn of combat.
Damage Immunities poison, psychic; bludgeoning, Regeneration. The crystalline guardian regains 10 hit
piercing, and slashing from nonmagical attacks that points at the start of its turn if it has at least 1 hit
aren’t adamantine point.
Condition Immunities charmed, exhaustion, Spell Storing. A spellcaster who wears the crystalline
frightened, paralyzed, petrified, poisoned guardian’s amulet can cause the guardian to store
one spell of 4th level or lower. To do so, the wearer
Senses darkvision 120 ft., passive Perception 10
must cast the spell on the guardian. The spell
Languages understands the languages of its creator has no effect but is stored within the guardian.
but can’t speak When commanded to do so by the wearer or when
Challenge 10 5,900 XP a situation arises that was predefined by the
Bound. The crystalline guardian is magically bound to spellcaster, the guardian casts the stored spell with
an amulet. As long as the guardian and its amulet any parameters set by the original caster, requiring
are on the same plane of existence, the amulet’s no components. When the spell is cast or a new
wearer can telepathically call the guardian to travel spell is stored, any previously stored spell is lost.
to it, and the guardian knows the distance and The guardian is currently storing wall of fire.
direction to the amulet. If the guardian is within Spell Turning. When the crystalline guardian is
60 feet of the amulet’s wearer, half of any damage targeted by a spell (not in an area of effect), if it
the wearer takes (rounded up) is transferred to the rolls a 20 for the save and the spell is 7th level
guardian. of lower, the spell has no effect on it and instead
Dazzling Illumination. If the crystalline golem is targets the caster, using the slot level, spell save
within an area of bright light, it scatters the light DC, attack bonus, and spellcasting ability of the
and shines bright light in a 30 feet radius. When caster. Spells cast by its master cannot be turned.

11 a creature that can see starts its turn within 30


feet of the crystalline guardian, the creature must
make a DC 16 Constitution saving throw; on a
Actions
Multiattack. The crystalline guardian makes two slam
attacks.
failed saving throw, the creature is blinded until
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
the beginning of its next turn. Once a creature has
one target. Hit: 22 (4d8 + 4) bludgeoning damage.
made a saving throw against this trait, it is immune
to the dazzling illumination for 24 hours. Reactions
Immutable Form. The crystalline guardian is immune Rune of Fire (1/day). When hit by a melee attack, the
to any spell or effect that would alter its form. crystalline guardian activates a rune, scorching a
10 feet radius with fire. Each creature in the area

370
must make a DC 17 Dexterity saving throw, taking
17 (5d6) fire damage on a failed save, and half
damage on a success.
Scaling
Rune of Shielding (1/day). When hit by an attack or While the adventure is designed for 9th level
targeted by magic missile, the guardian activates characters, it can be scaled for 8th or 10th level
rune that grants the benefits of a shield spell.
characters (or if the PCs are finding the adventure
Shield. When a creature makes an attack against
the wearer of the guardian’s amulet, the guardian too hard or too easy), by doing the following:
grants a +2 bonus to the wearer’s AC if the
guardian is within 5 feet of the wearer. Parley with Akoria
Development: The ioun device is very likely to Scale down: Remove the war chief from the
be destroyed by the battle, but even if it somehow encounter.
survives, the misalignment of the focus of the Scale up: The war chief and heroes are mounted on
device’s matrix array causes more and more giant sea horses who begin the combat by charging
serious imperfections in any new ioun stones the the ship.
device creates, until all it can produce are dull
gray stones. All of this assumes that the PCs have
Ship to Ship!
the arcane skills and detailed knowledge of the Scale down: Discard Emilia's stat block and give
Ancient civilization to successfully manipulate the her the stat block of a bandit captain.
ioun device in the first place. Whether the PCs can Scale up: Give Skulberd 10 arrows of slaying of
activate or possibly even realign the ioun device is various humanoids common to the Pirate Isles,
up to you as GM. If Yohannas survives, he becomes with around half of these being dedicated to slaying
a bitter enemy who seeks to ally with the PCs' humans.
enemies and bring about their downfall.
Milestone: Capturing or destroying the ioun
The Ioun Device
device is a minor milestone. Award the PCs 2,200 Scale down: Remove the runes of fire and shielding
XP to distribute. from the crystal guardian, and the reactive trait.

Conclusion Scale up: Increase the crystal guardian's Challenge


to 11 by doing the following: increase its Strength
to 21 (increasing both its damage and to hit) and its
The PCs have now vehemently delivered an object
hit points to 170 (16d12 + 64). Its dazzling brilliance
lesson demonstrating the fate that befalls any
causes blindness 1 minute.
bilge-swilling swine who would have the temerity
to oppose them on the high seas. The PCs have also
come away with a significant amount of plunder,
including valuable artifacts from a long-lost empire.
Tales of the PCs’ cold-blooded ruthlessness and
fiery wrath spread through the port-side taverns 11
of the Pirate Isles. They are well on their way to
becoming notorious pirate lords and may soon look
to seize the mantle of Pirate King for themselves.

371
Sc u r v y :
Fort
A 14t h -l e v e l
a d v e n t u r e

11

372
Introduction Of course, it also can be played as a standard
infiltration adventure with the PCs and their
The adventure takes place in the Pirate Isles, characters, either with their forces performing
wherever that fits best in the campaign world, and a broader assault in the background or with the
assumes that the heroes have worked their way characters acting on their own.
to fame (or infamy) and fortune on the high seas.
Whether they are island-hopping explorers or the
The Human Element
admirals of a potent fleet of their own, they have Fort Scurvy is not a typical high-level dungeon,
won victory or victory on their own and/or while populated with monsters great and small, from
leading their armada and the squadrons of their demons to dragons and all points in between. It
allies to victory over an enemy power on the high is a fortress ruled and populated with humanoids
seas. This could be set against the backdrop of in large numbers, who despite their scurvy and
an invasion by a hostile navy intent on stamping sometimes backstabbing ways are also trained and
out the PCs and their nautical allies in the pirate battle-hardened soldiers and sailors capable of
isles. In this case, the PCs likely found themselves mounting an organized defense if the heroes reveal
having to hastily assemble a patchwork alliance themselves. These enemies use the same kinds of
independently of a Pirate King who kept his own skills, tactics, feats, and spells that the heroes do,
forces back, allowing his rivals like the PCs to so as a GM you need to familiarize yourself with
absorb the brunt of the invading assault. what each kind of NPC can do and how their listed
Alternatively, the heroes could be simply rally tactics play out at the table. Your heroes are going to
their own forces and allies against those loyal to be facing far more humans, goblins, hobgoblins, and
the Pirate King in a bid for power. Whatever their so forth, appearing both as NPCs and as troops of
grievance against the current Pirate King, from various types, than they will traditional monsters.
complacency and inaction in the face of great The heroes won’t easily be able to tell one kind of
danger or to simply deposing him and installing pirate foes from another, so they’ll have to think on
themselves as new and more vibrant rulers, simply their feet and react as they go. Don’t worry about
sacking the de facto pirate capital of Hazard Harbor maximizing every possibility; if the first villain of
will not suffice. Instead, they must attempt a daring a given type doesn’t get to use your favorite dirty
assault on Fort Scurvy, the nigh-impregnable trick, they’ll pop up again later in the adventure and
citadel of the Pirate King, to seize control of the you’ll get another shot. Individual NPC stat blocks
jewel of all pirate harbors and to crown themselves and enemy troops are found in Chapter 7: Pirate
the new high captains of the seven seas. This Codex starting on page 178. Unique named NPCs
adventure is designed for 14th-level characters, have their stat blocks in the text of the module in
though you could adjust the adventure up or down the locations where they appear.
in difficulty based on how you play the villains and
their response to invasion by the heroes.
Battles in this adventure are never going to be
a party of characters challenging a single ultra-
11
This adventure can be played against the powerful enemy in their lair; instead, the heroes
backdrop of a full-scale naval assault, using rules will almost always be outnumbered though rarely
from Kingdoms, Ultimate Rulership, Ultimate Battle, outgunned by any individual encounter or enemy.
and especially in Ultimate War (featuring naval This requires a different approach to running the
combat and siege warfare) from Legendary Games. adventure for both the GM and the players, as

373
high-level tactics focused on gang-tackling single perfect tactical precision to dogpile on the heroes is
enemies won’t work. Similarly, a simple room-to- just as unsatisfying as one where the enemy sits in
room scorched-earth “clear the dungeon” strategy its lair waiting to be wiped out by the heroes. Keep
for the adventure is not the best path to success. the pressure on but keep the action moving, and
The heroes are not waging a war of annihilation in most of all have fun!
Fort Scurvy, as the inhabitants of the fortress might
become their subjects if they succeed in toppling
Hazard Harbor
the Pirate King and perhaps taking his place. The Fort Scurvy is the most notable feature of this
heroes must combine guile, infiltration, and stealth island, with the fort built astride a rise at the
with a judicious application of brute force to crack northwest corner of the island and the ground
the defenses of the stronghold and eliminate the sloping gently to the south. A long beach stretches
Pirate King and his lieutenants who keep the rank east along the island’s north shore. The following
and file pirates in line. They remain loyal as long stat block represents the city of Hazard Harbor,
as the Pirate King shows his strength, but if he falls from its teeming slums to its obscenely opulent
their morale may falter. mansions looking down from the highland heights.
As a GM, encounters are far less discrete than in The city is not further detailed here, as the action
a typical dungeon, where monsters mostly stay in of the adventure is focused on Fort Scurvy itself,
their own lairs. If the alarm is raised, encounters though of course PCs may choose to sneak into the
necessarily become more dynamic, with some city to buy or sell magic items or make contact with
defenders (especially allies even in the midst
artillerists and of a pitched battle
their siege weapons) with the Pirate King’s
sticking to their posts forces. The settlement
and others ready and stat block below is
willing to flow and designed for use with
react as necessary the settlement rules
to meet intruders. in Kingdoms; if you are
Some encounter not using those rules,
areas are open and they can serve simply
adjacent to others, as a narrative guide to
and the PCs may what the city is like.
incite a reaction from
HAZARD HARBOR
several directions at once. Some of this dynamic
CN metropolis
encounter setup is described under Reactions and Corruption +9; Crime +11; Economy +8; Law +0; Lore
11 Reinforcements on page 377, but this also requires
active management by the GM. You must strike a
+6 (wealthy districts)/+2 (poor districts); Society
+6 (poor districts)/+2 (wealthy districts)
balance between military readiness and response Qualities defensible, free city, gambling, no
questions asked, notorious, wealth disparity
on one hand, and the chaos of a running battle
Danger +25
involving pirates who aren’t necessarily the best
Demographics
team players. A fortress where every soldier in Government autocracy
the castle responds instantly, suicidal loyalty, and Population 43,300 (27,000 humans; 4,000 half-

374
elves, 3,500 half-orcs, 2,200 halflings, 1,800 elves,
1,500 dwarves, 1,100 gnomes, 1,000 goblins, 800 and sleeping here by night. A long pier allows
hobgoblins, 400 other) oceangoing ships to dock, with smaller piers for
Notable NPC s passenger boats going to and from Hazard Harbor.
Pirate King Ismail Queeg (NE male human Tidal Effects: The coastal surf around Hazard
swashbuckling warrior) Isle is difficult terrain and also grants disadvantage
Garrison Commander “Doc” Silvertusk (CE male half-
to Acrobatics skill checks. In addition, wave surges
orc barbarian warlord)
Harbor Master Somin Crescencio (N female human occur every 1d4 rounds, acting as a shove attack
aristocrat) (equal chance of being moved directly towards
Sealord Thusus Herud (NE wereshark hobgoblin the beach, directly away from the beach, or being
barbarian chief) knocked prone). The attack bonus for this attack
Marketplace is equal to +2d8, reduced by 1 for every square a
Spellcasting 8th
creature is away from the normal shoreline.
Common Items unlimited; Uncommon Items 4d4;
Rare Items 3d4 Frigate Isle
Plunder Isle Frigate Isle lies just east of Fort Scurvy. Sheer-
sided with cliffs 80 to 100 feet high, Frigate Isle
Fort Scurvy is the most notable feature of this
covered in scrub, seagrass, and a narrow tangle of
island, with the fort built astride a rise at the
palms and evergreens atop its scarp. Thousands
northwest corner of the island and the ground
of seabirds roost on its cliffs, while lizards and
sloping gently to the south. A long beach stretches
monkeys clamber among rocks and trees. The tides,
east along the island’s north shore, backed by
currents, and reefs between Frigate Isle and Hazard
a low ridge. Citrus, fig, and olive groves grow
Isle and in the southerly passage into Hazard Harbor
around several outbuildings on the island’s south
give rise to frequent whirlpools. Called Maelstrom
side, but grassy bogs cover most of the island’s
Cove, few dare these waters, choosing instead to
interior. The waters around the fort are forbidding,
pass north of Fort Scurvy into the main northerly
with reefs sheltering lagoons too deep to wade
entry to Hazard Harbor’s lagoon.
but too congested for boats. The sugar-white
Atop Frigate Isle is a stone lighthouse to warn
beaches impose disadvantage on Acrobatics skill
ships away. After battling for control of the
checks performed on them, while the jagged rocks
lighthouse for decades, wrecking it twice, Frigate
surrounding most of the isle (called the Wench’s
Isle was declared neutral ground and the pirate
Teeth) are difficult terrain. Falling prone on these
lords pooled their funds to finance a magical
rocks deals 1d4 points of bludgeoning and slashing
lighthouse construct. PCs investigating the island
damage (a successful DC 15 Dexterity save negates
find mostly cliff terrain, with clumps of light and
this damage). Being shoved or otherwise forcefully
heavy undergrowth, inhabited by giant lizardsSRD,
moved deals this damage for each square of forced
movement. Terrain effects are described in the 5E
baboonsSRD and monkeys, and giant frigate birds,
identical to giant eaglesSRD but with black feathers
11
Srd.
and a bright red gular pouch, NE in alignment and
Several warehouses lie at the island’s southwestern
able to understand Aquan. The lighthouse is 20 feet
corner, with presses for olive oil and a small stable
in diameter and 50 feet tall and standing atop it is
of draft animals, linked to the fort by a road of
a construct of shining metal containing a brilliant
packed earth and palm logs. Small dormitories are
lamp, which fights only if attacked.
nearby for laborers working by day at Fort Scurvy

375
LIGHTHOUSE LAMP CUPOLA falling if there is an adjacent solid surface and the
Gargantuan A nimated Object creature succeeds on a DC 15 Strength (Athletics)
hp 203 check).
Challenge 10 5,900 xp The tidal action in this channel is violent and
unpredictable, requiring a DC 20 Wisdom check
Treat the construct as a clay golem that is
each round (water vehicle proficiency applies)
gargantuan. This construct’s body radiates
to pilot a canoe, longboat, or similar small craft
permanent daylight, and any creature within 10
through Rumrunner’s Race (DC 30 for warships,
feet must make a DC 14 Constitution saving throw
galleys, and sailing ships. A failed check deals 3d6
or be blinded for 1 round. A creature can only be
points of damage to the vessel, prevents movement
affected by this blinding attack once per day.
that round, and increases the DC on the following
The Eyes round by 1d6.
Creatures swimming in Rumrunner’s Race must
The small islet just north of Fort Scurvy and the
make a DC 16 Strength (Athletics) check each
islet across the north passage into Hazard Harbor’s
round to avoid being dragged underwater and
lagoon are barren rocky outcrops, each with a
facing drowning as well as being dashed against the
30-foot lighthouse tower containing an animated
rocks (2d6 bludgeoning damage and stunned for 1
lighthouse cupola identical to the one atop Frigate
round; A successful DC 16 Dexterity save negates
Isle.
the stunned condition. Creatures with a swim speed
Rumrunner’s Race gain advantage on these checks.

Hidden amidst the rocks and sea stacks of


Part 1:
Maelstrom Cove lies a hidden cleft scarcely 50 feet
wide that gives way into the Hidden Harbor inside
Frigate Isle (see Part 3, page 407). The cleft would
Fort Scurvy
Fort Scurvy sits immediately at sea level, though
scarcely be visible from the sea in any event, but an
at low tide much of the rocky shoals surrounding
ancient permanent image covers it with the image
the fort are exposed. Its lowest sections (the lower
of a rugged cliff overhanging low over the water,
bunker at O and the west bastion at P) are immense
the surf appearing to surge underneath the illusory
splayed blockhouses of brick and stone rising 30
overhang (Wisdom saving throw DC 15 disbelief
feet above the high-water mark. The lower bailey is
if interacted with). The cliff appears mostly
40 feet high, with cobbled ramps leading up to the
inaccessible, its slick and jagged surface appearing
upper bailey at 60 feet and the citadel rising 120
to have a DC of 20 Strength (Athletics) or Dexterity
feet.
(Acrobatics) to traverse its apparently unstable
Fort Scurvy is a sprawling edifice; however,

11 rocks. Seabirds have long since learned the cliffside


is treacherous and avoid landing on it (Intelligence
many chambers hold little of interest aside from
minor plunder or places to hide. Most rooms thus
(Nature) DC 20 or Wisdom (Perception) DC 25 to
have only short descriptions of relevant features
notice this behavior if the area is studied for at
and inhabitants. It is left to the GM to fill in
least 1 hour. A creature stepping onto the illusory
any incidental details of such rooms, be they
rocks falls 70 feet onto the rocky cliff-shore below
bedchambers, storage rooms, lavatories, or gardens.
(Damage 7d6 x 150% for the jagged rocks at the
bottom, a DC 19 Dexterity saving throw negates

376
Table 11-02:
Fort Scurvy Reinforcements Table 11-03: Drawing Fire
d100 CR Reinforcements d100 Targeting
01–20 8 Pirate Crew and 1 Pirate Officer 01–40 Not targeted by a ranged attack
21–40 10 Pirate Port Defenders and 1 41–60 Pirate Crew
Pirate Enforcer 51–60 Pirate Crew and a Pirate Piper (using
41–50 9 Pirate Crew, Pirate Officer, inspire courage or dirge of doom plus a
Pirate Piper ranged spell)
51-60 11 Pirate Port Defenders, Pirate 61–70 Light Artillerist Battery
Enforcer, Pirate Piper 71–75 Heavy Artillerist Battery
61–70 11 2 Pirate Sharpshooters 76–85 1 Pirate Sharpshooter
71-80 11 Pirate Crew, 2 Pirate Officer, 1 86–90 1 Elite Pirate Sniper
Pirate Bosun
91–95 1 Pirate Grenadier
81-90 11 1 Hag Spy and 1 Pirate Enforcer
96–00 coven of 3 Hag Spyies (using coven spells)
91-95 12 coven of 3 Hag Spyies
96-00 13 Bloodthirsty Buccaneers, 1
Pirate Bosun, 1 Pirate Grenadier

Reactions and Reinforcements: Fort Scurvy is including fogs and illusions, can be of g r e a t
a “living” fortress, full of ordinary NPCs who are aid in diverting or defeating such attacks, as can
primarily interested in avoiding getting killed, spells that create physical barriers and summoning
not much of a threat to PCs. As with playing out creatures to provide additional targets.
a fleet action at high levels, if PCs mount a major Occupied locations in Fort Scurvy contain a
attack on Fort Scurvy with their allies, most lower- standard entry for Creatures, and most have an
level NPCs and siege weapons can be assumed to Alert entry indicating the creatures present once
be occupied responding to their equivalents on the an alarm has been raised (increasing Challenge to
PCs’ side, with this battle taking place mostly in the the number after the slash). The CR for encounters
background. However, organized units of defenders reflects this alternate number of defenders that
can be found throughout the fort, forming up into generally maintain their positions rather than
trained battle-ready troops, often led by individual leaving their station to respond to enemy attacks
commanders or small numbers of elite officers. (though they may use ranged attacks to harass
If PCs attempt a small-group infiltration, they
may well attract more direct attention if combat
known targets), instead relying on internal
reinforcements. Every time PCs engage in combat, 11
erupts and the PCs are discovered. Fort Scurvy there is a 10% cumulative chance at the end of
has many defenders, often well protected behind each round after the first that reinforcements
fortified cover. PCs revealing themselves openly, arrive, of a type determined using the table below.
especially flying PCs, are targeted with dozens Encounter distance is 2d4 x 10 feet outdoors, half
of missiles every round from defenders across that indoors. If the PCs exit combat unobserved,
the fort. Battlefield control and obscuring spells, this chance resets to zero. If PCs break off combat

377
brickwork retaining wall on the left, rising
while observed, the chance of an encounter each
steeply from the packed soil atop the beach
round is reduced by 5% per round. to the forbidding gates of Fort Scurvy. The
Each time the PCs defeat a group of reinforcements, gates themselves are stoutly bound with
the chance of further reinforcements is reduced by iron and cruelly spiked. Above the gates,
2% per round; i.e., 8% cumulative per round after four sharp-fanged shark mouths have been
sculpted into the stone, each surrounded by
one group has been defeated, 6% after two groups, sooty smudges.
etc. After 5 groups of reinforcements have been
defeated, no more arrive. The cobbled ramp is a steep slope, and a
In addition to potential reinforcements, any mechanism inside the citadel can collapse parts of
defenders with line of sight to PCs may make the ramp, turning it into dense rubble. In addition,
ranged attacks. For ease of reference, assume that two cannons within the citadel threaten brutal
any visible PC (unless well-disguised, whether with death on those ascending the ramp.
mundane disguise or magical illusion or polymorph
effects) has a chance every round spent in the open
B. Citadel
to be targeted:
This rounded bastion dominates the upper
Attitudes: If no alarm is raised, craftsmen portion of Fort Scurvy, its battlements
within Fort Scurvy have an initial attitude of looming cruelly over the surround. A high
indifferent, while defenders are unfriendly. During mast bearing the Pirate King’s banner rises
an alert, attitudes shift to unfriendly and hostile, from the citadel’s roof, flanked by a pair
of massive ballistae, with heavy netting
respectively.
shrouding the battlements. Shuttered arrow
Poisoned Weapons: The goblin alchemists in slits riddle the walls like unfriendly eyes.
the Pirate King’s employ spend much of their free
time manufacturing alchemist’s fire to feed his This massive fortification bears steel-bound gates
firedrakes and other siege engines, but they also of hewn teak logs (threshold 8, hp 120 per 5-foot
spend a great deal of time crafting serpent venom section), studded with cruel spikes. Creatures
Srd
for the defenders’ weapons. This sticky poison attacking the gates with natural weapons or
is effective for up to 4 hits; wielders are exposed to unarmed strikes are attacked by a spike (+10 melee,
this poison on a natural 1 on attack rolls. 1d6+5 damage each) with each attack. These spikes
The goblins sneak through the castle by night are considered a trap, though they are not hidden
applying their poison, but most defenders are and cannot be disarmed.
unaware their weapons are poisoned. While the
B1. Gatehouse Entry
goblins are mistrusted by many, they are known
to have the Pirate King’s favor for their demented
(Challenge 8/10)
genius with explosives, so few defenders do more This dusty, vaulted chamber, its 15-foot ceiling

11 than grumble. However, if a defender discovers


his weapon is poisoned and a goblin is present, he
supported by arched buttresses, is used to inspect
visitors and vehicles before they are admitted into
immediately turns on the goblin and attacks. the baileys of Fort Scurvy. The chamber contains

A. Gateway Ramp a permanent alarm spell which triggers an audible


alarm when an invisible creature enters the room.

This steep cobblestoned ramp leads between


a high curtain wall on the right and a

380
Creatures PIRATE SHARPSHOOTER
Challenge 9 5,000 XP
PIRATE PORT DEFENDERS
hp 143 (see page 198)
hp 119 (see page 346)
Challenge 7 2,900 xp B3. Guardhouse (Challenge 11)
These hard-bitten guards stay adjacent to their This thick-walled blockhouse is a guard post that
officer, using Saving Shield to protect them. also serves as the office of the gate inspector, but
it also the ready room for a pirate bosun and pirate
PIRATE OFFICER
enforcer whose job it is to subdue any recalcitrant
hp 130 (see page 347)
visitors who object to being searched.
Challenge 6 1,800 xp
Creatures
Alert
PIRATE BOSUN (2)
2 pirate port defenders, 2 pirate officers
Challenge 9 5,000 xp
B2. Shooting Gallery hp 212 (see page 194)
(Challenge 6/10) PIRATE ENFORCER
This enclosed gallery with iron-shuttered arrow Challenge 9 5,000 xp
slits (threshold 10, hp 30, total cover when closed, Hp 195 (see page 194)
improved cover when open) facing outward is
B4. Stairs
reached by locked wooden doors (threshold 5, hp
20, DC 20 Dexterity skill check with thieves’ tools These spiral stairs ascend through the three levels
to pick). Small peepholes (Wisdom (Perception) of the citadel and give access to the roof.
DC 20 if searching) allow vision into the citadel’s
B5. Portcullis
interior, and defenders here may move to B6 to fire
down upon invaders through the murder holes. These heavy iron grilles are controlled by capstans
At each end of the gallery is a narrow shaft with at B6 and can be dropped as a move action by
a rope (Strength (Athletics) DC 5 to climb; DC 15 pirates above. Creatures adjacent to a portcullis
if rope is removed) for moving between the upper may be stuck under it as it falls, taking 6d6 points of
and lower levels. Those in the upper gallery must piercing and bludgeoning damage and being pinned
use Dexterity (Acrobatics) or Strength (Athletics) (DC 13 Dexterity save negates; DC 17 if Large or
to move past the shaft without falling. larger and directly underneath the portcullis
rather than adjacent to it); pinned creatures take
Creatures
1d6 points of damage at the beginning of each
PIRATE CREW
hp 85 (see page 377)
turn. Each 10-foot portcullis is considered a trap
(Wisdom (Perception) 15, DC 25 Dexterity skill 11
Challenge 6 2,300 xp check with thieves’ tools) for game effects related to
traps. Escaping the pin requires a DC 20 Dexterity
Alert
(Acrobatics) check or Strength check or destroying
Pirate crew, 1 pirate sharpshooter the portcullis (threshold 10, hp 120).
A portcullis blocks movement, though Small
or smaller creatures can get through (Dexterity

381
(Acrobatics) DC 25, reduced by 10 for each size Alert
smaller than Small). A portcullis does not block
This room will be empty.
line of sight or effect but does provide cover against
piercing weapons, targeted spells, and burst effects B8. Weapons locker
and total cover against bludgeoning or slashing
The locked wooden door (threshold 5, hp 30, DC
weapons. Polearms can be wielded through a
20 to lockpick) secures a cache of ammunition for
portcullis, but natural reach beyond 5 feet is
personal and siege weapons (master artillerists
blocked.
have keys).
B6. Shooting Gallery (Challenge 6/9)
B9. Firing Chamber (Challenge 9/12)
This low-slung chamber is pierced with shuttered
This chamber contains two cannons mounted over
murder holes in almost every square, allowing
the main gates and two light ballistae, one each
archers to waylay those in area B2 below. The
facing west and south and mounted on paired
pirates here operate the portcullises with capstan
gimbals, allowing easier rotation, elevation, and
winches. It requires two DC 10 Strength checks to
declination, granting a +2 bonus on attack rolls
raise a portcullis up 5 feet but only one move to
against moving targets. The artillerist battery crews
release it to fall.
the weapons while a master artillerist supervises
Creatures the loading, aiming, and firing of all weapons.

PIRATE CREW Creatures


hp 85 (see page 194)
HEAVY ARTILLERIST BATTERY
Challenge 6 2,300 xp
hp 119 (see page 188)
Alert Challenge 7 2,900 xp

2 pirate crews, 1 pirate piper MASTER ARTILLERIST


hp 104 (see page 192)
PIRATE PIPER
Challenge 4 700 xp
hp 182 (see page 197)
Challenge 7 5,000 xp Alert
B7. Ready Room (Challenge variable) 2 heavy artillerist batteries, 2 master artillerists, 1
pirate bosun
Hammocks hang from the beams, posts, and
rafters of this chamber, enabling guards to rest PIRATE BOSUN
while remaining near their posts. There is a 50% hp 212 (see page 194)

11 chance to encounter 1d4 common pirates here, Challenge 9 5,000 xp


and a 25% chance for a single pirate sharpshooter;
B10. Roof (Challenge 10/13)
each creature has a 50% chance of being asleep.
Footlockers of soiled clothing, whetstones, dishes, The citadel’s roof has a battlement of merlons and
half-empty bottles of grog, and similar personal shuttered embrasures. Against attacks from below
effects are scattered haphazardly. or the same level, these defenses provide improved
cover when open, total cover when closed. In
addition, the citadel supports a 50-foot-high

382
mast flying the flag of the Pirate King (the lower MASTER ARTILLERIST
towers of Fort Scurvy have similar masts, but only hp 104 (see page 192)
20 feet high and surmounted by Ismail Queeg’s Challenge 4 700 xp
personal battle flag), as well as signal flags which
PIRATE OFFICER
can transmit messages to ships. A pirate officer is
hp 130 (see page 196)
stationed here as flag officer.
Challenge 6 1,800 xp
The mast supports a network of netting secured
to cleats atop the tower’s battlement (AC 3, hp 10 Alert
per 5-foot section), providing cover against attacks
As above, 3 pirate sharpshooters
from above. Those within can attack without
impediment using ranged attacks and piercing PIRATE SHARPSHOOTER (3)
weapons, but other attacks are subject to cover. hp 143 (page 198)
Fine or Diminutive creatures ignore the netting, but Challenge 9 5,000 xp
larger creatures require a Dexterity (Acrobatics)
check (DC 10 for Tiny creatures, increasing by 5 for C. Stables
each size category larger). Gases, area effects that
fill a spread, and attacks requiring no attack roll Slitted vents under the ceiling eaves
bypass the netting, but the netting provides a cover illuminate this stable and its neat bales of
fodder. Tack, harness, and farrier’s tools
bonus to saving throws against bursts, lines, and
hang everywhere from pegs and hooks. A
cones, even if the netting is destroyed by the effect. low-pitched loft lies above, reached by an
The netting is regularly soaked in seawater and open staircase, with a winched hoist affixed
takes only 1/4 damage from fire. A fireball impacts to the main beam.
the netting and bursts outside it unless the caster
succeeds at a ranged attack against AC 13 to hit a Fort Scurvy’s defenders have no need for mounts,
target inside the net. and the stable is mostly for draft animals and the
The tower’s interior accessed through a locked convenience of guests.
iron trap door (threshold 10, hp 60, DC 25 Dexterity
C1. Main Stables
skill check with thieves’ tools to pick). A permanent
alarm is affixed to the underside of the trap door, The stables typically hold 1d4 horses and 1 warhorse
triggering if the door is opened without speaking scattered in the stalls, tended by two craftsmen
the password. Two heavy ballistae are mounted on (grooms), who hide in the loft during an alert.
gimbal platforms like those in B9.
C2. Loft
Creatures
Extra fodder and gear are stored here.
HEAVY ARTILLERIST BATTERY
hp 119 (see page 188)
D. Upper Bailey (Challenge 8) 11
Challenge 7 2,900 xp
This wide cobblestoned triangle is abuzz
with activity, with craftsmen mending and
making at tables or lading carts, though a
few boisterous louts are loafing in the shade.

383
During normal days, 4d6 craftsmen and 1d6 improved cover against attacks from outside the
drunkards (see page 183) are at work here, wall and cover against ranged attacks from flying
supervised by a few pirates. If a battle breaks creatures or creatures inside the wall). Battlements
out during daytime, these workers form up into a rise 10 feet above ground level inside the fort,
drunken rabble and attack intruders. By night, or accessed by fixed ropes (Strength (Acrobatics) DC
during alerts, the bailey is empty save the guards. 5 to climb; DC 15 if rope removed).

Creatures Creatures
PIRATE GUARD (2) COMMON PIRATES (2)
hp 112 (see page 196) hp 104 (see page 182)
Challenge 4 1,100 xp Challenge 3 700 xp

PIRATE OFFICER Alert


hp 130 (see page 196)
4 common pirates (2 atop battlement, 2 inside
Challenge 6 1,800 xp
machicolation), plus 1 pirate sharpshooter
DRUNKEN RABBLE
PIRATE SHARPSHOOTER
hp 75 (see page 183)
hp 143 (see page 198)
Challenge 3 700 xp
Challenge 9 5,000 xp

E. Gardens G. Beach Towers


These hedged lawns are shaded with citrus
trees and tilled rows of vegetables. These octagonal towers dominate the
approaches to Fort Scurvy. At the tower’s
midpoint, an angular bulge flares outward,
These gardens produce a bounty of produce for with stonework shark maws worked into its
the castle. Each garden has a 50% chance at any face, and tower retains its wider girth to its
parapet. Signal flags whip from a tall netted
time to contain 1d4 craftsmen (farmers). A circular
mast.
well lies in each garden, with a crank-operated
bucket conveyor bringing water from the cisterns
The lower half of these 60-foot-high towers is 15
below.
feet wide, the upper section 20 feet across, entered
F. Battlement (Challenge 5/10) by a barred iron door (threshold 10, hp 60, Dexterity
skill check with thieves’ tools DC 20 to disable).
These imposing shuttered crenels overlook
the surround, with oblique slitted G0. Cellar
machicolations leaning out over the walls.
A spiral stair circles down into this storage area for
supplies and ammunition. Each cellar also contains
These battlements provide cover against attacks the nest of a pirate grenadier, the goblins preferring
from outside the wall but not against flying the cramped environs of the cellar. An alchemist’s
creatures or creatures inside the wall, with one lab is set up amongst the stored supplies, as well
pirate atop the wall and another in the battlement’s as 3d6 x 100 gp worth of alchemical raw materials,
stone and brick understructure (which grants

385
which can be substituted for cash when crafting G4. Rooftop (Challenge 7/12)
potions or alchemical items.
The battlements, mast, netting, and trap doors here
Creatures are similar to those at B10 (see page 382).

PIRATE GRENADIER Creatures


hp 169 (see page 195)
PIRATE GUARD
Challenge 9 5,000 xp
hp 52 (see page 196)
G1. Entry (Challenge 4) Challenge 4 1,200 xp

A pirate guard is posted within the door at all times


and will open it only to creatures providing the PIRATE OFFICER
proper passwords, which are changed frequently. hp 130 (see page 196)
Stairs to the left ascend 20 feet to G3 while those Challenge 6 1,800 xp
to the right descend 10 feet to G0. The ascending
Alert
stairs circle around the front facing of the tower,
passing shuttered arrow slits (three quarter cover 2 pirate guards and pirate officers (as above), plus 2
when open, total cover when closed) pirate sharpshooters

G2. Officer’s Quarters PIRATE SHARPSHOOTER (2)


hp 143 (see page 198)
This chamber has two bunk beds for officers
Challenge 9 5,000 xp
commanding the tower, as well as a table, chairs,
and a shuttered, barred window. A 1-minute search
(Wisdom (Perception) DC 15) reveals 2d6 x 100 gp
H. Lower Bailey
worth of coins, jewelry, and small valuables (halved (Challenge 10/12)
if the check failed).
This open cobblestone courtyard is
G3. Firing Level (Challenge 8) dominated by three massive trebuchets and
racks of ammunition, though sounds and
This level at the tower’s midpoint contains a cannon
smells of smithing and cookery permeate
built on a rotating mechanism to be able to fire out the plaza amidst the sweating knots of
any of the tower’s outward-facing arrow slits or the soldiers practicing their bladework.
down-angled shark-carved firing ports where the
tower widens outwards.
This area is similar to D, but with a constant
Creatures pirate presence keeping order and guarding the

11 LIGHT ARTILLERIST BATTERY


hp 75 (see page 191)
trebuchets. The craftsmen take shelter in the
workshop (see page 388) during alerts.

Challenge 5 1,600 xp Creatures


MASTER ARTILLERIST PIRATE PORT DEFENDERS
hp 104 (see page 192) hp 119 (see page 198)
Challenge 4 700 xp Challenge 7 2,900 xp

386
PIRATE OFFICERS (3) Creatures
Challenge 6 1,800 xp
PIRATE GUARD (1D4)
hp 130 (see page 196)
hp 112 (see page 196)
Alert Challenge 4 1,200 xp

as above, 2 heavy artillerist batteries, 1 master COMMON PIRATES (1D4)


artillerists (1 per trebuchet) hp 104 (see page 182)
Challenge 3 700 xp
HEAVY ARTILLERIST BATTERY (2)
hp 119 (see page 188) DRUNKEN RABBLE
Challenge 7 2,900 xp hp 75 (see page 183)
Challenge 3 700 xp
MASTER ARTILLERIST (3)
hp 104 (see page 192) Alert
Challenge 4 700 xp
The mess hall doors are closed and locked (typical

I. Mess Hall (Challenge wooden doors, Disable Device DC 20) and the cooks
hide within while pirates report for duty.
variable) J. Brig (Challenge 6)
This tile-roofed building has numerous
chimneys. The scent of simmering fish stew This grim spire has only narrow barred slits
wafts from within and smoke drifts from for windows, but faint moans can be heard
several chimneys. The walls facing the lower from within. A locked iron door grants
bailey are comprised of louver-shuttered egress to the upper east bastion.
doors, able to be opened entirely to allow
the sea breezes to cool the kitchens. While hanging and flogging are common
punishments, the Pirate King also has need for
This building is for food preparation and serving keeping prisoners for extended periods. Wealthy
and is a gathering place for off-duty pirates. hostages are usually confined to suitable quarters
Typically, 1d4 common pirates and 1d4 pirate guards until ransomed, but 1d4 prisoners of modest means
are here eating, gambling, or carousing, served by and 1d4 drunkards are typically confined here,
2d4 craftsmen (cooks). There is a 25% chance for watched over by a single turnkey and a torturer.
1d3 higher-level pirates of any type (e.g., master There is no entrance to the jail from the lower
artillerist, pirate sharpshooter) to be present. bailey. The single door gives entry to the upper level
A narrow passage at the west end of the mess (J1), where the turnkey and torturer are stationed.
hall accesses the eastern garden well (N11), and a
locked secret drawer (Wisdom (Perception) DC 25,
Dangerous prisoners can be isolated and manacled
in a single barred cell (J2) on the upper level, 11
DC 25 Dexterity check with thieves’ tools to pick; but most prisoners are simply dropped through a
pirate bosuns have keys)) allows food and drink to trap door into a holding cell below (J3). A rope is
be passed through into the council chamber (N8). lowered to retrieve prisoners, and food and water
Only Tiny or smaller creatures can fit into this are lowered in a bucket for prisoners to fight over.
drawer.

387
Creatures Alert
TORTURER The doors are barred from within, but the craftsmen
SRD
use gladiator stats continue their work.
hp 112
Challenge 5 1,800 xp L. East Bastion
TURNKEY
(Challenge 10/12)
use veteran SRD stats

hp 58 This long triangular bastion serves as


parade ground and drill space. A gallows
Challenge 3 700 xp
stands at the eastern end of the bastion,
Prisoner (1d4) with desiccated reminders of the cruelty of
use thug SRD stats the Pirate King swaying in the breeze from
hp 32 its ropes.
Challenge 2 100 xp

DRUNKARD (USE BANDIT STATS) (1D4) This large open area is openly patrolled by a
SRD
use bandit stats pirate crew overseen by a watch guard, while their
hp 11 sharpshooter commander lurks near the gallows
Challenge 1 25 xp using Stealth.

Development: If the prisoners are released, they Creatures


function as a troop of drunken rabble (see page
PIRATE CREW
183) that attacks any pirates they encounter,
hp 85 (see page 194)
ignoring the PCs who freed them. They can be
Challenge 6 2,300 xp
persuaded to move to a designated location to create
a distraction with a successful DC 15 Charisma PIRATE GUARD
(Intimidation) or DC 20 Charisma (Persuasion or hp 112 (see page 196)
Deception) check. Challenge 4 1,100 xp

K. Workshop (Challenge PIRATE SHARPSHOOTER


hp 143 (see page 198)
variable) Challenge 9 5,000 xp

The sound of hammers, saws, and shouts Alert


of workers echo from within this blocky
building. As above, plus two artillerist batteries and a second
pirate sharpshooter.

Kilns for firing brick and tile and belt driven saws LIGHT ARTILLERIST BATTERY (2)
dominate the space within this workshop, but all Challenge 5 1,800 xp
manner of soft and durable goods are crafted and hp 75 (see page 191)
repaired here by 2d6 craftsmen. The upper level is
a loft for storage (K2) reached by ladder from inside
the workshop.

388
L1. Officer’s Quarters M1. Officer’s Quarters
(Challenge variable) (Challenge variable)
As G1. These quarters house bosuns, officers, As L1 (see page 390).
pipers, and sharpshooters, with a 25% chance to
M2. Regular Quarters
find one such officer asleep. If awakened, they
will shout for aid and try to fight their way to help
(Challenge variable)
unless hopelessly outnumbered. As L2 (see page 390).

Alert M3. Lavatory


This room is unoccupied. As L3 (see page 390).

L2. Regular Quarters M4. Gallery (Challenge 6/7)


(Challenge variable) These long halls have shuttered arrow slits every
As L1, but these messy quarters feature hammocks 5 feet, plus light ballistae where indicated. The
rather than carved bunks, with 1d3-2 common bailey level and tower have one gallery each, while
pirates and 1d3-2 pirate guards sleeping here at any the upper level two galleries. Knotted climbing
time. ropes (DC 5) pass through shafts at each ends of
A 1-minute search of the room (Wisdom the gallery; the eastern shaft ascends into the tower
(Perception) DC 10) uncovers 4d6 x 10 gp worth gallery and up to an iron trap door to the roof (DC
of coins, small pieces of jewelry, tools, or other 15 to pick, threshold 10, hp 60).
personal effects. If the skill check is failed, only
Creatures
half the value of items is found.
PIRATE CREW
Alert hp 85 (see page 194)
This room is unoccupied. Challenge 6 2,300 xp

L3. Lavatory Alert


This slit-windowed chamber contains washtubs 1 pirate crew, 1 light artillerist battery
with coarse brushes, soap, and water barrels, as
LIGHT ARTILLERIST BATTERY
well as latrines with seawater buckets for rinsing.
hp 75 (see page 191)
M. North Bastion Challenge 5 1,800 xp

M5. Lower Rooftop (Challenge 5/10)


This trapezoidal bastion protects the

11 northern face of Fort Scurvy, shielding


the lower bailey from enemy fire. One side
This rooftop is used as a nesting area and rookery
for a mated pair of trained giant frigate birds used
rises in a watchtower while the lower roof
features giant wooden perches. as aerial mounts and messengers. Usually 1d4-2
frigate birds are present.

390
Creatures a pirate piper chamberlain that deals with guests.
Each officer has a pirate guard. If the alert has been
GIANT FRIGATE BIRDS
raised, this is also where the garrison commander,
use giant eagle stats SRD

hp 26 “Doc” Silvertusk, is found leading the defense.


Challenge 3 700 xp Creatures
Alert PIRATE BOSUN (2)
hp 212 (see page 194)
2 giant frigate birds, 2 pirate officers, 1 pirate piper
Challenge 9 5,000 xp
PIRATE OFFICER (2)
PIRATE PIPER
hp 130 (see page 196)
hp 182 (see page 197)
Challenge 6 1,800 xp
Challenge 9 5,000 xp
PIRATE PIPER
PIRATE GUARDS (3)
hp 182 (see page 197)
hp 112 (see page 196)
Challenge 9 5,000 xp
Challenge 4 1,100 xp
M6. Tower Rooftop (Challenge 7/12)
“DOC” SILVERTUSK
As G4 (see page 386). Medium humanoid (orc), chaotic evil
Armor Class 22
N. Central Bunker Hit Points 252 (24d8+144)
Speed 30 ft.
This massive bunker delved into the hillside Str Dex Con I nt Wis Cha
beneath the upper bailey connects the 24 (+7) 18 (+4) 22 (+6) 10 (+0) 12 (+1) 8 (-1)
northern and western flanks of Fort Scurvy.
Massive banded portals emblazoned with Saving Throws Str +12, Con +11
the Pirate King’s ensign mark this as the Skills Acrobatics +9, Athletics +12, Intimidation +4
seat of his power and are cruelly spiked to Senses darkvision 60 ft., passive Perception 11
dissuade any from battering them down. Languages Common, Orc
Challenge 14 11,500 xp
The spiked outer doors here are identical to those Aggressive. As a bonus action, the orc can move up
at B. Doors within this bunker are have overlapping to its speed toward a hostile creature that it can
see.
bulkheads and are watertight.
Indomitable. "Doc" has advantage on all Wisdom
N1. Grand Entry (Challenge 15) saving throws.
Actions
Multiattack. "Doc" makes 3 estoc cleave attacks or 3
This vaulted chamber displays banners,
uniforms, coats of arms, figureheads, ship’s
nameplates in a dozen languages. Three
carbine attacks.
Estoc Cleave. Melee weapon attack: +12 to hit, 5
11
iron-bound portals stand opposite the main ft. reach, 2 targets. Hit: 20 (2d12 + 7) slashing
damage. creatures hit by this attack are subject to
gates.
serpent poison.
Carbine. Ranged weapon attack: +12 to hit, range
This chamber is warded with an audible alarm
20/60, 1 target. Hit: 17 (2d12 + 4) piercing damage.
that triggers if an invisible creature enters the
room. Two pirate bosuns guard this chamber, with

391
MASTER ARTILLERIST (3)
hp 71 (see page 192)
Challenge 4 700 xp

N3. Artillerist’s Quarters


(Challenge variable)
As L1 (see page 390), but with either four
hammocks for artillerists (75% chance) or two bunk
beds for two master artillerists (25% chance), with
1d3-2 of either here asleep amongst their tools,
reference books, and personal effects.

Alert
These rooms are unoccupied.

N4. Lavatory
As L3 (see page 390); while most of the bunker
is built under or within the footprint of the fort’s
walls, this lavatory is built within the north wall of
the fort, with shuttered slits indistinguishable from
arrow slits.

N5. West Entrance (Challenge 15)


IRON GOLEM
hp 210
Challenge 15 15,000 xp

N2. Ballista Barbettes N6. Aquarium (Challenge –/10)


(Challenge 7 or 10)
This glass-walled chamber, lit from above
This long chamber contains three separate by sealed continual flame lanterns, contains
barbettes, each containing a heavy ballista. When an artificial reef and a collection of colorful
not on alert, the ballistae are only partially crewed. sea life. A hatch atop the aquarium allows
access into the aquarium.
Creatures

11 HEAVY ARTILLERIST BATTERY


hp 119 (see page 188)
Alert
Two wereshark shamans lurk here. They target
Challenge 7 2,900 xp
PCs in the corridor with ranged spells, but if the
Alert aquarium is breached they use control water to
flood the corridor and attack in hybrid form.
2 heavy artillerist batteries, 1 master artillerist

392
WERESHARK SHAMANS (2)
hp 171 (see page 230)
Challenge 8 3.900 xp

N7. Guest Quarters


These elegantly appointed chambers contain velvet-
draped four-poster beds, with a smaller daybed
near the door for a servant or bodyguard.
A 1-minute search of the room (Wisdom
(Perception) DC 15) uncovers 3d6 x 100 gp worth
of dishes, paintings, furnishings, and objects d’art
(halved if the check is failed).

N8. Council Chamber (Challenge 16)

A large oval table of polished teak dominates


this council chamber. A painted map of the
known world covers the walls. The banners
of a dozen pirate lords hang from the ceiling,
with the battle flag of Ismail Queeg largest
against the west wall, behind the high seat
of the Pirate King.
CRUSHING SLIME TRAP
PCs visited this chamber during the pirate council Mechanical trap
in Part 1. Their banner is conspicuously absent All creatures in a 10-foot square are attack by a
falling stone with a +10 attack bonus for 16d6
from those hanging from the ceiling, as are those of
bludgeoning damage. Any creature hit is pinned
any pirate lords openly supporting their coup d’etat. but may free themselves using an action to
Locked secret doors (Wisdom (Perception) DC 15, successfully make a DC 20 Strength or Dexterity
check. A creature can assist this roll by using their
DC 20 to pick) lead to the map room and library,
action, granting the pinned creature advantage on
and a small pass-through secret door leads to the their roll. In addition to the falling stone, a cavity
mess hall (Area I, page 387), large enough for above the stone contains a colony of green slime
dishes and trays or a Tiny creature. In addition, that oozes out onto all squares adjacent to the trap
and seeps underneath the stone to affect pinned
the Pirate King’s throne contains a secret trap door creatures. The block has threshold 8, 1800 hp,
(Wisdom (Perception) DC 15, DC 20 to pick) that and weighs 20 tons. Unless moved or destroyed, it
deposits the creature sitting on the throne into the blocks the chute to N19 (page 395).
secret hallway below (N19, page 395). However,
the throne is also trapped (Wisdom (Perception)
N9. Map Room 11
DC 20, DC 15 to pick), triggered by sitting on the This chamber contains thousands of maps
throne or by activating the trapdoor (the trap is inscribed or stolen by generations of pirates,
deactivated with a simple switch). including coastal surveys, tidal charts, and maps
of currents, prevailing winds, and constellations
across latitudes and seasons. Some maps reveal
features of the seafloor or the coastlines of far-

393
off lands across the oceans in every direction. N11. Cistern Wells
Whether copied from ancient scrolls or relics
These open shafts connect the wells in the gardens
of long-forgotten expeditions, this collection of
above to the cisterns below. A grillwork blocks
maps is the equal of any in archives of the greatest
access vertically, but a crank-operated bucket
nautical kingdoms. Consulting these maps for 1d6
conveyor carries water from below.
hours grants a +6 bonus to skill checks about the
geography of any location in the world within 100 N12. Storage
miles of the seacoast.
These chambers contain crated foodstuffs and dry
Spending a week cataloguing these maps (Wisdom
goods behind locked wooden doors (threshold 5, hp
(Perception) DC 30) uncovers 6d6 x 1000 gp worth
20, DC 20 to pick; pirate bosuns have keys).
of rare maps.
N13. Dungeon Stairs
N10. Library
The stairs to the lower dungeons are dusty and
This chamber contains centuries of piratical
little used, save by the weresharks of the seacaves
histories gathered from around the world, many
(Wisdom (Survival) DC 20 to notice their tracks).
deeply embellished but others astonishingly
The door here is locked as N12 (page 394), but
detailed naturalistic accounts, records of wrecked
only weresharks have keys. The stairs descend 20
ships and sunken or buried treasure, and many
feet to the dungeon.
intimate diaries and personal correspondence.
Studying within this library for 2d6 hours grants a N14. Alchemist’s Manufactory
+6 bonus on Intelligence skill checks about pirates (Challenge 11)
past and present, and a +5 bonus on all Intelligence
skill checks regarding the people and places of the This locked chamber is packed to the rafters
pirate islands, as well as any coastal regions the GM with crates of glasswork, wax-sealed packets
and casks, save for a scattering of tables and
selects as being of particular interest to the pirate
benches piled high with kettles, alembics,
king. At the GM’s discretion, these references may beakers, and flasks.
also shed light on extraplanar oceans and naturally
occurring portals known to exist among the seas
These locked rooms (as N12 [page 394], but
and islands of the world, some of which could be
pirate grenadiers have keys) are a cluttered jumble
large enough to allow passage of a ship from one
of alchemical equipment and supplies, including a
plane to another. These portals may be continuously
great deal of raw material for making gunpowder,
active, or may require specialized checks or rituals
as well as distilling and fermentation equipment
to activate, and studying the appropriate reference
for both poisons and liquors. The goblin alchemists
books grants a +4 bonus on any ability, skill, or

11 caster level checks made to perform such actions.


Spending a week cataloguing the library (Wisdom
in each room are each assisted by 1d4 craftsmen;
these assistants are not present during an alert.
These chambers contain 2d4 x 1000 gp worth of
(Perception) DC 25) reveals 3d6 x 1000 gp worth of
alchemical raw materials, which can be substituted
rare volumes and documents.
for cash when crafting potions or alchemical items.

394
hidden blades are sprung all over the room,
Creatures attacking any creature inside for 3d8+3 slashing
damage with a +12 attack bonus. These attacks
PIRATE GRENADIER (2) persist for 1d4 rounds. Any creature hit by the
hp 169 (see page 195) blades is also affected by serpent venom.
Challenge 9 5,000 xp
While Doc keeps most of his wealth with him,
N15. Grog Cellar a 10-minute search (Wisdom (Perception) DC 20)
uncovers 205 pp, 549 gp, 2320 sp, 8500 cp, a black
This locked chamber (as N12 [page 394]) contains
pearl (230 gp), 2 violet garnets (350 gp), a white jade
barrels and racked bottles of ale, wine, and liquor
bracelet (260 gp), 5 lapis lazuli (3 gp), a darkwood
of all sorts, worth 6d6 x 100 gp; in addition, a DC
buckler, darkwood light wooden shield, and a potion
20 Wisdom (Perception) check discovers 2d6 choice
of remove curse, all stuffed haphazardly in wooden
vintages worth 100 gp each.
boxes.
N16. The Seraglio
N18. Pirate King’s Quarters
This locked chamber (iron door, threshold 10, hp
60; Ismail Queeg and “Doc” Silvertusk have keys) is This secret chamber is draped with hangings
lavishly appointed, with cushioned divans of velvet of blue, suggesting the deep sea, and the
walls hung with hundreds of figureheads
and silk and a collection of fine artworks tastefully
and ships’ nameplates, some pristine but
displayed, with a polished mahogany bar and wine most weathered, burnt, or hacked in pieces,
cases. This chamber offers entertainments of all each with a framed parchment hung beside
sorts to guests of the Pirate King, but it sits dark it. An oversized gilded bed is covered in
and empty during alerts. The furnishings here are purple and gold silks, while fine wooden
furnishings, shelves of books, and woven
worth 5d6 x 100 gp and weigh 100 pounds.
carpets from Qadira and Vudra.
N17. First Mate’s Quarters
(Challenge 11) This chamber is reached only through locked
secret doors (Wisdom (Perception) DC 20, Dexterity
The walls of this chamber are bedecked DC 25 to pick the lock using thieves’ tools) into
with trophies of animals, beasts, and areas N15–19. The ship relics represent the many
humanoids, stuffed heads and other body
ships Ismail Queeg has sunk in his long career. The
parts preserved in their grisly glory.
Bloodstained weapons of every description furnishings here, including a collection of books of
hang from walls and ceiling and are stacked art and history of modest value, are worth 1d6 x
around a bed covered in animal hides. 1,000 gp, but most of his wealth is kept on board
the Greedy Ghost.
Opening this locked bedchamber (as N16 [page
N19. Secret Hall (Challenge 10)
395]) without the key triggers a deadly trap 1
round after the door is opened, simultaneously This secret hall connects the Pirate King’s quarters
11
closing and locking the door. with a one-way secret door into the dungeon
stairwell (N13 [page 394]). In addition, a trapdoor
CHAMBER OF POISONED BLADES
from the Pirate King’s throne in the council
Mechanical trap
When the chamber of poisoned blades trap is chamber (N8 [page 393]) deposits the creature
triggered by opening the door without the key, activating it here through a chute. Entering this

395
hanging cages (a), and 10-foot deep open pit (b)
are empty save for a few bones, and most of the
torture equipment lies untouched, including a
rack, wheel, flensing table, and braziers in the
southeast corner. However, a DC 25 Wisdom
(Survival) check discerns humanoid tracks heading
towards an iron maiden against the east wall (C
[page 383]). The iron maiden contains a secret
door (Wisdom (Perception) DC 20) that requires
a medium creature to step within and close the
iron maiden while pulling an inside lever, causing
the interior wall of the iron maiden to rotate 180
degrees, depositing the creature into the tunnel
beyond (area Q [page 400]).
However, if a second lever (Wisdom (Perception)
DC 25) is not activated at the same time the secret
door would be triggered, the secret door remains
shut and the iron maiden becomes a deadly trap.

HAUNTED MAIDEN
Mechanical trap
The iron maiden seals itself and pierces the victim
chamber activates a hail of poisoned arrows trap for 3d8+3 piercing damage every round until the
affecting the entire 30-foot corridor unless the trap maiden is destroyed or the creature is freed. A
creature can free themselves with a DC 25 Strength
is disarmed (Doc and Ismail Queeg both know a
check or a DC 25 Dexterity check. The maiden has
hidden stone to push to disarm it). threshold 10 and 200 hit points.

HAIL OF ARROWS The iron maiden is invested with the psychic and
Mechanical trap spiritual energy of those tortured in this dungeon,
When triggered, the hail of arrows trap attacks all and 1 round after the iron maiden trap activates (or
targets in the hallway with a +12 bonus, dealing
immediately if the iron maiden is destroyed), these
21 (6d6) piercing damage. Any targets hits are
affected by serpent venom. energies manifest as a pair of wraiths that focuses
its attacks on the trapped creature, though if that
N20. Dungeon (Challenge 11)
creature escapes it pursues and attacks any other
creatures it encounters. These wraiths dissipates
The rusty iron door opens into a dark

11 chamber littered with chains, manacles,


and cages, with iron cell doors lining the
one minute after manifesting and cannot manifest
again for 24 hours. Any harm they inflict remains.
walls. The chamber contains an impressive
array of instruments of torment, and though Creature
dusty from disuse an oppressive sense of
WRAITHSRD (2)
suffering lingers in the gloom.
hp 67
Challenge 5 1,800 xp
This chamber holds a permanent antipathy (DC
16 wisdom save) targeting humans. The cells,

396
O. Garbage Dump Languages —
Challenge 5 1,800 XP
(Challenge 11) Create Spawn (1/day). The globster takes 3 (1d6)
damage and creates a new globster which attacks
the nearest non-globster creature. This ability can
This long rhomboidal building sits under only be used if the globster is well-fed (eating at
Fort Scurvy’s northern battlements, and least 4 medium creatures since it last spawned, or
with the sand and stone gardens scattered the equivalent)
across its roof with a collection of hardy Actions
flowering coastal brush, with tumbled Pseudopod. Melee weapon attack: +8 to hit, 5 ft.
rockeries, tide pools, and clumps of tufted reach, 1 target. Hit: 12 (2d6 + 5) bludgeoning
sawgrass below, it seems almost part of the damage. Any creature struck by this attack must
landscape. make a DC 15 Constitution saving throw or be
poisoned for 1d4 rounds.

The gardens atop this building are a permanent


image (DC 15 Wisdom saving throw to disbelieve)
P. West Bastion
hiding spring-loaded covered pit openings that (Challenge 8 or 10)
cover the entire roof of the building. A creature
stepping onto the roof falls through, with the pit Unlike the raised bastions on Fort Scurvy’s
cover snapping shut behind (threshold 8, hp 30), east and north, the west bastion is set low,
with a large winch-mounted drawbridge set
dropping 30 feet down into a sunken tide pool that
at its edge to allow boarding of close-by
is 10 feet deep. Narrow channels allow seawater to ships.
flow in and out, but movement is blocked by stone
sieves. The water is typically calm, but wave surges
The winched bridge at P1 is a corvus crewed by a
churn the waters within every 1d4 rounds (see Tidal
pirate officer. The corvus can be rotated up to 90
Effects, page 375).
degrees and used as a traditional gangplank, or the
A foul reek is briefly smelled whenever a pit
artillerist can use it to grapple a nearby ship and
opens, produced by the globsters teeming within
allow port defenders from the fort egress onto the
the garbage dump, which attack any creature
ship, or to simply hold it in place for the benefit of
entering the dump.
the artillerists below at P2. The duty officer and
Creatures piper serve as inspectors for any visitors alighting
on the west bastion.
GLOBSTER (6)
Large ooze, unaligned Alert
Armor Class 15
Hit Points 95 (10d10+40) A unit of pirate port defenders reinforces the
Speed 20 ft., 40 ft. swim ft. inspectors here.
Str Dex
20 (+5) 1 (-5)
Con I nt
18 (+4) 1 (-5)
Wis
1 (-5)
Cha
1 (-5)
Creatures 11
PIRATE PORT DEFENDERS
Damage Resistance thunder, bludgeoning
hp 119 (see page 198)
Damage Immunities acid
Challenge 7 2,900 xp
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 60 ft., passive Perception 6

397
PIRATE PIPER
Part 2:
hp 182 (see page 197)
Challenge 9 5,000 xp The Seacaves
PIRATE OFFICER Before Fort Scurvy was built, the seacaves below
hp 130 (see page 196) Frigate Isle became a haven smugglers and rum-
Challenge 5 1,800 xp runners, the fierce tidal surges entering the
caves impossible for all but the most skilled and
P2. Cargo Ramp
daring pilots to traverse. In time, however, Hazard
This steep ramp allows access by carts or wagons Harbor became so profligate and licentious that
from the upper bailey to the west bastion. smugglers became superfluous, since any vice
could be satisfied openly. With the construction
P3. Ballista Emplacement
of Fort Scurvy on adjacent Hazard Isle, the risk of
(Challenge 12) discovery exceeded the potential for profit and the
A wide firing port just below the bunker’s roof dangerous seacave fell into disuse, forgotten within
allows a cannon to cover a 60-degree arc westward, a generation.
threatening the entry to Hazard Harbor’s lagoon. The paranoid Pirate King Trazel Irons
rediscovered the caves and converted them into a
Creatures
secret anchorage connected with Fort Scurvy by
ELITE ARTILLERIST BATTERY, CANNON a long tunnel and then murdering everyone who
hp 170 (see page 398) worked on the project. Captain Irons later perished
Challenge 11 7,200 xp from a fever, fearing that healers would try to
poison him. Only his first mate Zim Bourdaine
PIRATE PORT DEFENDERS
kept the secret, and succeeding as Pirate King he
hp 119 (see page 198)
used the anchorage and an alliance with a coven
Challenge 7 2,900 xp
of sea witches to reinforce their secrecy and win
MASTER ARTILLERIST numerous victories, including slaying a great
hp 104 (see page 192) bronze dragon that sought to guard the sea lanes.
Challenge 4 700 xp When he betrayed the witches, however, the last
survivor called back the shade of Trazel Irons to
P4. Officer’s Quarters
seek revenge upon his treacherous lieutenant. Zim’s
As L1 (see page 390). flagship, the Silver Lance, inherited from Captain
Irons was wrecked inside the caves and its crew
P5. Artillerist’s Quarters
slaughtered, and again the seacaves passed out of
As N3 (see page 392). knowledge.
A dozen years ago, Ismail Queeg’s hobgoblin
friend Captain Lutark discovered the secret
entrance to the seacaves, and in gratitude Ismail
Queeg granted the caves to the weresharks as
theirs, though keeping the anchorage for his own
flagship, its crew bound to secrecy by marks of
justice. Those few renegades that have whispered

398
rumor of the anchorage have been silenced, and Q2. Slashing Corridor (Challenge 13)
competing rumors spread by the Pirate King have
The end of the tunnel ends in a bare wall hiding
led seekers far astray. The two also discovered the
a locked stone secret door (Wisdom (Perception)
deathless guardian Zim Bourdaine and his witches
DC 15, DC 20 to pick, threshold 8, hp 60). What
left behind, still bound to its command to slaughter
is not apparent from inside the tunnel, however, is
intruders save those bearing the mark of the Pirate
that the final 30 feet of the corridor are no longer
King.
underground, but actually extend into a guardhouse
Q. The Tunnel building. That section of the corridor contains
several traps that trigger in sequence; the proximity
This long, narrow passage is hewn from the trigger senses flying and invisible but not gaseous
very living rock, pale limestone striated or incorporeal creatures, and it activates as soon
with dark granitic veins. The floor is rough
as a creature reaches the last 5 feet of the passage.
and dusted with sand, showing the dim
imprint of large footprints. SNATCHING SCYTHES
Mechanical trap
This narrow tunnel, 5 feet wide and 5 feet high, Everyone in the area of the trap is attacked by
scythes with a +10 attack bonus that deal 11
follows a gently curving path bending south and
(2d4+6) slashing damage. Targets who are hit must
east for a quarter-mile beneath the ridge abutting make a DC 15 Dexterity save to avoid being pinned
Catarin’s Beach. The tunnel then gradually descends by the scythes. Pinned creature may take an action
to try to escape (a DC 15 Strength or Dexterity
and passes beneath the sea channel separating
check). If another creature assists them, they gain
Hazard Isle from Frigate Isle, ascending more advantage on this roll. Each attempt to escape
steeply under Frigate Isle to reach Rumrunner’s inflicts 1d8 slashing damage.
Rest at Area 2. Large creatures may squeeze through
SWINGING AXE
the corridor with a DC 15 Dexterity check (DC 5 for
Mechanical trap
vermin, snakes, and other long-bodied creatures at All targets in the affected 10-ft. line are attacked by
the GM’s discretion). a giant axe, which attacks at +8, and deals 1d8+1
damage. Creatures who are hit are also affected by
Q1. Leaky Cyst (Challenge 10) serpent venom.

Around the midpoint of the passage (unmarked on ELECTRICITY ARC


the map), it passes through a semi-natural cyst that Mechanical trap
drips brine and is filled with a noxious stench of All creatures in the 10-ft. line take 4d6 electricity
damage, or half on a successful DC 14 Dexterity
decomposition, as several globsters recently have
saving throw.
arrived through cracks in the bedrock and become The trap activation also opens small murder holes
trapped in the tunnel. They fight until destroyed, in the walls of the corridor (Perception DC 20),

11 though a globster reduced beneath 10 hit points


will try to create spawn before dying.
allowing the four guards stationed outside to use
polearms or ranged attacks at creatures in the
corridor while granting them three quarter cover.
Creatures
Creatures
GLOBSTER (6)
WERESHARK PIRATE
hp 95 (see page 397)
Medium humanoid (goblinoid, shapechanger), lawful
Challenge 5 1,800 xp evil

400
Armor Class 10 in humanoid form, 18 (natural armor) seem long abandoned, though some show
in shark and hybrid form signs of recent repair.
Hit Points 120 (16d8 + 90)
Speed 30 ft. (swim 40 ft. in shark or hybrid form)
This old smuggler’s haven beneath Frigate Isle
Str Dex Con I nt Wis Cha
is reinforced with a labyrinth of ropes, struts,
19 (+4) 10 (+0) 15 (+3) 11 (+0) 16 (+3) 12 (+1)
nets, and hawsers, which are easy to climb (DC 10
Skills Perception +7 Strength (Athletics)) or balance upon (Dexterity
Damage Immunities bludgeoning, piercing, and (Acrobatics) DC 10 adjacent to buildings, DC 15
slashing from nonmagical attacks not made with
between buildings). Area effects dealing 20+ points
silvered weapons
Senses passive Perception 17
of damage destabilize these connections, increasing
Languages Common, Orc (can’t speak in shark form) DCs by 5, and effects dealing 40+ points of damage
Challenge 6 2,300 XP destroy them, making climbing or balancing
Shapechanger: The wereshark can use its action to between buildings impossible. Such effects have a
polymorph into a Large shark-humanoid hybrid or 10% chance (25% chance if 40+ damage) to collapse
into a Large shark, or back into its true form, which
a random building in the area, affecting the building
is humanoid. Its statistics, other than its size and
AC, are the same in each form. Any equipment it is interior and any adjacent squares as a cave-in.
wearing or carrying isn’t transformed. It reverts to The weresharks are ruled by clan chief Thusus
its true form if it dies. Herud, sworn to Captain Lutark, and are here are
Keen Smell: The wereshark has advantage on
on leave while their kin are at sea aboard the Ocean’s
Wisdom (Perception) checks that rely on smell.
Lash. Wereshark pirates fall back towards Hidden
Actions
Multiattack. In shark form, the wereshark makes Harbor when below 20 hp. Wereshark chargers
two bite attacks. In humanoid form, it makes two meet their mounts in the water and wait for PCs to
greataxe attacks. In hybrid form, it makes two near the water’s edge. The ceiling averages 20 feet
attacks of its choice.
high near the walls and 30 feet in the center of the
Bite (Shark or Hybrid Form Only). Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 20 cavern.
(3d10 + 4) piercing damage. If the target is a
humanoid, it must succeed on a DC 14 Constitution R1. Collapsed Building
saving throw or be cursed with wereshark
lycanthropy. Dry rot has claimed this building, with a
Glaive (Humanoid or Hybrid Form Only). Melee few skeletal timbers still standing, lashed
Weapon Attack: +7 to hit, reach 5 ft., one target. together with frayed bits of rope, and
Hit: 15 (2d10 + 4) slashing damage. broken, rusted nails.
Longbow. Ranged Weapon Attack: +3 to hit, 150/600
range, one target. Hit: 4 (1d8) damage.
These ruined buildings hold nothing of interest.

R. Rumrunner’s Rest R2. Intact Building (Challenge 6–10)

The long, dank, claustrophobic tunnel opens This clapboard structure, once derelict, has
11
into a wider cave, with echoes of dripping been repaired and reinforced. Ropes and
water and far-off surf low in the distance. elaborate scaffolding support the building’s
Your lights reveal a dilapidated shantytown exterior and connect it with nearby
of ramshackle buildings, connected by structures.
frayed rope ladders and scaffolding. Most

401
Each intact building is the dwelling of 1d4 (cooks) and prostitutes provided by the Pirate King.
wereshark pirates. They are aggressive and prefer These dispirited servants are continually shaken
melee, using swinging reposition to get into flanking and become frightened during combat. Ariadne is
position, but also use bows at need. At rest, they assisted by her smitten brewmaster, the lovesick
remain in hobgoblin form, but on alert they assume goblin Gurian. At any time, 1d4 wereshark pirates
hybrid form. Each round of combat, there is a 10% and 1 wereshark charger can be found here as well.
cumulative chance that 1d4 additional wereshark
Creatures
pirates will converge on the site of combat from
other buildings. Once 5 wereshark pirates are ARIADNE, PIRATE PIPER
defeated, all others flee for towards the water. hp 182 (see page 197)
Challenge 9 5,000 xp
Creatures
GURIAN, PIRATE GRENADIER
WERESHARK PIRATE (1D4)
hp 169 (plus 16 temporary hit points) (see page
hp 120 (see page 400) 195)
Challenge 6 2,300 xp Challenge 9 5,000 xp

Treasure: A 1-minute search (Wisdom (Perception) WERESHARK PIRATE (HYBRID) (1D4)


DC 15) uncovers 1d6 x 1000 cp, 4d6 x 100 sp, 1d6 hp 120 (see page 400)
x 100 gp, and 6d6 pp, gemstones, jewelry, and Challenge 6 2,300 xp
artworks worth 2d6 x 100 gp, and 1d4 x 50 lbs. of
WERESHARK CHARGER
various trade goods, tools, and weapons; values are
Medium humanoid (goblinoid, shapechanger), lawful
halved the check fails. evil
Armor Class 10 in humanoid form, 20 (natural armor)
R3. The Jolly Mermaid (Challenge 12) in shark and hybrid form
Hit Points 171 (18d8 + 90)
This large building at the water’s edge is Speed 30 ft. (swim 40 ft. in shark or hybrid form)
built of rough-mortared stone, with a few
Str Dex Con I nt Wis Cha
imperfect archways and lintels of dressed
22 (+6) 10 (+0) 22 (+6) 11 (+0) 16 (+3) 12 (+1)
stone. Light escapes through shuttered
windows below a gilt-edged sign showing Skills Perception +7
a mermaid with glittering blue scales and
Damage Immunities bludgeoning, piercing, and
fiery red hair, spilling a glass of purple wine. slashing from nonmagical attacks not made with
A veranda illuminated by pale lanterns silvered weapons
overlooks the docks below. Senses passive Perception 17
Languages Common, Orc (can’t speak in shark form)
This substantial building was once both town hall Challenge 8 3,900 XP

11 and festhall for Rumrunner’s Rest. The interior is


largely open, its upper floor collapsed and cleared,
Shapechanger: The wereshark charger can use its
action to polymorph into a Large shark-humanoid
hybrid or into a Large shark, or back into its true
with a large kitchen and heavy trestle tables where form, which is humanoid. Its statistics, other
weresharks gather for common meals. The veranda than its size and AC, are the same in each form.
Any equipment it is wearing or carrying isn’t
is lit by four continual flame torches. transformed. It reverts to its true form if it dies.
Ariadne, a rough-voiced pirate matron, presides Keen Smell. The wereshark charger has advantage
over the place, with a staff of a half-dozen craftsmen on Wisdom (Perception) checks that rely on smell.

402
Powerful Charge. If the charger moves at 30 ft.
before attacking, it deals an extra 6 (1d12) damage. The shallows near the Rumrunner’s Rest are 5
Actions to 10 feet deep, increasing to 30 feet beyond the
Multiattack. In shark form, the wereshark charger docks. The cave ceiling arches from 10 feet high at
makes two bite attacks. In humanoid form, it makes the walls to 20 feet in the center. Two wereshark
two lance attacks. In hybrid form, it makes three shamans swim here at all times in shark form,
attacks of its choice.
accompanied by six giant sharks. If battle erupts in
Bite (Shark or Hybrid Form Only). Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 22 Rumrunner’s Rest, one shaman stays near the docks
(3d10 + 6) piercing damage. If the target is a to observe while the other fetches Chief Thusus
humanoid, it must succeed on a DC 14 Constitution
Herud and his retinue, who arrive 2d6 rounds after
saving throw or be cursed with wereshark
lycanthropy. combat is observed (make Perception checks for the
Lance (Humanoid or Hybrid Form Only). Melee shamans each round). If PCs avoid combat within
Weapon Attack: +7 to hit, reach 5 ft., one target. Rumrunner’s Rest, both shamans and the sharks
Hit: 19 (2d12 + 6) piercing damage.
will be here and there is a 10% chance per minute
R4. The Docks (Challenge 4) that the chief and his chargers return (10% per
round if combat occurs in Area 5).
The lapping tide along this benighted beach These weresharks remain fully or partially
shows a narrow band of shallows followed submerged during combat, using the water’s surface
by a steep drop-off. A pinnace is tied up to
to provide cover. The chargers can reach most foes
one dock, its sail furled and oars shipped,
while the cleats of the other dock are empty. with lances and spears, but the shamans can also
use control water once each to raise the water level
all the way to the ceiling of the cave or hydraulic push
The pinnace is similar to a double-sized rowboat
to force flying creatures or creatures on boats into
but is 10 feet wide and 30 feet long, with a single
the water. Invisible or illusion-shrouded creatures
mast and space for 10 rowers and a sailor at the
located by scent are targeted with faerie fire. If
tiller.
the shamans see weresharks hard-pressed by the
Creatures in or adjacent to the water have a 25%
waterside, they use control water to partially flood
chance per round to attract 1d3 giant sharks, which
the village (avoiding the Jolly Mermaid if possible)
attack any non-weresharks present. These creatures
and send their sharks swimming to attack, but
are the trained mounts of the wereshark chargers.
chargers and chieftan keep to open areas allowing
Creatures them space to charge.

GIANT SHARK MOUNT Creatures


hp 126
WERESHARK SHAMAN
Challenge 5 1,800 xp
Medium humanoid (goblinoid, shapechanger), lawful
R5. The Deeps (Challenge 11 or 15) evil
Armor Class 10 in humanoid form, 18 (natural armor)
in shark and hybrid form
11
The dark waters lead off through a natural Hit Points 171 (18d8 + 90)
passage toward the distant sound of the surf.
Speed 30 ft. (swim 40 ft. in shark or hybrid form)
There is just enough room to row a good-
sized pinnace or several small rowboats Str Dex Con I nt Wis Cha
through the center of the channel. 19 (+4) 10 (+0) 20 (+5) 11 (+0) 16 (+3) 12 (+1)

Skills Perception +7

403
Damage Immunities bludgeoning, piercing, and Challenge 8 3,900 xp
slashing from nonmagical attacks not made with
silvered weapons THUSUS HERUD, WERESHARK CHIEFTAIN
Senses passive Perception 17 Medium humanoid (goblinoid, shapechanger),
Languages Common, Orc (can’t speak in shark form) neutral evil
Challenge 8 3,900 xp Armor Class 12 in humanoid form, 22 (natural armor)
in shark and hybrid form
Shapechanger: The wereshark shaman can use its
action to polymorph into a Large shark-humanoid Hit Points 171 (18d8 + 90)
hybrid or into a Large shark, or back into its true Speed 30 ft. (swim 40 ft. in shark or hybrid form)
form, which is humanoid. Its statistics, other Str Dex Con I nt Wis Cha
than its size and AC, are the same in each form. 24 (+7) 14 (+2) 22 (+6) 11 (+0) 16 (+3) 12 (+1)
Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies. Skills Perception +7
Spellcasting. The shaman is an 8th-level spellcaster. Damage Immunities bludgeoning, piercing, and
Its spellcasting ability is Wisdom (spell save DC 14, slashing from nonmagical attacks not made with
+6 to hit with spell attacks). It has the following silvered weapons
druid spells prepared:
Senses passive Perception 17
Cantrips (at will): druidcraft, produce flame,
Languages Common, Orc (can’t speak in shark form)
shillelagh
Challenge 11 7,200 xp
1st level (4 slots): entangle, longstrider, speak with
animals, thunderwave Shapechanger: Thusus can use its action to
polymorph into a Large shark-humanoid hybrid or
2nd level (3 slots): animal messenger, barkskin,
into a Large shark, or back into its true form, which
moonbeam
is humanoid. Its statistics, other than its size and
3rd level (3 slots): call lightning, speak with plants AC, are the same in each form. Any equipment it is
4th level (2 slots): conjure woodland beings, wearing or carrying isn’t transformed. It reverts to
control water its true form if it dies.
Keen Smell. The wereshark shaman has advantage on Keen Smell. Thusus has advantage on Wisdom
Wisdom (Perception) checks that rely on smell. (Perception) checks that rely on smell.
Actions Powerful Charge. If Thusus moves at 30 ft. before
Multiattack: In shark form, the wereshark shaman attacking, it deals an extra 13 (2d12) damage.
makes two bite attacks. In humanoid form, it makes Actions
two greataxe attacks. In hybrid form, it makes three Multiattack. In shark form, Thusus makes two bite
attacks of its choice. attacks. In humanoid form, he makes two lance
Bite (Shark or Hybrid Form Only). Melee Weapon attacks. In hybrid form, he makes three attacks of
Attack: +7 to hit, reach 5 ft., one target. Hit: 20 his choice.
(3d10 + 4) piercing damage. If the target is a Bite (Shark or Hybrid Form Only): Melee Weapon
humanoid, it must succeed on a DC 14 Constitution Attack: +8 to hit, reach 5 ft., one target. Hit: 23
saving throw or be cursed with wereshark (3d10 + 7) piercing damage. If the target is a
lycanthropy. humanoid, it must succeed on a DC 16 Constitution
Greataxe (Humanoid or Hybrid Form Only). Melee saving throw or be cursed with wereshark
Weapon Attack: +7 to hit, reach 5 ft., one target. lycanthropy.
Hit: 17 (2d12 + 4) slashing damage.
11 GIANT SHARKS SRD (6 PLUS 4 SERVING AS
MOUNTS FOR THE 4 WERESHARK CHARGERS)
Lance (Humanoid or Hybrid Form Only): Melee
Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 20 (2d12 + 7) piercing damage.
hp 126
Challenge 5 1,800 xp

WERESHARK CHARGER (HYBRID) (4)


hp 171 (see page 402)

404
MEGALODON S. Trazel’s Tunnel
Gargantuan beast, unaligned
Armor Class 18 A long natural cave bends away from the
Hit Points 231 (14d20+84) smuggler’s den behind, toward the distant
Speed 30 ft. sound of waves. As the curve approaches,
Str Dex Con I nt Wis Cha misty images flickering with dim light fade
24 (+7) 12 (+1) 22 (+6) 1 (-5) 10 (+0) 5 (-3) into view in a series of deep grottoes along
the tunnel, carrying with them the echoing
Skills Perception +4 roil of storm, wave, far-off battle, and the
Senses blindsight 60 ft., passive Perception 14 cheers of the victorious.
Languages —
Challenge 9 5000 xp The long, winding crack running beneath the
Blood Frenzy. The megalodon has advantage on island’s rock curves southeast past several split
melee attack rolls against any creature that doesn’t
have all its hit points. clefts in the cave’s eastern face. Each cave contains
Water Breathing. The megalodon can breathe only a recurring illusion left behind by the long-
underwater. dead Pirate King Trazel Irons to memorialize his
Actions deeds. The first (a) depicts Captain Trazel, a tall
Multiattack. The megalodon makes 2 bite attacks. mustachioed and dreadlocked brown-skinned man
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., with a large-plumed bicorn, blood-red jerkin, and
one target. Hit: 4d10+7 (29) piercing damage.
tall silver-tipped lance topped with a pirate flag,
Development: Wereshark pirates that flee exhorting his sailors from atop a mountain of
from Rumrunner’s Rest retreat here, hiding and plunder. The second (b) depicts him sailing through
sneak attacking PCs that pursue. If over half the a hurricane, a tentacled leviathan rising from the
weresharks are killed, surviving sharks screen their deep and then retreating after the captain hurls a
retreat while they remainder flee toward Seagrave’s harpoon through its eye. The third (c) depicts the
Abyss, trying to lure PCs near enough to awaken captain and his ship raining fire upon a hapless
Seagrave, the living idol. shore fort as boats laden with plunder row out
Treasure: The wereshark clan keeps its booty of the smoky haze toward the ship. Prominent in
scattered amidst the shattered lumber and logs and each vignette is a sallow-faced man with a thin
the sodden detritus of a score of wrecked boats on moustache and paired cutlasses on his gilded belt,
the seafloor of the Hidden Harbor. This treasure clearly the captain’s first mate, Zim Bourdaine. A
includes 117 pp, 1,755 gp, 7,800 sp, 19,500 cp, a DC 15 Intelligence (History) check identifies either
coral bracelet (150 gp), golden brooch shaped like man.
three crossed arrows (490 gp), electrum scepter These illusions activate for 1 minute whenever
carved like a narwhal horn and an electrum crown creatures pass within 60 feet, then deactivating
with spiral narwhal-horn points (worth 1,400 gp
separately, 3,500 gp as a set), 1 yellow topaz (250
for 1 hour. Beyond, the passage bends south and
then east. The ceiling is 20 feet high but the bottom
11
gp), 5 white pearls (100 gp), red spinel (80 gp), 3 blue drops away into a rift 100 feet deep as the passage
quartz (4 gp), and one potion of heroism. Searching widens to 100 feet across. A magical warning trap
the wreckage takes 1 hour to make a DC 20 Wisdom activates if invisible creatures pass within 60 feet of
(Perception) check. Success at the check uncovers the center of the passage directly above Seagrave’s
1d4x10% of one of the above types of coins. Abyss. This trap activation alerts sentries aboard

405
the Greedy Ghost, who target now-visible creatures SEAGRAVE
and begin firing the ship’s cannon, alerting the Gargantuan construct, chaotic evil
Pirate King that his enemies are almost upon him. Armor Class 22
Hit Points 315 (18d20+126)
INVISIBILITY BEACON Speed 20 ft., 50 ft. swim
Magical trap Str Dex Con I nt Wis Cha
This trap triggers whenever an invisible creature 26 (+8) 10 (+0) 24 (+7) 6 (-2) 16 (+3) 4 (-3)
enters its area. As long as there is a creature within
its area, it will cast faerie fire (DC 14) every round. Saving Throws Str +13

T. Seagrave’s Abyss Damage Vulnerabilities thunder


Condition Immunities charmed, exhaustion,
(Challenge 16) frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 13
The dark passage widens and the sound of Languages Aquan
churning surf echoes louder, and the faint
Challenge 16 15,000 xp
breath of a sea-breeze touches your cheeks.
Actions
The cavern floor below plunges downward
into a dark rift. Multiattack. Seagrave makes 1 bite attack and 2 claw
attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft.,
The terrifying guardian discovered by the long- one target. Hit: 3d10+ 8 (24) piercing damage.
dead Captain Zim and his sea-witch cohorts is If the target is a Large or smaller creature by
Seagrave, that creature is swallowed. While
an ancient and monstrous stone idol created by swallowed, the creature is blinded and restrained,
a long-forgotten aquatic race, or perhaps their it has total cover against attacks and other
first generations of land-walking descendants effects outside Seagrave, and it takes 28 (8d6)
bludgeoning damage at the start of each of
that turned their faces still towards the sea.
Seagrave's turns. If Seagrave takes 30 damage
Whatever its origin, the idol broods in the lightless or more on a single turn from a creature inside it,
and desecrated depths beneath Plunder Isle, an Seagrave must succeed on a DC 23 Constitution
unliving engine of destruction half buried in the saving throw at the end of that turn or regurgitate
all swallowed creatures, which fall prone in a space
silty wreckage of shattered ships at the bottom of a within 10 feet of Seagrave. If Seagrave dies, a
100-foot-deep rift. The hags that follow the Pirate swallowed creature is no longer restrained by it
King now do so more out of a desire to serve the and can escape from the corpse using 15 feet of
Movement, exiting prone.
dark powers that left behind his relic of ruin. Its
Claw. Melee Weapon Attack: +13 to hit, reach 15 ft.,
creators long dead, Seagrave still follows its final one target. Hit: 3d8+8 (21) slashing damage.
commands to destroy all intruders who do not bear L egendary Actions
the insignia of the Pirate King, a secret whispered Seagrave can take 2 legendary actions, choosing
from the options below. Only one legendary action
11 in the ears of pirates who gain the hags’ favor. When
alerted by creatures moving overhead, including
option can be used at a time and only at the end
of another creature's turn. Seagrave regains spent
if the invisibility beacon is triggered, Seagrave legendary actions at the start of its turn.
unleashes his vortex as he swims upwards to devour Claw Attack (Costs 1 Action). Seagrave makes a
all creatures in his path, rending and swallowing claw attack.
with abandon, including potentially crushing allies Charming Gaze (Costs 1 Action). A creature within
60 ft. must make a DC 12 Wisdom saving throw or
or servants of the Pirate King if they stray too near. become charmed.

406
L air Actions
On initiative count 20 (losing initiative ties),
Seagrave takes a lair action to cause one the
following effect:
Vortex. A vortex forms in the water in Seagrave’s
lair. It occupies space as a gargantuan creature,
but can share that space with any creatures. It
cannot exist outside of water. Any creature in the
vortex’s space when it appears must make a DC 18
Dexterity saving throw or take 9 (2d8) bludgeoning
damage and be caught in the vortex. Creatures
caught in the vortex may not move on their own,
and if the vortex moves, they are moved with it.
Seagrave can move the vortex up to 50 ft. as a
bonus action.
Treasure: A 1-hour search of the wrecked Silver
Lance reveals 125 pp, 1767 gp, 7800 sp, 19500 cp, a
coral bracelet (150 gp), a golden brooch shaped like
three crossed arrows (500 gp), an electrum scepter
carved like a narwhal horn and matching electrum
crown with narwhal-horn points (3,500 gp as a set),
1 yellow topaz (250 gp), 5 white pearls (100 gp),
potion of heroism, potion of invulnerability, elixir of
health and Captain Trazel Irons’ silversworn lance,
a silver-hued vicious lance with a mithral head. mainmast. Combined with sweep oars that can be
Of ancient elven manufacture, this lance can also run out at need, it is fast and maneuverable in any
allow you to make an attack against an attacker conditions, even if becalmed. The Greedy Ghost has
who hits you, as a reaction.. a beam of 40 feet on its lower decks and a draft of

Part 3: The 15 feet, and its main deck stands 25 feet above the
waterline.

Greedy Ghost A Storm of Cannonballs


Beyond Seagrave’s Abyss, the underground Typhoon Tess and her coven use control weather
waterway opens up to the southeast, with a faint, to keep a moderate wind and blowing rain in the
dim light shining in the distance; reflected light cavern, with occasional rumbles of thunder, as they
from Maelstrom Cove through Rumrunner’s Race. love the simple atmospherics of fighting amidst
At the far end of the Hidden Harbor lies the Pirate the storm. This counts as stormy weather for the
King’s flagship, the golden-sailed galleon known as
the Greedy Ghost. If the beacon trap is triggered,
purpose of call lightning and similar spells.
In addition, if an alert is raised Typhoon Tess 11
or if lookouts on board the ship notice Seagrave increases the wind to windstorm strength, with the
in combat, the ship’s cannon on one side will be “eye” centered on the mainmast and encompassing
aimed and fired. The ship has a low forecastle the entire ship save the bowsprit (Area 7), and a
and a long quarterdeck with a flying bridge at the semicircle up to 60 feet from the ship’s starboard
rear. This four-masted vessel has two lateen-rigged side. Within this windstorm, normal ranged weapon
mizzenmasts aft of its square-rigged foremast and attacks are impossible, though siege weapons

407
attacks can be made with a -4 penalty on attack no other siege weapons can. Artillerists in areas
rolls. Flying creatures fly at half speed. Small 11 and 19 generally stay there during battles above
creatures swimming at the surface are blown back decks, though stragglers may emerge as part of the
1d4 x 10 feet (also taking 2d6 points of bludgeoning Reinforcements described below.
damage) each round if they fail on a DC 12 Strength
check.
Boarding Action
Cannonade: If the invisibility beacon trap is All deck spaces aboard the Greedy Ghost are
triggered, 1d3 rounds later the cannons on board considered “difficult terrain”, to represent both
The Greedy Ghost begin firing at any visible target ordinary noncombatant sailors as well as capstans,
other than Seagrave or the weresharks. Due to the winches, crates, and miscellaneous clutter. This
time required to reload, the following weapons are applies in Areas 1, 2, 3, 4, 11, and 19.
fired every round: Decks can be cleared with DC 20 Charisma
kk3 fiend’s mouth cannon +19, 28 (8d6) (Persuasion or Intimidation) checks or with area
bludgeoning (Area 19, starboard firing arc effects, treating every 5-foot square of crowded
only) decks as having 40 hit points or 5 HD. Inflicting this
kk4 Cannon +11 21 (6d6) bludgeoning (Area 11, damage or causing death or incapacity effectively
starboard firing arc only) clears that space, but effects that inflict penalties
kk2 +1 fiend’s mouth cannon +13, 29 (8d6+1) have no effect on clearing away the crowds and
bludgeoning (Area 5—bow firing arc only) clutter. Effects that target a limited number of
kk2 fiend’s mouth cannon +12 (8d6) bludgeoning creatures treat each crowd square as two creatures.
(Area 3 – stern firing arc only) If saving throws apply, each square has a +8 bonus
kkBore cannon +13 (8d6) bludgeoning, range 300 on saving throws vs. all effects. A cleared square
ft. (Area 2) remains clear for 2d6 rounds.
The Bore Cannon: This magical weapon is If PCs board the Greedy Ghost with their own
mounted in a turret on the quarterdeck of The allies, fighters from both sides become inextricably
Greedy Ghost. It is loaded with magical stormshaft commingled and area effects hit creatures on both
ammunition (see page 56). sides.
Firing Arcs: Whether using broadsides or Masts and Rigging: The Greedy Ghost is heavily
cannonades, the fore and after guns can shoot only rigged with ropes, nets, sails, and hoisting lines,
against targets within a 90-degree arc of the ship’s allowing creatures to move up, down, or sideways
bow and stern. Meanwhile, the gunports running above the ship’s decks and up to 10 feet beyond
along the ship’s sides in areas 11 and 19 can fire the side of the ship (though not past its bow or
only against foes within a 90-degree angle along stern) with a DC 10 Strength (Athletics) check. A
the ship’s starboard quarter. The port-side guns character can move sideways or down by leaping or

11 currently face the south wall of the cavern and come


into play only if the PCs or their allies venture to
balancing along the masts, beams, and lines while
keeping both hands free with a DC 20 Dexterity
that side of the ship, in which case they can shoot (Acrobatics) check; this DC is reduced by 5 if a
any targets in that area in a manner identical to the character uses one hand to hold a rope and swing
guns on the starboard side. on it, or by 10 if the character uses both hands to
If the PCs move onto the deck of the ship, the hold a rope. Failing a check by 5 or more results in
bore cannon can still rotate and target them, but a fall.

408
Table 11-04: Reinforcements Table 11-05: Drawing Fire
on the Greedy Ghost on the Greedy Ghost
d100 Type of Reinforcements D100 Targeting
01–25 1d6 common pirates (see page 182) 01–50 Not targeted by a ranged attack
26–50 1d6 pirate guards (see page 196) 41–65 1d4 common pirates (see page 182)
51–70 a pirate crew (see page 194) 76–80 1d6 common pirates (see page 182) and
71–75 a pirate grenadier (see page 195) a pirate piper (see page 197)
76–80 a pirate bosun (see page 194) 81–90 1 pirate sharpshooter (see page 198)
81–85 a pirate enforcer (see page 194) 91—00 1 pirate grenadier (see page 195)
86–90 a pirate sharpshooter (see page 198)
91–95 1d4 wereshark pirates (see page 400)
96–00 a hag spy (see page 187)

Creatures can fight while in the rigging, using statistics are found in the appendices unless
one hand if climbing or swinging on a rope or both otherwise noted. If there is no entry, the room is
hands. The rigging is not considered difficult terrain uninhabited.
when climbing, but it is if flying. Creatures may use Crew Cabins: The foredeck and gun deck contain
Stealth in the rigging as if they had concealment. many unmarked 5 by 10-foot rooms. These are
Mainmasts and foremasts rise 60 feet above the cabins for crew officers, artillerists, and the like,
main deck and are 2-1/2 feet thick (threshold 7, hp featuring sleeping bunks, built-in lock-boxes
450, climb DC 12), supporting vast tracts of rope for valuables, and fold-down seats and tables. A
and sail on a dizzying array of yards and arms. A thorough search of each cabin turns up 1d6 x 10 gp
creature adjacent to a mast can spend a move to use of miscellaneous gear and small valuables.
the mast as cover against melee attacks or cover Crow’s Nests (Challenge 11): Atop the foremast
against melee attacks; this does not stack with and mainmast are fortified observation posts,
cover from rigging or crowds. providing cover against ranged attacks and melee
Flying creatures above mast level or more than attacks by flying creatures; improved cover against
10 feet beyond the ship’s rail can move freely. A attacks from below. They are 60 feet above the main
crow’s nest surmounts each mast, providing cover deck and each holds an elite pirate sharpshooter as
against ranged attacks from flying creatures (three lookout.
quarters cover against attacks from below). A
Creatures
similar platform sits just above the lower mainsail,
20 feet above the deck. ELITE PIRATE SNIPER 11
Queeg’s Banner: Flying from the mainmast is hp 169 (see page 184)
Ismail Queeg’s battle flag. His allies able to see Challenge 11 7,200 xp
the banner gain a advantage on attack rolls, saving
Deck Height: The foredeck, main deck, and gun
throws, and skill checks.
deck have 10-foot ceilings. The lower deck has
Creatures: Each location ends with an entry
15-foot ceilings, as does the quarterdeck aft of
describing what crew is typically found here;

409
Enemy Buffs
Players are used to keeping track of beneficial spells used on each other, but up against a veteran crew
of adversaries, you must prepare to deal with multiple beneficial effects being used by the villains as
well. Common buffs used by the enemies on the Greedy Ghost include:
Forbiddance: The area within 60 feet of the ship in all directions is protected with a modified forbiddance
spell, completely blocking teleportation, planar travel, summoning, and the like. In addition, creatures
whose alignment is not neutral evil take 5d10 necrotic damage when entering the area unless they speak
the password (“Trazel”). creatures take 5d10 necrotic damage. Creatures with magic resistance take no
damage.
Pipers: Pirate pipers can use Battlecry, Inspiration, or various spells.
Haste: Pirates hasted by Typhoon Tess gain a +2 bonus on AC, their speed is doubled, and they gain
an additional action only useable to make one weapon attack, Dash, Disengage, Hide, or Use an Object.
They also gain advantage on Dexterity checks.
Inspire courage: Pirates able to see or hear a pirate piper gain a +2 competence bonus on attack and
damage rolls and a +2 morale bonus on saves vs. charm and fear.
Queeg’s Banner: Pirates above decks (1–4, 7, and in the water or rigging) gain advantage on attack
rolls, saving throws, skill checks.

the mizzenmast. The (unmapped) holds below the guards, pirate crews, and pirate port defenders
lower deck have 5-foot ceilings and are so cramped surrender immediately. Higher-level pirates have a
with ballast that Medium creatures are squeezing 50% chance per round of surrendering at the end of
whenever moving through them. their turn; however, this chance of surrender does
Lamps: Continual flame lanterns are hung from not occur if one of the PCs has been incapacitated
each mast and both port and starboard rails every or killed since the end of that pirate’s previous turn.
30 feet along the ship’s length, and every 30 feet Swimming Sentries (Challenge 8): One wereshark
down the centerline of areas 11, 19, and 20. shaman (see page 230) is always on sentry duty,
Lifeboats: The Greedy Ghost has 10 rowboats swimming in the Hidden Harbor and watching
racked and attached to pulleys for raising and for intruders from Rumrunner’s Race or from the
lowering, two on the foredeck, four on the main inner caverns, especially those underwater. This
deck, and four on the quarterdeck. shaman prepares faerie fire in all 1st-level slots and
Reinforcements: Artillerists and master targets any intruders, especially invisible creatures
artillerists stay at their posts, but other pirates revealed by the invisibility beacon trap (area S).
with stated Crew locations will move to engage Volley Fire: Like at Fort Scurvy, PCs may be
PCs, often climbing, using stealth, or swinging on targeted every round pirates have line of sight to
ropes. Every 1d4 rounds, reinforcements arrive them; check each round for each PC.
from areas not keyed on the map, which may arrive
from belowdecks, climbing over the side of the ship,
The Pirate King’s Flagship
or down from the rigging (GM’s option). The type The numbered areas of the Greedy Ghost are detailed
of reinforcements is determined on Table 11-04: below.
Reinforcements on the Greedy Ghost.
Reinforcements arrive 5 times, then no more. If the
Pirate King is defeated, all common pirates, pirate

410
1. Foredeck (Challenge 8) Creatures
Reached by narrow, ladder-like steps fore and aft, PIRATE CREW
the foredeck is 10 feet above the main deck and is hp 85 (see page 194)
dominated by the foremast and its rigging attached Challenge 6 2,300 xp
to the bowsprit. Crew: 3 common pirates, 1 pirate
PIRATE OFFICER
officer.
hp 130 (see page 196)
Challenge 6 2,300 xp

1a. Corvus
A corvus boarding bridge is mounted on each side
of the foredeck.

2. Quarterdeck (Challenge 11)


This long upper deck, its rails ornately
gilded, begins 10 feet above the main
deck where it abuts the mainmast but
slopes gradually upwards to 15 feet
astern of the mizzenmast, at the
foot of the flying bridge.

Creatures
BLOODTHIRSTY
BUCCANEERS
Challenge 11
7,200 xp
hp 170 (see page 180)

2a. Turret
(Challenge 9)
A fiend’s mouth bore
cannon is mounted here
on a rotating wooden
capstan surrounded by a

11 5-foot-high overhanging wooden


parapet that provides three quarters
covers against creatures standing on
the deck or below and cover against
attacks by climbing or flying creatures.
The turret can be rotated to aim
within 90-degree firing arcs to
port or starboard.

412
ability check, attack roll, damage roll, saving throw,
Creatures or add to their armor class against a single attack.
Tess may use this ability 8 times per day.
HEAVY ARTILLERIST BATTERY
Actions
hp 119 (see page 188)
Multiattack. Tess makes 2 claw attacks and 1 bite
Challenge 7 2,900 xp attack.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
MASTER ARTILLERIST
one target. Hit: 14 (3d6 + 4) slashing damage. Any
hp 104 (see page 192) creature struck by this and wearing predominantly
Challenge 7 2,900 xp metal armor or weaponry takes an additional 3
(1d6) lightning damage
3. Flying Bridge (Challenge 13) Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 17 (3d8 + 4) piercing damage.
A partial deck rises 10 feet above the
quarterdeck, atop which the helm sits just STORM HAG COVENS
before the rear mizzenmast. Laddered steps A storm hag is haughty and views her way of doing
to either side flanking a set of gilded and things as the only proper approach, forcing coven
members to ride a fine line between flattery and
mullioned doors backed by purple and gold
submission. A coven with a storm hag as a member
curtains. Sounds of feasting and revelry
has access to the following additional spells: call
drift faintly from within. lightning, control weather, water breathing, and
wind walk.
The curtained doors and feasting sounds are an
GREEN HAGS SRD (2)
illusion (DC 16 Wisdom saving throw to disbelieve)
hp 82
created by Typhoon Tess, Ismail Queeg’s consort,
Challenge 3 700 xp
and her coven of hags. They remain hidden here
using coven abilities to assist the sailors defending With call lightning precast as a coven, each hag
the ship; if the illusion is penetrated or if they are uses an action each round to call down a bolt. They
attacked directly, they attack with spells and melee. each have 3 potions of healing they use to assist
injured allies while remaining invisible.
Creatures
3a. Helm (Challenge 10)
TYPHOON TESS
Medium fey, unaligned The ship is steered from the platform just in front
Armor Class 19 of the bonaventure mizzen, where a whipstaff
Hit Points 231 (22d8+132) controls the rudder. The Pirate King himself guides
Speed 30 ft., 60 ft. fly
the ship through Rumrunner’s Race and in naval
Str Dex Con I nt Wis Cha combat, but he delegates routine steering to others.
18 (+4) 20 (+5) 22 (+6) 17 (+3) 19 (+4) 22 (+6)
Creatures
Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 14
Languages Common, Giant
PIRATE BOSUN 11
hp 212 (see page 194)
Challenge 12 8400 XP Challenge 9 5,000 xp
Whipping Winds. As a bonus action, Tess chooses
one creature within 30 ft. to make a DC 14 Strength PIRATE PIPER
saving throw or be knocked prone. hp 182 (see page 197)
Inspire. As a bonus action Tess can inspire allies.
One ally may roll 1d12 and add the result to a single

413
Challenge 7 2,900 xp
Creatures
3b. Aft Guns (Challenge 9)
HEAVY ARTILLERIST BATTERY
Two aft-facing cannon are mounted on the rear of Challenge 7 2,900 xp
the flying bridge. hp 119 (see page 188)

Creatures MASTER ARTILLERIST


hp 104 (see page 192)
HEAVY ARTILLERIST BATTERY
Challenge 7 2,900 xp
hp 119 (see page 188)
Challenge 7 2,900 xp PIRATE PIPER
hp 182 (see page 197)
MASTER ARTILLERIST
Challenge 7 2,900 xp
hp 104 (see page 192)
Challenge 7 2,900 xp 6. Small Magazine
4. Main Deck (Challenge 11) This room is locked with an iron door (DC 20
Dexterity check with thieves’ tools to pick, master
The main deck is 25 feet above the waterline. The
artillerists have keys) and contains 20 kegs of black
ship’s defenders gather on deck and in the rigging
powder and 20 powder horns. A winch is mounted
above the main deck.
adjacent to the door with a sliding window
Creatures overlooking the stairs just outside the entrance to 5
to haul ammunition up from the forward magazine.
BLOODTHIRSTY BUCCANEERS
hp 152 (see page 180) 7. Bowsprit
Challenge 11 12,800 xp
This tapering deck and long spar sits forward of the
4a. Cargo Hatches forecastle and allows rigging of additional sail for
greater speed.
These hatches allow access to the hold and lower
levels and can be removed in 3 10-foot square 8. Guest Cabins
sections.
These opulent suites are used by the Pirate King’s
5. Forward Battery (Challenge 10) guests or noble hostages. They can be locked (DC
20 Dexterity check with thieves’ tools to pick) from
This chamber contains two +1 fiend’s mouth
the inside or outside with separate keys. Searching
cannons, separated by a low bulkhead and trained
them as crew cabins uncovers 1d6 x 100 gp in
to fire forward. The cannons are separated by
valuables, mostly artwork and fine furnishings.
5-foot partial bulkheads (treat as low walls), with

11 sliding covers on their firing ports. These covers


provide total cover when closed, three quarters
9. First Mate’s Cabin
“Doc” Silvertusk’s cabin is attached to the captain’s
cover when open. Cases of cannonballs and chain
cabin by a secret door (Wisdom (Perception) DC 20,
shot are secured to the walls.
DC 20 Dexterity check with thieves’ tools to pick).
His room is decorated with flayed skins of men and
beasts, including sufficient bronze dragon hide to
craft banded armor. Scattered haphazardly in bowls

414
and boxes are 63 pp, 324 gp, 2 silver armbands (120 11. Gun Deck (Challenge 10)
gp each), a silver ring set with pearls (210 gp), 4
This long deck contains 20 cannon, 10 per side. A
corals (70 gp), 1 star rose quartz (40 gp).
series of catwalks runs 5 feet above the deck here,
10. Captain’s Cabin (Challenge 8) used by master artillerists to move rapidly around
the deck directing fire.
This sumptuous windowed chamber
contains a large table with plush seats bolted Creatures
to the floor and polished gilded lamps above
LIGHT ARTILLERIST BATTERY (2)
shelves. Around a narrow bulkhead is a
hp 104 (see page 191)
lavish bedchamber with a large bed. Several
stylized metal statues stand in the corners Challenge 5 1,800 xp
of the room. Maps and nautical paintings
adorn the walls. MASTER ARTILLERIST (2)
hp 104 (see page 192)
Challenge 7 2,900 xp
The statues in this room are a pair of golems
and Hector, ahomunculus. These mechanical men 11a. Cargo Hatches
were imported by Ismail Queeg from Gunrunner’s
As 4a (see page 414).
Guild as a test to see how they functioned aboard
ship. Hector greets creatures entering with a drink 12. Armory
and asks their names. If none offer the password
These chambers contain ordinary armor, weapons,
“sparrow,” he drops the drink on the floor, shattering
and ammunition. They are locked wooden doors
a reagent container within and releasing a cloud of
(DC 20 to pick, pirate bosuns have keys).
stationary vapors equivalent to cloudkill (Fort DC
17 partial). These vapors are purely alchemical, not 13. Magazine
magical, so spell resistance and similar protections
These chambers, one forward and one aft, are
do not apply.
closed with locked iron doors (DC 20 to pick,
Creatures master artillerists have keys) and contain extra
shot, as well as 40 kegs of black powder and 40
HECTORSRD
powder horns.
Homunculus
hp 20 14. Mess
Challenge 0 10 xp
The crew takes their meals here. The mess is empty
CLAY GOLEM SRD
(2) during combat. Crew: 1d4 common pirates, 1 pirate
hp 133 officer (non-combat only).
Challenge 9 5,000 xp
15. Galley 11
Treasure: The gilded furnishings in this cabin are
Food is prepared here for the crew.
worth 3d6 x 1,000 gp but most are built into the
ship and must be dismantled to be sold. In addition, 16. Larder
Hector has a secret compartment built into his
Food is stored here.
body (Wisdom (Perception) DC 20,) containing a
gem worth 5000 gp.

415
17. Servant Cabins 21. Guardroom (Challenge 9)
The ship’s cook and his assistants live in this group The door to this room is locked (Disable Device DC
cabin. It can be looted as a crew cabin. 20) and guarded by a pirate bosun when the brig is
occupied.
18. Aft Brig
Creatures
This room has a locked iron door (DC 20 to pick).
Prisoners deemed less dangerous or with whom PIRATE BOSUN
officers may wish frequent conversations are kept hp 212 (see page 194)
here for easy access. Challenge 9 5,000 xp

19. Lower Gun Deck (Challenge 14) 22. Forward Brig


This long deck contains 12 fiend’s mouth cannon, This room has a locked iron door (DC 20 to pick).
6 per side, with catwalks as at area 11. In addition, More dangerous prisoners are kept here under close
long sweep oars are racked along the walls above guard. Any of the PCs’ allies who may have been
the cannon, which can be run out through down- captured can be discovered here by the PCs.
angled ports to give the ship an oared speed of 10
feet. Last Stand of the
Crew: 36 artillerists (3 per cannon), 6 master
artillerists.
Pirate King
Ismail Queeg awaits the PCs. When alerted to their
Creatures
approach, he climbs onto the deck and directs
ELITE ARTILLERIST BATTERY, CANNON cannon fire at the PCs while preparing himself for
hp 170 (see page 183) their inevitable assault. He visits Typhoon Tess
Challenge 11 7,200 xp under the flying bridge (area 3) to gain the benefits
of buff spells. Before entering combat, the Pirate
MASTER ARTILLERIST
King uses dust of disappearance scampers through
hp 105 (see page 192)
the rigging. He tries to get close to spellcasting PCs
Challenge 7 2,900 xp
to allow him to make attacks against them at the
PIRATE PIPER least opportune moments. He taunts the heroes
hp 182 (see page 197) for their foolishness in challenging him, stealthily
Challenge 7 2,900 xp moving after speaking to keep them uncertain of
his location. He generally keeps his distance from
19a. Cargo Hatches
allies, to avoid being caught in area effects. He

11 As 4a (see page 414).

20. Steerage Cabin


knows that the PCs cannot afford to take him alive,
and that his only chance to rally the Pirate Isles
once more under his banner is to destroy them, so
This massive bunkroom strung with hammocks he makes his last stand here; while he may make a
provides sleeping quarters for the common pirates tactical retreat, he will not flee the ship. He flees if
that sail the ship, plus one pirate bosun to keep reduced to 30 hp or less and seeks healing from his
order and unlock the armory. crew or cover from which to make ranged attacks.

416
range 30/180 ft., one target. Hit: 20 (4d6 + 6)
Exactly when the Pirate King makes his appearance piercing damage.
during the battle is up to your discretion. He Pistol Whip. Melee Weapon Attack: +12 to hit, reach
might begin observing the battle invisibly from 5 ft., one target. Hit: 5 (2d4) bludgeoning damage.
the rigging, firing shots as the battle opens before A creature struck by this attack cannot make
opportunity attacks against Queeg until their next
retreating to regroup with allies and then return. turn.
Alternatively, he might come up from below decks Reactions
after the battle is underway. Ideally, you’d like the Swashbuckling. When Queeg is attacked, he can
battle at his flagship to take some time, to set up move up to 30 ft. by swinging from a rope or
climbing the rigging.
the feeling of a running battle against desperate
L egendary Actions
odds, but how that plays out depends on your
Ismail Queeg can take 3 legendary actions, choosing
players and their characters. For some groups, you from the options below. Only one legendary action
might want to bring out all the big guns from the option can be used at a time and only at the end of
outset. For others, the best approach would be to another creature's turn. Ismail Queeg regains spent
legendary actions at the start of its turn.
have him enter the fray after the heroes have made
kk Snap Shot (Costs 1 Action). Queeg makes one
their initial assault, coming in to help turn the tide attack with his golden gun
for his beleaguered forces. Make the climax of their kk Just a Nip (Costs 2 Actions). Queeg drinks
insurrection against the Pirate King memorable for from a hip flask full of a healing potion and
your players and bring all your guns to bear for an heals 4d8 hit points.
explosive finale! L air Actions
On initiative count 20 (losing initiative ties), Seagrave
ISMAIL QUEEG, THE PIRATE KING takes a lair action to cause one the following
Medium humanoid (human), neutral evil effect; Captain Queeg can’t use the same effect
two rounds in a row:
Armor Class 24
kk Blow the Man Down!: Queeg selects one ally
Hit Points 285 (30d8+150)
on board his ship. That ally may take one extra
Speed 30, climb 20 ft. action on any initiative count.
Str Dex Con I nt Wis Cha kk All Hands On Deck!: Roll twice on the
8 (-1) 22 (+6) 20 (+5) 14 (+2) 16 (+3) 12 (+1) reinforcements table. Those forces appear on
the battlefield on initiative count 20 of the next
Saving Throws Dex +12, Cha +7 round.
Skills Acrobatics +12, Athletics +5, Stealth +12 kk Bring a Spring Upon ‘Er!: The ship makes a
Senses passive Perception 13 sudden turn, forcing anyone on board to make
Languages Common, Aquan, Goblin a DC 15 Dexterity (Acrobatics) check or be
knocked prone.
Challenge 18 20,000 XP
Legendary Resistance (3/Day). If Queeg fails a
saving throw, he can choose to succeed instead. Concluding the
Mind Blank. Typhoon Tess’ hag coven performs a
ritual to grant Captain Queeg a mind blank spell
each day.
Adventure 11
Sneak Attack. Once per turn, Queeg can deal an Once the Pirate King is defeated, the PCs and their
extra 6d6 damage to one creature he hits with an candidate for the crown gain a sufficient boost
attack if he has advantage on the attack roll. in fame that they will have no trouble winning
Actions acclamation as new ruler of the Pirate Isles. If the
Multiattack. Queeg can make 4 golden gun or pistol
Greedy Ghost has not been destroyed or sunk, it can
whip attacks.
be commandeered into the PCs’ fleet or its cannons
Golden Gun. Ranged Weapon Attack: +12 to hit,

417
salvaged and redistributed to the PCs’ own ships, conquest, the fate of the Pirate Isles now lies in the
though they must make their own contacts with PCs’ hands.
agents from Gunrunner’s Guild if they wish to If for whatever reason the Pirate King is defeated
purchase more firearms or gunpowder cannon, or but escapes, the heroes can nevertheless rally the
if the GM wishes to make them learn the alchemical other high captains of the Pirate Isles with a vote
secrets of manufacturing their own. Whether of no-confidence in Ismail Queeg’s leadership,
continued brigandage or voyages of exploration or putting themselves (or an ally, if they wish) forward
as a candidate to replace him. Other pirate lords
might see this as an opportunity to swoop in and
seize leadership, though most are not sure enough
of their power base or political support to risk
stepping forward. Each surviving pirate lord has
a 10% chance to stand for selection, though allies
with a strong relationship to the PCs are likely to
throw their support behind a candidate chosen from
among the PCs instead. A
pirate lord standing for
selection automatically
votes for themselves and
cannot be swayed to vote for the
PCs.
Once the candidates are selected, each
must speak their piece to the other pirate
lords present, making Charisma (Intimidation)
or any appropriate ability check to which they can
add their proficiency bonus if they are proficient in
water vehicles, for each lord present at the council
meeting and combining the results. Candidates
may offer a bribe to each pirate lord they seek to
win to their cause. The bribe must be in excess of
1,000 gp in value, and it must be greater than the
bribe offered by any other candidate; the highest
bribe grants a +4 bonus. PCs gain a +2 bonus on all
checks related to running for election as new Pirate

11 King due to the political support of their allies


among the pirate lords, plus an additional +2 bonus
for overthrowing Ismail Queeg, and of course any
player may earn an additional bonus for excellent
roleplaying. Whichever candidate has the highest
score wins the support of that lord, and a candidate
able to win the support of a majority of the lords
present is acclaimed the new Pirate King!

418
12

419
C h ap t e r 12 :
D i st a n t
Shores

12

420
Arabia has advantage on saving throws to avoid becoming
exhausted from extreme dehydration.
The legendary voyages of Sinbad the Sailor are the If the target has a water dependency wherein
first thing that come to mind when thinking about it begins to suffer harm if it spends more than a
nautical adventures and Arabia and the Middle limited time out of the water, that duration is
East. Epic journeys and quests are certainly just doubled while affected by cool strength.
as much of the nautical tradition as acts of piracy,
MARID’S BLESSING
and Sinbad and his crew are excellent examples of
2nd-level transmutation
characters whose motivations depend somewhat Casting Time: 1 action
on the telling of the tale. In some cases they are Range: 30 feet
pure swashbuckling heroes, while in others they Components: V, S, M (a glass bottle of water
might be lovable but larcenous rogues who find wrapped in silk)
themselves caught up in the call to adventure Duration: Concentration, up to 1 minute
when disaster strikes or the need is great, or a fair
You call upon the genie masters of the sea to
prince or princess is to be rescued. The storytelling
strengthen a sea creature. This includes beasts,
traditions of Arabia are vivid and colorful, with
monstrosities, plants, and other creatures native
abundant magic, marvelous wonders, gilded
to aquatic terrain. The target gains advantage
palaces, and of course the magnificent powers
on Strength and Constiutiton checks, gains 2d6
(and devious trickery) of the genie races. Arabian
temporary hit points, and its attacks with natural
seas are marvelous places for a pirate character’s
weapons (such as claws) become magical, gaining
background, or as a target for plunder for pirates
a +1 bonus to attack rolls and damage rolls. In
daring to become sultan of the seas and caliph of
addition, the targets are coated in a thin bluish
the coasts!
sheen that allows them to survive out of water with
Spells no ill effects as long as the spell persists.
At Higher L evels
COOL STRENGTH When you cast this spell using a spell slot of 3rd level
1st-level abjuration or higher, you can target one additional creature for
Casting Time: 1 minute each slot level above 2nd.
Range: touch
Components V, S, M (a vial of water) MARID’S CURSE
Duration: 24 hours 2nd-level necromancy
Casting Time: 1 action
You touch a creature and it becomes cool and well- Range: 30 feet
hydrated, with moistened skin and lips even in Components: V, S, M (a glass bottle of water
blasting desert heat or parching out on the salty wrapped in silk)
ocean. The target treats hot environments as one Duration: Concentration, up to 1 minute
step less severe and gains a +2 bonus on Constitution
You call upon the genie masters of the sea to weaken
saving throws and Fortitude saves to resist the
effects of extreme heat, except against fire-based
effects. The target also requires only one-half the
and punish a sea creature. This includes beasts,
monstrosities, plants, and other creatures native 12
to aquatic terrain. The creature must succeed
normal amount of water to remain healthy, and
on a Wisdom saving throw or gain one level of

421
save each round to reduce this exhaustion by one
level. When the spell ends, all of the exhaustion it
caused also ends.
At Higher L evels
 If you cast this spell using a spell slot of 4th level
or higher, the duration is concentration, up to
10 minutes. If you use a spell slot of 5th level
or higher, the duration is 8 hours. If you use a
spell slot of 7th level or higher, the duration is
24 hours. If you use a 9th level spell slot, the
spell lasts until it is dispelled. Using a spell
slot of 5th level or higher grants a duration
that doesn't require concentration.

PHANTOM RIGGING
4th-level illusion
Casting Time: 1 minute
Range: 150 feet
Components: V, S, M (a bit of canvas and
string)
Duration: 8 hours

You create ghostly, translucent,


faintly glowing sails, rigging, and
even masts that match the needs
of the target vessel. A small raft
or ship’s boat might get only a single
sail, while a great galleon damaged in a
storm or in battle would get three masts each
with billowing sheets of phantom canvas. The
phantom rigging allows the vessel to catch
the wind and move at its normal sailed
speed, and it requires only half the normal
amount of crew to sail a ship using these
ghostly sails. The ghostly rigging is
only quasi-real and can be damaged in
combat; phantom rigging has half as many
hit points as a ship’s normal rigging would
exhaustion that cannot be removed for the duration have, though it gains advantage on saving throws
of the spell. against damaging effects. Dispel magic or a similar

12 The target must attempt a saving throw each


round it is out of the water or suffer one additional
effect can destroy it immediately, if the check
succeeds.
level of exhaustion. This cannot cause a creature’s The caster can designate the appearance of the
exhaustion to reach level 6 (death). Once the phantom rigging, incorporating a personal symbol
creature returns to the water, it can attempt a new or religious icon, and can command the sails to

422
glow with enough radiance to provide dim light balance aboard the ship, or Intelligence checks to
everywhere on the ship’s decks. The effect is recall lore about sailing, have disadvantage. Crew
somewhat eerie, granting members of the ship’s members cannot benefit from working together to
crew a +2 bonus on Charisma (Intimidation) checks. gain advantage or from the Help action in combat.
The ship and surrounding waters are considered
SHIP OF FOOLS
lightly obscured for members of the crew. Finally,
6th-level enchantment
Casting Time: 1 action the ship’s speed is halved and there is a 25% chance
Range: 500 feet every round that the ship takes an unexpected turn
Components: V, S, M (a relic such as a finger bone or 45 degrees in either direction.
piece of jewelry from someone who died happy) The captain of the target ship (or the helmsman
Duration: Concentration, up to 1 hour or pilot, if no captain is aboard) makes a Wisdom
saving throw for the crew of the vessel they
You fog the minds of sailors and crew aboard a
command. If the save fails, the entire crew is
single vessel, creating confusion and delay in every
affected as above. Passengers who are not members
task needed to keep the ship going. Shouted orders
of the crew can attempt their own saving throws, as
become gibberish, sailors trip, slip, and fall, riggers
can player characters. A successful save results in a
pulls the wrong lines or tug back and forth rather
-2 penalty on sailing-related ability checks instead
than working together, the navigator cannot read
the charts, rowers pull out of sync, and so on. All
of the penalties above.
If a captain has failed the save but is knocked
12
ability checks made to perform sailing-related
unconscious or otherwise rendered helpless, a
tasks, such as Strength (Athletics) checks to climb
character that previously saved against the spell
rigging, Dexterity (Acrobatics) checks to maintain

423
can take command of the ship and attempt a anything, be it clear spring water, sweet wine or
Wisdom saving throw to reduce the spell’s effect (if juice, or even deadly acid, poison, or volatile oils,
the original captain failed their save), or to end it but for the duration of the spell the liquid’s normal
entirely (if the original captain saved successfully). properties (including magical properties, if any) are
If the new captain fails this save, the ship of fools suppressed and the liquid becomes a sweet-smelling
remains in effect as before. serum that is proof against nearly any malady. The
spell creates eight doses of water of life, and each
STONE HULL
dose can be drunk or applied to duplicate any one
4th-level transmutation
Casting Time: 1 minute of the following spells: greater restoration, heal (to
Range: 120 feet treat conditions but not to recover hit points), lesser
Components: V, S, M (a piece of pumice or restoration, protection from poison, or remove curse.
sandstone) Two doses can cause a lost body part to regenerate
Duration: 8 hours or restore a dead body to wholeness (this does
not restore the creature to life, but allows it to be
You reinforce the timbers of a ship’s hull against
brought back from the dead more easily).
all attacks and natural hazards. The ship gains
Four doses of water of life can bring a creature
immunity to bludgeoning, piercing, and slashing
back from the dead as raise dead, and eight doses
damage from nonmagical attacks, and its hull
can duplicate resurrection. In addition, when
gains 40 temporary hit points. The ship gains a +2
returning a creature to life with water of life, you
bonus to AC, saving throws, and ability checks to
remove the penalty to attack rolls, saving throws,
avoid aquatic hazards. Checks made to capsize the
and ability checks typically imposed by the ordeal
ship, burst through the hull, or otherwise move or
of resurrection.
impede the ship suffer disadvantage. A stone hull
The waters of life can be applied by anyone. The
reduces a ship’s speed by 10 feet, and ability checks
caster need not be present for the magic to work.
made to turn the ship take a -4 penalty.
At Higher L evels
Any of the serum remaining when the spell expires
When you cast this spell using a spell slot of 5th returns to its previous state.
level or higher, the ship’s hull gains 10 additional
temporary hit points for each slot level above 4th. WIND COMPASS
If you cast this spell using a spell slot of 7th level or 1st-level divination
higher, the bonus to AC, saving throws, and ability Casting Time: 1 action
checks to avoid hazards increases to +4, the ship’s Range: self
speed is not reduced, and ability checks to turn the Components: V, S
ship do not suffer a penalty.
Duration: 8 hours
WATER OF LIFE
You create a tiny moaning wind that is tied to a
9th-level transmutation
Casting Time: 1 minute specific compass direction. As long as you continue
Range: touch moving in that direction, the wind compass sighs
Components: V, S, M (a vial of holy water and contentedly in your ear to tell you so. If you diverge

12 diamond dust worth 1,000 gp, which the spell


consumes)
Duration: 24 hours (see text)
from that direction, the wind compass begins to
moan with rising and falling pitch in proportion to
how far you have veered from your intended course.
You infuse one gallon of liquid of any kind with As long as it persists, you can maintain an accurate
incredible healing power. The target liquid can be heading. A wind compass does not necessarily help

424
you find a specific destination, but it does grant Fahrenheit. You also gain a +2 bonus to saving
you advantage on Wisdom (Survival) checks to throws against effects that cause blindness or
avoid getting lost along the way. This spell does exhaustion.
not function underwater or in areas that otherwise
FARGLASS UNCOMMON
lack air, and you cannot benefit from it if you are Wondrous item
deafened.

Magic Items This telescoping brass spyglass functions as a


normal spyglass and allows clear vision to the
ABA OF FAIR WINDS RARE horizon up to 3 miles away at sea level. From atop
Wondrous item Requires attunement a typical crow’s nest or a tall coastal watchtower,
this vision extends to over 10 miles. Once per day,
This light, flowing silken robe has a lining of
you can cast clairvoyance at a range limited only by
parchment-hued silks dyed with maps and charts
what you can see through the farglass’s lens. As long
covering an area 1,000 miles across, marking major
as the location is kept in sight through the lens, the
islands and currents throughout that area. What at
clairvoyance sensor can move with the location.
first glance might appear like simple wrinkles and
blemishes in the silk shift and change position in GENIE’S BANE RARE
response to weather conditions (such as clouds, Weapon (any)

rain, and wind) in the region. While you wear the


You gain a +1 bonus to attack and damage rolls
aba of fair winds, you gain the following benefits:
made with this magic weapon.
kkYou gain a +2 bonus to Wisdom (surival)
When you hit a genie with this weapon, the genie
and other ability checks to navigate within
takes an extra 3d6 damage of the weapon’s type. You
the area depicted on its lining and to avoid
gain a +2 bonus to Wisdom (Insight) and Wisdom
natural hazards in that area.
(Perception) checks made against genies, to saving
kkYou gain a +4 bonus to Wisdom (Survival)
throws against illusions created by genies, and
checks made to predict future weather
to Intelligence (Arcana) checks to identify genies
conditions in the region.
and their abilities. You have disadvantage on all
kkYou can make a DC 15 Wisdom check (with
Charisma checks against genies except Intimidation
a +2 bonus from the above benefit) to plot
checks. For the purpose of this weapon, “genie”
the best possible course for a wind-propelled
includes djinni, efreeti, and any other creature
ship you are piloting within the region. Until
with the elemental type that the GM determines is
the next time the ship makes port or landfall,
a genie.
the ship’s waterborne speed increases by 10%
(decreasing the number of days required for IMPOSSIBLE BOTTLE UNCOMMON
the journey for the purpose of long-term Wondrous item Requires attunement by a sailing vessel

travel by 10%).
An intricately detailed miniature sailing ship sits
DESERT EVENING ARMOR UNCOMMON inside this clear glass bottle. When taken aboard
Armor (light or medium) an undamaged sailing vessel at sea, the model
automatically reconfigures to become a perfect
12
Desert evening armor keeps the wearer cool in
replica of the new ship. It takes 24 hours for the
hot weather. While wearing the armor, you suffer
model to attune to the ship.
no harm in temperatures as high as 150 degrees

425
A ship attuned to an impossible bottle has gains advantage on Wisdom (Perception) checks to
resistance to all damage. The model ship in the spot hidden or disguised creatures or objects.
impossible bottle absorbs the remaining damage,
OASIS MIRROR UNCOMMON
registering holes in its hull, rips in its sails, and Wondrous item
scorch marks from fire. Once the attuned ship has
taken damage in excess of half its total hit points, This golden hand mirror is encircled in a frame of
however, the impossible bottle ceases its protection, blue faience. When moved, the surface of the mirror
and any further attacks on the attuned ship deal seems to ripple like a glassy pool, though it becomes
full damage. If the attuned ship starts sinking or still once more when the mirror is stationary. While
is destroyed, the impossible bottle shatters and is holding this mirror, you can speak its command
permanently destroyed. If an impossible bottle was word as an action to cause it to pour forth one
attuned to a damaged ship, once that ship has been gallon of water. It can create up to 12 gallons per
fully repaired, the impossible bottle re-attunes itself day. You can speak a different command word to
over 24 hours and thereafter resumes its protection. cause the mirror to create 2d4 plump figs or dates.
An impossible bottle removed from its attuned ship The wielder can reach into the mirror and take
ceases its protection, and must be re-attuned over these fruits, which gain the properties of berries
24 hours if brought back on board. If the bottle is create by a goodberry spell.
shattered while it is attuned to a ship, the impossible In addition, once per day the you can speak a
bottle is destroyed and the attuned ship immediately third command word and present the oasis mirror
takes 150 points of damage. toward a Large or smaller creature within 10 feet.
Lastly, an impossible bottle can be used to repair an The target must succeed at a DC 12 Wisdom saving
unattuned ship. As long as the bottle still functions, throw or be drawn into an extradimensional pool of
its owner can christen a vessel by smashing the water within the mirror. A creature trapped within
impossible bottle against the ship’s prow, releasing a the mirror is considered completely submerged
wave of restorative magic that immediately repairs in water and must hold its breath as normal. A
up to 150 points of damage to the vessel. creature within the mirror can repeat the saving
throw at the end of each of its turns to escape from
NAVIGATOR’S EYE RARE
Wondrous item
the mirror. A creature is ejected from the mirror
after a successful save or after 6 rounds, whichever
Unlike the heavy cast-brass mariner’s astrolabes comes first.
normally used at sea, this astrolabe is made of flat
RUBBAN’S TURBAN UNCOMMON
brass discs inlaid with lapis lazuli. When using the Wondrous item
navigator’s eye, you gain a +4 bonus to any ability
checks made to navigate, both at sea and on land. This silken turban is always crusted with salt
Once per day, as an action, you can attempt a DC 15 and weathered by wind and sun, like that of an
Wisdom (Perception) check while using a navigator’s experienced rubban (ship’s captain). While wearing
eye to catch a glimpse of how things really are for 1 the turban, you gain a +2 bonus to Strength
12 round, as if with a true seeing spell. While using the
astrolabe’s true seeing ability, the user can also see
(Athletics) and Dexterity (Acrobatics) checks to
swim, climb rigging, and balance on a ship, as well
through concealment caused by smoke or fog and as Wisdom (Survival) checks made to notice or avoid

426
natural hazards in aquatic terrain, and Intelligence
checks to recall lore about ships and seafaring.
In addition, if you worship a deity that grants
the Nature or Tempest domain, once per day you
can speak a command word as a bonus action while
unraveling your turban to transform it into a small
ship’s boat (see page 97). This boat is 20 feet
long, has two pairs of oars and a single mast with a
square sail, and can carry up to 12 passengers and
crew. Upon command, or after 8 hours, the boat
returns to hat form, dumping out any occupants.

WHEEL OF THE GOLDEN VOYAGE RARE


Wondrous item

This beautifully carved ship’s wheel is polished


to a golden shine and inlaid with symbols of luck
and prosperity. When fitted to the helm of a ship,
a wheel of the golden voyage grants advantage on
sailing checks made to turn the ship with the hard
to port or hard to starboard actions (see page 74).
The wheel also halves the penalty on sailing checks or contract frostbite. It takes 2d6 minutes for the
made when turning the ship while traveling at three frosbite’s symptoms to manifest. Symptoms can
or more times the ship’s acceleration. In addition, include prickling skin, numbness, discoloration
the ship’s pilot can combine a hard to port or hard of the skin, clumsiness, and pain. After this time,
to starboard action with a full ahead or heave to the afflicted creature takes 3d6 cold damage and
action as a single action up to three times per day. suffers one level of exhaustion. It must make a DC

Arctic 12 Constitution saving throw every 2d6 minutes


that it remains exposed to severe cold, suffering the
same effects with each failed save.
Not all nautical adventures take place in the warm
tropic seas. Sometimes daring pirates and explorers Rigging and Rime
seek for legendary treasures in the far-flung polar
All exterior surfaces in a ship, including rigging,
seas at the uttermost ends of the world, or may be
decks, and hull, are constantly rimed with frost
driven far off course by storms or caught in the grip
and patches of frozen spray, making them slippery
of powerful magic.
surfaces and imposing a -2 penalty to Strength
Creatures in extremely cold areas may encounter
(Athletics) and Dexterity (Acrobatics) checks to
the following hazards:
climb, balance, or otherwise move about the ship.
Frostbite In addition, ropes and sails become stiff and
somewhat brittle and hard to negotiate, imposing
12
When a creature takes lethal damage from exposure
the same penalties on ability checks made to guide
to severely cold weather, icy water, or the like, it
must succeed on a DC 12 Constitution saving throw

427
12

428
a ship powered by sail. This penalty does not apply Icebergs
when using oars or magical means of propulsion.
A chunk of ice of at least Huge size can severely
Severe Weather damage a ship. Much of an iceberg’s mass is below
the water, and noticing a Gargantuan iceberg
Each hour a creature spends traveling at a normal
requires a DC 5 Wisdom (Perception or Survival)
pace in severe cold is treated as a forced march with
check, with the DC increased by 5 for every size
the DC increasing by 1 for each hour past the first.
category below Gargantuan.
Creatures naturally adapted to severe cold or with
Striking a Huge iceberg deals 6d6 points of
immunity to cold damage automatically succeed on
bludgeoning damage to the ship, plus 2d6 per size
this saving throw. Creatures with the appropriate
category above Huge (DC 15 Dexterity saving throw
gear for traveling in severe cold, such as thicker
for half). In addition, a ship striking an iceberg must
clothing and gloves, also automatically succeed on
succeed on a DC 10 Constitution saving throw or
this saving throw.
spring a leak, with the save DC increasing by 1 for
Ice every 5 points of damage the ship takes. If the save
is failed, the ship takes 3d6 points of additional
Whether encountered as a result of magic or simply
damage per minute until the leak is repaired. The
as drifting ice from polar regions caught in a cold
leak is not immediately obvious but can be detected
current and carried into the shipping lanes, pack
with a successful DC 20 Wisdom (Perception) check
ice is a significant navigational hazard.
by the ship’s pilot or by any creature investigating
Crevasses belowdecks to check the hull.

A crevasse functions like a pit trap 1d4 x 10 feet Ice Floes


deep. A successful DC 15 Wisdom (Perception or
Loose patches of ice that are Large or smaller are
Survival) check allows a creature to detect the
considered ice floes rather than icebergs. They
signs of a crevasse before stumbling into it, and
cannot damage Huge or larger ships, though Large
a creature can attempt a DC 15 Dexterity saving
ships treat them as miniature icebergs (dealing
throw to jump back before falling into it. Running
half damage). However, ice floes are dangerous for
creatures do not get a saving throw or a skill check
swimmers, causing swimmers to treat the water as
to notice the crevasse.
difficult terrain at the surface and within 10 feet
Creatures falling into a crevasse take damage
below it. Each round they remain within this depth
from falling if the crevasse is shallower than the
in the water, there is a 50% chance a creature is
pack ice. If it is deeper, the damage from the fall is
struck by a floe. Treat this as a slam attack with
reduced by 2d6 (20 feet) but the creature falls into
a +4 attack bonus that deals 2d10 bludgeoning
freezing water and must make a DC 15 Strength
damage (for a Medium or smaller floe), or with a +8
(Athletics) check to tread water or move. Climbing
attack bonus that deals 4d10 bludgeoning damage
the icy walls of a crevasse is extremely difficult,
for a Large floe.
requiring a successful DC 25 Strength (Athletics)
check.
Creatures can climb onto ice floes and even use
them as improvised rafts; however, they are unstable 12
and slippery, requiring a DC 15 Strength (Athletics)
check to climb onto from the water, followed by a
DC 15 Dexterity (Acrobatics) check or a second DC

429
15 Strength (Athletics) check to stay atop the floe Ice Ridges
without slipping back into the water. Creatures
Wind and wave action cause ice sheets to crumple
native to arctic environments have advantage on
into jagged ridges, piling up to 1d12 x 5 feet above
such checks. As long as a creature on an ice floe
the surface of the ice (and twice that depth below
remains stationary, they need not make additional
the surface). Climbing creatures treat these areas
checks to stay on it unless the creature engages in
as difficult terrain, though these tumbled heaps
combat or is confronted with rough water (which
can be traversed without the need for Strength
may increase the DC to stay on the floe to 20 or
(Athletics) checks to climb by spending 4 squares
even 25).
of movement to enter each square. The DC of
A creature may cling to an ice floe with one hand
Dexterity (Acrobatics) checks is increased by 5 on
while casting a spell or taking some other action
these ice ridges, or by 2 for creatures with a burrow
that requires only one hand, including attacking
or climb speed.
with a one-handed weapon or using a shield. While
clinging, a creature can’t move to avoid a blow, so Pack Ice
creatures have advantage on attack rolls against the
Pack ice varies a great deal in thickness, usually
creature. Any time a creature takes damage while
1d6 x 5 feet thick. It is generally impassable to ships
clinging to an ice floe, it must succeed at another
but perfectly safe to walk on, if rather slippery.
Dexterity (Acrobatics) or Strength (Athletics) check
Pack ice is difficult terrain. A creature that takes
to avoid being knocked off the floe.
12 Ice floes otherwise function like pack ice.
the Dash action when moving across treacherous
ice must succeed on a DC 15 Dexterity saving throw
or fall prone. A creature that fails the save by 5
or more falls hard enough on the ice that the ice
breaks, dumping the creature into the cold water

430
Table 12-01: Seasonal Lighting Patterns
E arth Month Subpolar M idpolar True Polar
January Polar Twilight Polar Dusk Polar Night
February Normal Polar Twilight Polar Dusk
March Normal Normal Polar Twilight
April Normal Normal Normal
May Normal Normal Midnight Sun
June Midnight Sun Midnight Sun Midnight Noon
July Normal Midnight Sun Midnight Sun
August Normal Normal Normal
September Normal Normal Polar Twilight
October Normal Normal Polar Dusk
November Polar Twilight Polar Twilight Polar Night
December Polar Dusk Polar Dusk Polar Night

below, unless the GM determines that the ice is too sunset experienced in more temperate climes. Near
thick. Rules for falling into cold water can be found the pole itself, a single day may seem to last all
in Chapter 5: Pirates and Plunder on page 114. year, with a slow and gradual ascent of the sun for
months at a time, though never rising very high in
Breaching Pack Ice
the sky, slowly sinking against as the paltry polar
Creatures can attempt to breach pack ice from below summer fades into a lingering twilight and long-
with a DC 10 Strength check for thin ice, with the stretched winter’s night that spans.
DC increasing by 5 for every 5 feet of thickness. A Near to the pole, daylight ceases to have meaning,
creature breaching the ice creates an area of open as many turns of the stars may pass without the
water as large as its own space, plus 5 feet around it sun ever making an appearance. The lighting
on all sides. Creatures within its own space on the conditions described below are those that prevail
ice above fall into the water, while those within 5 in each polar region for a given portion of the year.
feet around its space on the ice above can attempt The darkest time of year, including the sole day of
a DC 15 Dexterity saving throw to jump back from full daytime darkness in subpolar region, is at the
the edge and remain on the ice above. winter solstice. Likewise, the brightest time of year,
The ice all around the breach becomes unstable including the sole night of subpolar full midnight
and slippery, increasing the DC of ability checks to sunshine, is at the summer solstice.
climb or balance on the ice by 5. Midnight Noon: At the heart of the midnight sun

Polar Night and the season, the sun remains fully risen and sheds its

Midnight Sun
light all night long, appearing to move in a circular
pattern in the sky rather than rising and setting. 12
This is treated as bright light throughout day and
The extreme latitude of polar regions causes a
night.
distortion in the normal pattern of sunrise and

431
Midnight Sun: During this time, the sun sinks hit points per level of the caster. An ice cruiser can
only to or just below the horizon even in the middle comfortably carry up to three Medium creatures
of the night. This is treated as dim light at night per level of the caster. A single Large creature takes
and bright light during the day. up the space of three Medium creatures, and a Huge
Normal: This is the normal pattern of day and creature the space of three Large creatures.
night, though days may stretch over 20 hours in the Ice Skimmer: This narrow-hulled ship glides
midst of summer, with bright light during the day. across the ice on sharp runners, driven by its sail
Polar Twilight: The daytime sun sits just at or with maximum speed of 180 ft. when running with
below the horizon during the day, never truly rising, the wind. It cannot move against the wind, but can
but its refracted light illuminates the sky similarly move perpendicular to wind direction at up to 90
to a heavily overcast day or an evening just after ft. per round. An ice skimmer has 5 hit points per
sunset. This is treated as dim light. level of the caster. An ice skimmer can carry one
Polar Dusk: The sun sits well below the horizon Medium or smaller creature per level of the caster,
during the day. While the non-polar horizon is but Large and larger creatures cannot fit into its
noticeably lighter than in other directions, it narrow hull.
provides only faint illumination and brighter stars An ice ship is resistant to all types of damage,
are visible. This is treated as dim light, or darkness except fire, which it is vulnerable to. An ice ship of
during moonless or overcast nights. either type begins to melt slowly in temperatures
Polar Night: The sun is far below the horizon above freezing, taking 1d12 points of damage each
during the day and sheds little or no light, even at hour. This damage cannot be reduced. If reduced
the non-polar horizon. Even faint stars are clearly to 0 hit points or dispelled, an ice ship slows to half
visible. This is treated as darkness. speed as it cracks and splinters to pieces over the

Spells course of 1d4 rounds and then collapses completely.

ICE SHIP
Scrimshaw Items
4th-level conjuration Scrimshaw, the art of carving images into bone
Casting Time: 1 action and ivory, is an art form that was born in North
Range: 30 feet America. Modern scrimshaw dates back some 200
Components: V, S, M (a glass model of a ship worth
years to sailors, especially whalers, operating out
100 gp)
Duration: 8 hours of New England, but the Native American Inuit
practiced a similar art form which dates back to at
You create a small ship made of ice, which can take least 100 or 200 AD. In addition to being an exotic
the form of a sailing ship to travel on water or a form of art, scrimshaw in your campaign world
skate-runner made to run across vast stretches of can serve as a powerful and simple way of creating
ice. magic items, although because of their delicate and
Ice Cruiser: This broad-hulled single-masted fragile nature, scrimshaw magic items come with a
roundship is low and stable in the water. It can certain amount of risk.
12 propel itself magically through the water, even
against the wind, with a speed of 30 feet (about 3
Creating Scrimshaw Items
miles per hour). If moving with the wind, its sail Scrimshaw items can be created through the normal
increases its speed to 60 feet. An ice cruiser has 10 means of magic item crafting used by your Game

432
Master, or using the rules below with your GM’s item’s special properties are used. Each time this
permission. occurs, there is a chance (typically between 10%
Scrimshaw Crafting Resources. You must and 30%, but higher or lower values are possible)
provide the appopriate tools (such as tools for that the scrimshaw item shatters. This permanently
making calligraphy, jewelry, pottery, or sculptures) destroys the item, such that it cannot be restored
along with raw materials worth half the item’s even by magic, and typically also deals damage to
selling cost, which is determined by the GM. A the item’s wearer or user. Each scrimshaw item has
scrimshaw item takes 1 week to craft for each 100 gp details on what triggers this chance, the likelihood
of the item’s value. Multiple character can combine of the item shattering, and any damage or other
their efforts to reduce this time. Every character effects should this occur.
participating in creating a scrimshaw item must be
New Scrimshaw Magic Items
proficient in the tools used in the crafting process.
Scrimshaw Fragility. Magic items made of BONE KNIFE OF SERVITUDE RARE
scrimshaw are incredibly fragile. While the bone Weapon (dagger) Requires attunement

that they are carved from serves as a powerful


You gain a +1 bonus to attack and damage rolls
conduit and focus for arcane energies, it is also
made with this magic weapon, which has a
very brittle, and prone to exploding under the
bone blade engraved with detailed and intricate
strain of the magic contained within. As a result,
each scrimshaw magic item has conditions under
patterns that glow with a pale red light when the
weapon is held by someone with murderous intent.
12
which there is a chance it may shatter in this
Whenever a humanoid creature is slain by a bone
way. These conditions vary from item to item,
knife of servitude, there is a 20% chance that the
but typically the chance happens whenever the

433
time with the heartbeat of the person whose image
it bears. The pulse speeds up or slows down along
with their heartbeat, and stops completely should
the person die. As an action you can concenrate on
the pendant of life sense to learn the direction and
distance to the person depicted on the pendant,
any conditions affecting her, and a relative sense of
her current health (injured, gravely wounded, etc.).
Finally, once per day, you can whisper a message
of up to 25 words to the pendant, which the
creature depicted on it hears as though they were
whispered directly in her ear. The pendant’s magic
weapon bursts into a thousand pieces, dealing 4d10
functions regardless of distance, and even across
points of piercing damage to you and rendering it
planar boundaries, but the wearer is unable to gain
permanently destroyed, unable to be fixed even by
information about the subject’s location if she is on
magic.
another plane.
Otherwise, the slain creature must make a DC
Each time the creature depicted on the pendant
15 Constitution saving throw or rise as a zombie
of life sense suffers extra damage as a result of a
after 1d4 rounds, as though animated with the spell
critical hit, or loses one quarter of her hit points
animate dead. You can control up to four zombies at
or more from a single attack, there is a 10% chance
a time with the bone knife of servitude; any zombies
that the pendant of life sense bursts into a thousand
the knife creates while you are at this maximum are
pieces, dealing 2d10 points of piercing damage to
not under your control. If the bone knife of servitude
you and rendering it permanently destroyed, unable
is ever destroyed, or you become unattuned to it,
to be fixed even by magic.
you also lose control over zombies created in this
way. WHALEBONE HELM VERY RARE
Wondrous item
PENDANT OF LIFE SENSE UNCOMMON
Wondrous item This helmet is made from the skull of a walrus, and is
covered in symbolic patterns of ritual significance.
These pendants consist of a small bone disc attached
While wearing the helm, you can use an action
to a plain leather thong or metal chain, worn
to unleash a sonic cry in a 30-foot cone that is
around the neck. On one side of the disc is a careful
audible 600 feet away. Each creature in the cone
engraving in the likeness of a specific individual.
must make a DC 15 Constitution saving throw. On
The likeness must be fairly exact in order for the
a failed save, a creature takes 5d6 thunder damage
magic to work, and while it is conceivably possible
and is deafened for 1 minute. On a successful save,
to create one from a description or a picture of the
a creature takes half as much damage and isn't
person, most scrimshanders lack the skill to create
deafened. Creatures and objects made of glass or
12 these items without having the subject on hand as
a reference.
crystal have disadvantage on the saving throw and
take 10d6 thunder damage instead of 5d6.
As long as you wear the pendant of life sense, it
Additionally, as an action, you can unleash a
is reassuringly warm to the touch, and you feel a
high-pitched cry, similar to those that whales and
faint pulse emanating from it, which is in perfect

434
similar creatures use to communicate. This cry can
be heard up to 1 mile away with a DC 5 Wisdom
Far East
(Perception) check. The maritime traditions of the Far East are blended
Finally, you can speak with aquatic mammals with magic and mysticism, including a magic
(such as dolphins, seals, and whales) as though system that prizes a fivefold interpretation of the
using speak with animals. elements as wind, water, fire, metal, and wood.
Each time a whalebone helm’s sonic cry or high- This harmonious blending of magic is reflected in
pitched cry is used, there is a 10% chance that both the spells and magic items of fantasy Asia.
it shatters into a thousand pieces, dealing 8d10
points of piercing damage to you and rendering it
Spells
permanently destroyed, unable to be fixed even by BO OF THE RIVER
magic. 2nd-level conjuration
Casting Time: 1 bonus action
Creating Your Own Range: self
Scrimshaw Magic Items Components: V, S, M (a few drops of water)
Duration: Concentration, up to 10 minutes
With your GM’s permission, you can create
scrimshaw versions of existing magic items. You conjure long quarterstaff of churning water
By default, all such items have a 10% chance of in your free hand. The quarterstaff lasts for the
shattering each time they are used, dealing 1d10 duration of the spell. It disappears if you let go, but
points of piercing damage to their wearer or user you can conjure the staff again as a bonus action.
if the item is common, 2d10 if uncommon, 4d10 You can use your action to make a melee spell
if rare, 8d10 if very rare, and 12d10 if legendary. attack with the quarterstaff. On a hit, the target
The items typically command half the price that takes 3d6 bludgeoning damage. Creatures that are
a non-scrimshaw version of the item would, but immune or resistant to fire damage are vulnerable
these factors can potentially be adjusted. GMs and to this damage, even if they are normally resistant
players are encouraged to collaborate to determine to bludgeoning damage (but not if they are immune).
appropriate triggers for when such items might be At Higher L evels
destroyed, and adjust the likelihood that the item When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d6 for
shatters, the damage inflicted if it does, and the every two slot levels above 2nd.
price of the item as necessary.
CLOUD BARGE
8th-level conjuration
Casting Time: 1 action
Range: touch
Components: V, S, M (a small ball of cotton)
Duration: Concentration, up to 10 minutes

You create an elaborate vessel sculpted of ivory and


alabaster, floating upon a cloud, which lifts you and
up to five willing targets into the air and whisks
12
you away at incredible speed. The cloud barge
moves at a speed of 10 miles per minute and moves

435
its passengers smoothly and without disturbance (though falling trees may damage such buildings).
through any kind of weather; its passengers are Buildings consecrated by a hallow spell dedicated
unaffected by natural or magical precipitation to your deity are never damaged by your divine
or wind. Any creatures other than the ones you wind, nor are trees or other vegetation within their
designate cannot ride the cloud barge, falling grounds. Otherwise, exposed crops and gardens are
through it as if it were made of insubstantial mist. 75% likely to be ruined.
While riding in the cloud barge, you and the other If sand, dust, or snow is present in the area of
passengers are in gaseous form, but you can cast your divine wind, it is carried aloft on the wind
spells that affect yourselves and each other and can and blocks vision as if the entire area were lightly
otherwise interact with each other normally. The obscured, and it piles up in drifts 1d3-1 feet deep
cloud barge and its passengers are lightly obscured every 10 minutes, potentially burying creatures
from creatures outside of it, or heavily obscured if sheltering in sturdy buildings. The divine wind
they are in an area of mist or cloud. When the spell extinguishes Large or smaller fires immediately,
ends, whether from the expiration of its duration or while Huge or larger fires blow out after 10 minutes.
being dispelled, the cloud barge and its passengers Creatures unable to find shelter take 1d10 points
float gently to the ground (as feather fall) for 1 of bludgeoning damage every 10 minutes they are
minute. exposed to the pelting rain and howling wind. In
addition, they must succeed on a DC 15 Constitution
DIVINE WIND
saving throw every 10 minutes or gain one level of
8th-level transmutation
Casting Time: 10 minutes exhaustion.
Range: 5 miles PAPER VESSEL
Components: V, S, M (a drum and flag, painted with 6th-level conjuration
the symbol for the wind)
Casting Time: 10 minutes
Duration: Concentration, up to 8 hours
Range: touch
Saving Throw none, see text; Spell Resistance no
Components: V, S, M (a sheet of origami paper)
You create a mighty storm of driving rain and gale- Duration: Concentration, up to 8 hours
force winds blowing in any direction you choose.
You create a seaworthy vessel out of a single sheet
This gale of your divine wind creates waves 10-
of paper, folding the component into the shape of
30 feet high, automatically capsizing and sinking
an oared boat or a small junk. The paper vessel is
Large or smaller watercraft; Huge or larger ships
similar in all respects to a folding boat. In addition,
must succeed on a sailing check (see page 70)
you may propel the paper vessel forward under its
with a DC equal to the spell's save DC or be
own power with a speed of 40 feet, with no need for
capsized as well. Large or smaller land vehicles and
a crew. Every 10 minutes or fraction thereof spent
siege weapons are likewise destroyed, while Huge
with the paper vessel moving under its own power
or larger vehicles and siege weapons have a 50%
expends 1 hour of the spell's remaining duration.
chance of destruction.
When moving under its own power, the paper vessel
Large or smaller wooden buildings (and tents and
12 pavilions of any size) are automatically destroyed,
while Huge or larger wooden buildings and tree
gains a bonus to sailing checks (see page 70)
equal to one-third your level.
At Higher L evels
trunks have a 25% chance of suffering massive When you cast this spell using a spell slot of
damage. Stone buildings are safe from destruction 8th level or higher, the spell does not require

436
concentration.

STEAMING BREATH
4th-level conjuration
Casting Time: 1 action
Range: self (30 foot cone)
Components: V, S
Duration: 1 round

You exhale a roiling cloud of scalding steam that


persists until the beginning of your next turn,
causing the area to be heavily obscured. Any
creature within the cloud at the time of casting
must make a Dexterity saving throw. A creature
takes 8d6 fire damage on a failed save, or half
as much damage on a successful one. Creatures
entering the cloud afterwards take half damage,
or one-quarter damage on a successful save. For
purposes of this spell, creatures that are normally
resistant to fire are not resistant to the damage,
and creatures that are immune to fire damage are
resistant instead.
At Higher L evels
When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d6 for
each slot level above 4th. if moving at half speed or 2 points if moving at full

Magic Items speed.


In addition to causing the ship to move, any
KI CAPSTAN RARE creature touching a ki capstan can expend its own
Wondrous item Requires attunement to a sailing ship ki to help the ship evade harm, granting the ship a
+2 bonus to AC or a +2 bonus to a saving throw as
This octagonal capstan must be mounted on and
a reaction. A creature can also use the ki capstan
attuned to a ship to function. Once installed, it
to help the ship maneuver by expending one point
allows the sailors aboard to channel their inner
of ki to grant a +4 bonus on any sailing check (see
strength to power the vessel. Up to 8 creatures can
page 70) to the character steering the ship. A ki
push the capstan at once, and for each hour they
capstan can store up to 80 points of ki at a time. If
turn it they can imbue 1 point from their personal
the ki capstan is removed from the ship, all stored
ki points into the ki capstan. If the ki capstan holds
ki is lost.
at least 10 ki points, any creature with ki points can
touch it and command the ship to move at up to one- SUGEGASA OF RISING WATERS RARE
half its normal oared or sailed speed, whichever is
less. If the capstan contains at least 20 ki points, it
Wondrous item Requires attunement
12
The woven reeds of this intricate conical reed hat
can cause the ship to move at full speed. Each hour
(called a douli, do'un, or caping of rising waters in
of ki movement drains 1 point from the ki capstan
some cultures) smell faintly of saltwater and the

437
brim’s edges are painted with a continuous pattern DC 15 Constitution saving throw or take 4d6 points
of a rolling great wave. While wearing the sugegasa of bludgeoning damage and be knocked prone. A
of rising waters, you can tread across the surface of successful saving throw halves the damage and
water as if it were solid ground. prevents a creature from being knocked prone.
By removing the sugegasa and speaking a Creatures under the effect of freedom of movement
command word as an action, you can transform it (or similar magic) and elemental creatures made of
into a wide, circular raft capable of holding up to air (at the GM’s discretion) are unaffected by this
four Medium creatures. The raft has a movement attack.
speed of 30 feet on the water and you can repeat the The typhoon fan regains 1d3 expended charges
command word as an action to transform it back daily at dawn.
into a sugegasa.
Gifts of Dragons,
TYPHOON FAN
Weapon (fan; see text)
RARE
Requires attunement
Gifts of Nirvana
Whether it is the imperial dragons or the powers
Each of the half-dozen banana palm leaves that are
of Nirvana, mortals are often the recipient of
woven together to create this fan are as strong and
protection and guidance by greater powers. Those
sturdy as steel. This fan is a weapon that deals 1d4
of mythic power have the ability to grant lasting
slashing damage, has negligible weight, and counts
gifts on those mortals who earn their favor. Should
as a monk weapon for purposes of a monk’s martial
a mortal provide great and memorable service to
arts. You gain a +1 bonus to attack and damage
a dragon or an agent of Nirvana, then they are
rolls made with this magic weapon. A typhoon fan
rewarded either with either an item of power listed
has three charges. When wielding the fan, you can
below, or perhaps even a shred of the being's power,
create a massive torrent of wind as a bonus action
which manifests as one of the feats in this section.
immediately after using your action to attack. This
creates a 5-foot diameter line of wind that starts BLESSING OF THE JIAOLUNG
in the attacked creature’s square and moves away Prerequisite Non-evil alignment, you must have performed
a service for a mythic sea dragon.
from you. Any creature caught within this line
(including the target of your attack) must make a A grateful sea dragon has rewarded you with a
shred of its power, granting the following benefits:
kkIncrease your Strength of Constitution score
by 1, to a maximum of 20.
kkYou have advantage on Strength (Athletics)
checks to swim.
kkIn calm waters, you always succeed at Strength
(Athletics) checks to swim if the DC is 10 or
lower.
kk For purposes of determining how long you
12 can hold your breath underwater, treat your
Constitution score as 30.

438
SACRED SCROLL OF LANGUAGE
Wondrous item
ARTIFACT
requires attunement
South Pacific
The scattered, far-flung archipelagos spread across
The sacred scroll of language is as large as a backpack
thousands of miles of warm seas provide a great
and made of ancient papyrus. Rolled and capped
diversity of cultures and traditions, though with
with lustrous white jade, it is bound by fine leather.
a common sense of spiritual brotherhood among
A mythic wyrm sea dragon (or older) may bestow
peoples even when separated by the vast ocean gulfs.
the sacred scroll of language upon one that has
In such regions, metalworking and leatherworking
proven themselves to be especially full of wisdom
may be limited by the available resources of their
and courtesy. There can only one sacred scroll
island homes, making weapons crafted of wood,
of language in existence at a time, and every sea
rope, obsidian, or bone popular. Of course, while
dragon is aware of its location and owner. Should a
some islands and cultures are isolated, many others
sea dragon deem that its current owner has shown
are active oceanic traders and can acquire metal
excessive arrogance, it may come to reclaim its
weapons and armor in trade.
prize.
Sharkskin. As tough as leather, sharkskin armor
Blessings of the Scroll. While attuned to the
is treated to allow the sawtooth scales covering it
scroll, you may consult it as an action to gain the
to remain jagged and sharp, while also studding the
benefits of tongues and a +8 bonus to Charisma
armor with embedded teeth along the arms and legs.
(Persuasion) checks for 8 hours. You cannot use
If the wearer is proficient with light armor, they can
this ability again until you finish a long rest. Also,
deal 1d4 damage as a reaction to any creature that
once per week, you can meditate over the scroll for
grapples or swallows them, and can deal the same
1 minute to gain insight into a future social meeting
damage as a bonus action on their turn if grappled
as if you had cast divination.
or swallowed. In addition, the wearer gains a +2
Random Properties. The scroll has the following
bonus on Dexterity checks to escape a grapple or to
random properties:
free themselves from bindings that might be cut or
kk2 minor beneficial properties
damaged by the armor’s jagged edges.
kk1 major beneficial property
Shell Plate. This armor is crafted from the
kk1 minor detrimental property
discarded shells of monstrous crustaceans,
Destroying the Scroll. This scroll can only be
mollusks, and turtles, formed into breastplates and
destroyed by tricking the dragon that gifted it to
protective plates for shins, shoulders, and forearms.
devour it. The scroll is not destroyed if the dragon
Woven. This armor is woven from magically
willingly chooses to devour it.
toughened seaweed, hemp fibers, or similar knotted
and woven mats. It is common in areas where
leather and metalworking are rare or unknown.
Shields. Island cultures craft shields that are
functionally identical to light and heavy wooden
shields but are crafted from the thick shells of
monstrous sea creatures, or sometimes from carved
and treated bones of whales or other creatures of
12
the deep rather than wood.

439
Table 12-02: South Pacific Weapons
Weapon Cost Damage Weight Properties
Simple Melee Weapon
Boomerang 1 gp 1d6 bludgeoning 2 lbs. Light, thrown (range 50/200)
Martial Ranged Weapon
Woomera 1 gp 1d8 piercing 1 lb. Ammunition, loading (range 60/300), special

Table 12-03: South Pacific Armor


Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Woven 15 gp 11 + Dex modifier — — 8 lbs.
Sharkskin 85 gp 12 + Dex modifier — — 10 lbs.
Medium Armor
Shell plate 75 gp 14 + Dex modifier (max 2) — – 20 lbs.

12

440
Boomerang. This curved, flat wooden weapon BLOODY BOOMERANG RARE
can be wielded like a club or thrown. Crafters often Weapon (boomerang) Requires attunement

carve or paint designs and images on a boomerang


You gain a +1 bonus to attack and damage rolls
to individualize it. A boomerang's aerodynamic
made with this weapon and its sharpened edges
design provides a greater range than most thrown
deal slashing rather than bludgeoning damage.
weapons. Contrary to popular belief, these weapons
When you make a ranged attack with this weapon,
do not return when thrown without the aid of magic.
whether or not the attack hits, the weapon flies
Returning boomerangs are used for entertainment
back to your hand immediately after the attack.
or to hunt birds by driving them into waiting nets.
Once per turn, when you hit a creature with
Woomera. This multipurpose tool is a broad
the bloody boomerang, the target's wound bleeds,
piece of wood between 2 and 3 feet long, hollowed
and it takes 1d4 necrotic damage at the start of its
like a dugout canoe, with a grip at one end and a
turn. The bleeding creature can then make a DC 15
hook at the other. The butt of a javelin is fitted into
Constitution saving throw, with a success ending
the hooked end and launched toward an enemy
the bleeding. Otherwise, it continues to take the
with greater force than when simply thrown,
damage at the start of its turn. The saving throw
providing greater range and velocity, doubling the
may be repeated each round until it succeeds,
javelin's range and increasing the damage die. A
ending any further bleeding effect. Alternately, the
woomera can be used as a club in melee combat.
creature, or a creature within 5 feet of it, can use an
Most woomera are multipurpose tools, often fitted
action to make a DC 15 Wisdom (Medicine) check,
with a small stone blade for use in cutting wood or
ending the bleeding effect on a success.
meat, or skinning hides, but of no use in combat.
Once per day, you can hurl the bloody boomerang
The shallow bowl of the woomera can be used to
and strike all targets in a 30-foot line. You make a
fetch water or to carry foodstuffs or lit tinder for
single attack roll and apply the result to the Armor
fires.
Class of each target. All creatures struck by the
Taonga bloody boomerang on this attack take damage as
normal and suffer the bleeding wound effect.
Treasures and heirlooms are of great importance in
the lands of the South Pacific, as a way of carrying CLEVER BOOMERANG RARE
down tribal history and collective memory, of Weapon (boomerang) Requires attunement

honoring ancestors long departed while providing


You gain a +1 bonus to attack and damage rolls made
the promise of hope and meaning for generations to
with this weapon. When you make a ranged attack
come. Many are religious in nature, honoring local
with this weapon, whether or not the attack hits,
nature spirits or deities of sun and wind, ocean and
the weapon flies back to your hand immediately
sand. They also represent traditional folkways and
after the attack. Once per turn, when you hit a
tools often unknown in the wider world beyond
creature with the clever boomerang—as a melee or
that may seem unique and strange to foreigners
thrown weapon, you may trip the opponent. If the
but are no less effective for their exotic nature.
These taonga are treasures that typically remain
within families, and while some are buried with the
attack hits, roll damage as normal, then treat the
attack as Shoving a Creature, using your attack roll 12
in place of the Strength (Athletics) check. If you
honored dead they may also be retrieved at need by
win the contest, the creature is knocked prone.
descendants who have need of them.

441
Once per day, when using the clever boomerang resolved, the ricochet boomerang returns to your
to make a ranged attack, you can attempt to steal hand as normal.
an object out of a target's hand. Use your attack
CORAL CORSET VERY RARE
roll in place of a Dexterity (Sleight of Hand) check, Armor (medium) Requires attunement
opposed by the opponent's Dexterity check. If you
win the contest, the item is taken from the target's When you wear this armor, crafted of living,
hand and returns to you with the boomerang. magically sustained coral, your armor class is 14 +
Dex modifier (max 2). You are considered proficient
RICOCHET BOOMERANG RARE
Weapon (boomerang) Requires attunement
with this armor even if you lack proficiency in
medium armor. The armor weighs 12 pounds. You
You gain a +1 bonus to attack and damage rolls made can hold your breath for twice as long as normal
with this weapon. When you make a ranged attack while wearing a coral corset (2 + your Constitution
with this weapon, whether or not the attack hits, modifier in minutes, minimum 2 minutes).
the weapon flies back to your hand immediately Once per day, you can command the coral corset
after the attack. If you hit an opponent with the to grow and envelop its entire body in a living,
ricochet boomerang as a ranged attack, you can mobile reef as an action. In this form, a coral
make a bonus attack with a –2 penalty against corset is heavy armor and its weight doubles. Your
another target within 10 feet of that creature. As AC increases to 18 and you gain disadvantage on
an action, the wielder can use the attack action, Stealth checks (this disadvantage does not apply
taking a -2 penalty on his attack roll. If the attack underwater). You are considered proficient with the
hits, the wielder can select a second target within armor in this form even if you lack proficiency in
10 feet of the original target and make a second heavy armor. The reef armor lasts for a total of ten
attack roll using the same attack bonus (including minutes before withering and crumbling, returning
the -2 penalty) against that target. Alternately, you the coral corset to its normal form. You can also use
can bounce the ricochet boomerang off an object— an action to return the coral corset to its normal
such as a large rock, statue, or wall—within 10 form at any time.
feet of a target. You take a –2 penalty to the attack With the coral corset in either form, you never
roll, but any cover bonus to the target's AC must be taking damage or contract coral scratch from
determined as if the attack came from the direction brushing against or falling prone on a coral reef.
of that object rather than in a direct line between You also gain advantage on Dexterity (Stealth) and
you and the target. Dexterity (Acrobatics) checks when moving in and
Once per day, you can use the ricochet boomerang around coral reefs.
to attack multiple opponents, bouncing the weapon Once per day as a reaction, you can release a
off one target to strike another, and then another, stinging venom into a creature that grapples you.
up to four targets within the maximum range of the The creature must succeed at a DC 13 Constitution
weapon. Resolve each attack separately, applying saving throw or become paralyzed for 1d4 rounds.
appropriate range penalties for the total distance
12 the weapon travels to attack a target. After each
attack is resolved, the weapon must move on to a
HEI MATAU AMULET
Wondrous item
VERY RARE
Requires attunement

new target, but it can bounce back from one target This whalebone amulet is carved in the form of a
to a previous target if desired. Once all attacks are stylized fishhook twisted back on itself. You gain a

442
+1 bonus to saving throws while wearing the hei hand, but appears as Large tiki mask
matau. In addition, you gain advantage on Strength or idol rather than a large hand.
(Athletics) checks made to swim and Wisdom While the protector is interposed
(Survival) checks made while at sea. You can also between you and a creature, you gain
water walk for up to 7 rounds per day; these rounds advantage on one attack against that
need not be continuous. creature each round.
As an action, you can drop the hei matau amulet
OUTBACK WOOMERA RARE
into salt water, transforming it into a manaia, a Weapon (woomera) Requires attunement
magical giant seahorse with the head of a seabird
(use the statistics for a riding horse, with Int 10 This dug-out javelin-thrower is a
and replacing the hooves with: Bite. Melee Weapon deadly aid in hunting. You can be wield
Attack: +5 to hit, reach 5 ft., one target. Hit: 8 [2d4 it in melee as a club and gain a +1 to
+ 3] slashing damage). The manaia shares a single attack and damage rolls, and you gain
language in common with you, and grants you the same bonus to javelins launched
water breathing while riding it. The manaia serves from it. When you load and launch a
you faithfully for up to 7 hours per week, divided javelin from the outback woomera,
up in 1-hour increments; these hours need not be you may choose to increase its
continuous. The manaia returns to amulet form power or accuracy. The former
if killed, the duration expires, or you take an increases the damage of
action to command it to do so. the javelin to 1d10. The
latter means you do not
HEI TIKI AMULET VERY RARE
Wondrous item Requires attunement
have disadvantage on the
attack roll when the target is
This pounamu (greenstone) amulet outside of normal range.
is a stylized rendition of the first The outback woomera is
man, Tiki, typically crafted with a always magically stocked
large head and eyes, with hands with provisions. Once a
on thighs. While worn, you gain day you can retrieve 2d4
advantage on saving throws handfuls of seeds, berries,
against enchantment and illusion and similar foodstuffs;
spells. You also gain advantage on each handful acts as a
Wisdom (Perception) checks made goodberry. You can also
to avoid being surprised. decant up to a gallon of
You can invoke two other powers clean, fresh water from the
from the hei tiki amulet, and can spend outback woomera once per day.
an action to use each once per day. The first
POSSUM-SKIN CLOAK RARE
summons an invisible spirit that acts as if you had
cast faithful hound, though it warns of intruders
with the sound of disembodied drums rather than
Wondrous item Requires attunement

When you wear this cloak, you suffer no effects


12
barking. With the second, you summon a solid from extreme cold or heat, remaining comfortable
protector that acts as if you had cast interposing despite the temperature. You also gain advantage

443
on any skill checks or saving throws made to Cleric Spells
navigate or avoid the effects of natural hazards.
kk1st Level: cool strength
While wearing the cloak, you gain a climb speed of
kk2nd Level: marid’s blessing, marid’s curse
15 feet.
kk4th Level: stone hull
Quilted together from dozens of opossum skins
kk8th Level: divine wind
sewn with kangaroo sinew and inscribed with
kk9th Level: water of life
tribal insignia, religious symbology, and stained
with ochre and mud dyes, the cloak displays tribal Druid Spells
heritage and lineage, and allows you to tap into
kk1st Level: cool strength, wind compass
ancestral wisdom and tribal memory, gaining
kk2nd Level: bo of the river, marid’s blessing,
advantage on Intelligence (History) checks as well
marid’s curse
as on Charisma (Persuasion) checks with aboriginal
kk8th Level: cloud barge, divine wind
peoples who recognize the cloak’s significance.
Once per day, if you are in a tree or on a rock Paladin Spells
outcropping, wall, or other object and at least 10
kk1st Level: cool strength
feet above the ground, you can use an action to
command the cloak to wrap around you, forming Ranger Spells
a warm shelter. A DC 20 Wisdom (Perception)
kk1st Level: cool strength, wind compass
check must be made to notice the shelter, even by
kk4th Level: ice ship, stone hull
creatures that have blindsight, blindsense, or scent.
The shelter remains anchored in place for 8 hours Sorcerer Spells
or until you take an action to command the cloak
kk1st Level: cool strength
to return to its normal form. You can enter or leave
kk2nd Level: marid’s blessing, marid’s curse
the shelter as a move.
kk4th Level: ice ship, phantom rigging, steaming
Once per week, you can command the cloak to
breath, stone hull
create a larger, hanging shelter. In addition to the
kk6th Level: paper vessel, ship of fools
properties of the personal shelter, this one acts as
kk8th Level: cloud barge
a tiny hut. The shelter will remain in place for 8
hours, or until you command it to return to cloak Warlock Spells
form.
kk1st Level: cool strength
kk2nd Level: marid’s blessing, marid’s curse

Spell Lists kk4th Level: phantom rigging. steaming breath


kk6th Level: ship of fools

Bard Spells Wizard Spells


kk1st Level: cool strength, wind compass kk1st Level: cool strength

12 kk4th Level: phantom rigging


kk6th Level: ship of fools
kk2nd Level: marid’s blessing, marid’s curse
kk4th Level: ice ship, phantom rigging, steaming
breath, stone hull
kk6th Level: paper vessel, ship of fools
kk8th Level: cloud barge

444
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The following text is the property modify, translate and otherwise that Product Identity. The owner Jans W Carton.
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Erica Balsley, Kevin Baase, Beetle, Slicer from the Tome 2002, Necromancer Games, Inc.; on original material by Roger
Lance Hawvermale, Travis of Horrors, Revised © 2002, Author: Scott Greene, based Musson.
Hawvermale, Ian S. Johnston, Necromancer Games, Inc.; on original material by E. Gary Dracolisk from the Tome of
Patrick Lawinger, Nathan Paul, Author: Scott Greene, based on Gygax. Horrors, © 2002, Necromancer
Clark Peterson, Greg Ragland, original material by Gary Gygax. Dark Creeper from the Tome Games, Inc.; Author Scott
Robert Schwalb and Bill Webb. Blindheim from the Tome of of Horrors, Revised © 2002, Greene, based on original
Aerial Servant from the Tome Horrors, Revised © 2002, Necromancer Games, Inc.; material by Gary Gygax.
of Horrors Complete © 2011; Necromancer Games, Inc.; Author: Scott Greene, based on Dragon Horse from the Tome
Necromancer Games, Inc.; Author: Scott Greene, based original material by Rik Shepard. of Horrors, Revised © 2002,
published and distributed by on original material by Roger Dark Stalker from the Tome of Necromancer Games, Inc.;
Frog God Games; Author: Clark Musson. Horrors, Revised © 2002, Author: Scott Greene, based on
Greene and Clark Peterson, Brownie from the Tome of Horrors, Necromancer Games, Inc.; original material by Gary Gygax.
based on original material by Revised. © 2002, Necromancer Author: Scott Greene, based on Dragon, Faerie from the Tome
Gary Gygax. Games, Inc.; Author: Scott original material by Simon Muth. of Horrors, Revised © 2002,
Angel, Monadic Deva from the Greene, based on original Death Dog from the Tome of Necromancer Games, Inc.;
Tome of Horrors Complete © material by E. Gary Gygax. Horrors Complete © 2011; Author Scott Greene, based on
2011, Necromancer Games, Bunyip from the Tome of Horrors, Necromancer Games, Inc.; original material by Brian Jaeger
Inc., published and distributed Revised © 2002, Necromancer published and distributed by and Gary Gygax.
by Frog God Games; Author: Games, Inc.; Author: Scott Frog God Games; Author: Scott Dust Digger from the Tome of
Scott Greene, based on original Greene, based on original Greene, based on original Horrors, Revised © 2002,
material by Gary Gygax. material by Dermot Jackson. material by Underworld Oracle. Necromancer Games, Inc.;
Angel, Movanic Deva from the Carbuncle from the Tome of Death Worm from the Tome of Author: Scott Greene, based on
Tome of Horrors Complete © Horrors, Revised © 2002, Horrors, Revised © 2002, original material by Gary Gygax.
2011, Necromancer Games, Necromancer Games, Inc.; Necromancer Games, Inc.; Executioner's Hood from the
Inc., published and distributed Authors Scott Greene, based on Author: Scott Greene and Erica Tome of Horrors Complete ©
by Frog God Games; Author: original material by Albie Fiore. Balsley. 2011; Necromancer Games,
Scott Greene, based on original Caryatid Column from the Tome Decapus from the Tome of Horrors, Inc.; published and distributed
material by Gary Gygax. of Horrors, Revised © 2002, Revised © 2002, Necromancer by Frog God Games; Author:
Angel, Movanic Deva from the Necromancer Games, Inc.; Games, Inc.; Author: Scott Scott Greene, based on original
Tome of Horrors, Revised © Author Scott Greene, based on Greene, based on original material by Gary Gygax.
2002, Necromancer Games, Inc.; original material by Jean Wells. material by Jean Wells. Flail Snail from the Tome of
Author: Scott Greene, based on Cave Fisher from the Tome of Demodand, Shaggy from the Tome Horrors, Revised © 2002,
original material by Gary Gygax. Horrors, © 2002, Necromancer of Horrors, Revised © 2002, Necromancer Games, Inc.;
Animal Lord from the Tome of Games, Inc.; Author Scott Necromancer Games, Inc.; Author Scott Greene, based
Horrors, Revised © 2002, Greene, based on original Author Scott Greene, based on on original material by Simon
Necromancer Games, Inc.; material by Lawrence Schick. original material by Gary Gygax. Tilbrook.
Author Scott Greene, based on Crypt Thing from the Tome of Demodand, Slimy from the Tome Flumph from the Tome of Horrors
original material by Gary Gygax. Horrors, Revised © 2002, of Horrors, Revised © 2002, Complete © 2011; Necromancer
Ascomid from the Tome of Horrors, Necromancer Games, Inc.; Necromancer Games, Inc.; Games, Inc.; published and
Revised © 2002, Necromancer Author: Scott Greene, based Author Scott Greene, based on distributed by Frog God Games;
Games, Inc.; Author Scott on original material by Roger original material by Gary Gygax. Author: Scott Greene, based
Greene, based on original Musson. Demodand, Tarry from the Tome on original material by Ian
material by Gary Gygax. Crystal Ooze from the Tome of of Horrors, Revised © 2002, McDowell and Douglas Naismith.
Atomie from the Tome of Horrors, Horrors, © 2002, Necromancer Necromancer Games, Inc.; Foo Creature from the Tome
Revised © 2002, Necromancer Games, Inc.; Author Scott Author Scott Greene, based on of Horrors, Revised © 2002,
Games, Inc.; Author Scott Greene, based on original original material by Gary Gygax. Necromancer Games, Inc.;
Greene, based on original material by Gary Gygax. Demon Lord, Kostchtchie from Author Scott Greene, based on
material by Gary Gygax. Daemon, Ceustodaemon (Guardian the Tome of Horrors Complete original material by Gary Gygax.
Aurumvorax from the Tome of Daemon) from the Tome of © 2011; Necromancer Games, Forlarren from the Tome of
Horrors, Revised © 2002, Horrors, Revised. © 2002, Inc.; published and distributed Horrors, Revised © 2002,
Necromancer Games, Inc.; Necromancer Games, Inc.; by Frog God Games; Author: Necromancer Games, Inc.;
Author: Scott Greene, based on Author: Scott Greene, based Scott Greene, based on original Author: Scott Greene, based
original material by Gary Gygax. on original material by E. Gary material by Gary Gygax. on original material by Ian
Axe Beak from the Tome of Gygax. Demon, Nabasu from the Tome Livingstone.
Horrors, Revised © 2002, Daemon, Derghodaemon from of Horrors, Revised © 2002, Froghemoth from the Tome of
Necromancer Games, Inc.; the Tome of Horrors Complete Necromancer Games, Inc.; Horrors. © 2002, Necromancer
Author Scott Greene, based on © 2011, Necromancer Games, Author: Scott Greene, based on Games, Inc.; Author: Scott
original material by Gary Gygax. Inc., published and distributed original material by Gary Gygax. Greene, based on original
Baphomet from the Tome of by Frog God Games; Author: Demon, Shadow from the Tome material by E. Gary Gygax.
Horrors Complete © 2011, Scott Greene, based on original of Horrors Complete © 2011, Genie, Marid from the Tome of
Necromancer Games, Inc., material by Gary Gygax. Necromancer Games, Inc., Horrors Complete © 2011,
published and distributed by Daemon, Guardian from the Tome published and distributed by Necromancer Games, Inc.,
Frog God Games; Author: Scott of Horrors Complete © 2011, Frog God Games; Author: Scott published and distributed by
Greene, based on original Necromancer Games, Inc., Greene, based on original Frog God Games; Author: Scott
material by Gary Gygax. published and distributed by material by Neville White. Greene, based on original
Basidirond from the Tome of Frog God Games; Author: Scott Dire Corby from the Tome of material by Gary Gygax.
Horrors, © 2002, Necromancer Greene, based on original Horrors, Revised © 2002, Giant Slug from the Tome of
Games, Inc.; Author Scott material by Ian McDowall. Necromancer Games, Inc.; Horrors, © 2002, Necromancer
Greene, based on original Daemon, Hydrodaemon from the Author Scott Greene, based Games, Inc.; Author Scott
material by Gary Gygax. Tome of Horrors, Revised. © on original material by Jeff Greene, based on original
Bat, Mobat from the Tome of 2002, Necromancer Games, Inc.; Wyndham. material by Gary Gygax.
Horrors, Revised © 2002, Author: Scott Greene, based Disenchanter from the Tome Giant, Wood from the Tome of
Necromancer Games, Inc.; on original material by E. Gary of Horrors, Revised © 2002, Horrors, Revised © 2002,
Authors: Scott Greene and Clark Gygax. Necromancer Games, Inc.; Necromancer Games, Inc.;
Peterson, based on original Daemon, Piscodaemon from the Author Scott Greene, based Author: Scott Greene, based on
material by Gary Gygax. Tome of Horrors, Revised. ©

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original material by Wizards of Games, Inc.; Author: Scott Greene, based on original on original material by Roger
the Coast. Greene, based on original material by Gary Gygax. Moore and Gary Gygax.
Gloomwing from the Tome of material by Lawrence Schick. Phycomid from the Tome of Tenebrous Worm from the Tome
Horrors, Revised © 2002, Korred from the Tome of Horrors, Horrors, Revised © 2002, of Horrors, Revised © 2002,
Necromancer Games, Inc.; Revised © 2002, Necromancer Necromancer Games, Inc.; Necromancer Games, Inc.;
Author: Scott Greene, based on Games, Inc.; Author: Scott Author: Scott Greene, based on Author: Scott Greene, based on
original material by Gary Gygax. Greene, based on original original material by Gary Gygax. original material by Gary Gygax.
Grippli from the Tome of Horrors material by Gary Gygax. Poltergeist from the Tome of Tentamort from the Tome of
Complete © 2011, Necromancer Leprechaun from the Tome of Horrors Complete © 2011, Horrors, Revised © 2002,
Games, Inc., published and Horrors, Revised © 2002, Necromancer Games, Inc., Necromancer Games, Inc.;
distributed by Frog God Games; Necromancer Games, Inc.; published and distributed by Author: Scott Greene, based
Author: Scott Greene, based on Author: Scott Greene, based on Frog God Games; Author: Scott on original material by Mike
original material by Gary Gygax. original material by Gary Gygax. Greene, based on original Roberts.
Nereid from the Tome of Horrors Lurker Above from the Tome of material by Lewis Pulsipher. Thessalhydra from the Tome of
Complete © 2011, Necromancer Horrors Complete © 2011; Quickling from the Tome of Horrors Complete © 2011;
Games, Inc., published and Necromancer Games, Inc.; Horrors, Revised © 2002, Necromancer Games, Inc.;
distributed by Frog God Games; published and distributed by Necromancer Games, Inc.; published and distributed by
Author: Scott Greene, based on Frog God Games; Author: Scott Author: Scott Greene, based on Frog God Games; Author: Scott
original material by Gary Gygax. Greene, based on original original material by Gary Gygax. Greene, based on original
Gryph from the Tome of Horrors, material by Gary Gygax. Quickwood from the Tome of material by Gary Gygax and
Revised © 2002, Necromancer Magma ooze from the Tome of Horrors, Revised © 2002, Wizards of the Coast
Games, Inc.; Author: Scott Horrors, Revised © 2002, Necromancer Games, Inc.; Tick, Giant & Dragon from the
Greene, based on original Necromancer Games, Inc.; Author: Scott Greene, based on Tome of Horrors, Revised ©
material by Peter Brown. Author: Scott Greene. original material by Gary Gygax. 2002, Necromancer Games, Inc.;
Hangman Tree from the Tome Mihstu from the Tome of Horrors, Rot Grub from the Tome of Horrors, Author: Scott Greene, based on
of Horrors, Revised © 2002, Revised. © 2002, Necromancer Revised © 2002, Necromancer original material by Gary Gygax.
Necromancer Games, Inc.; Games, Inc.; Author: Scott Games, Inc.; Author Scott Trapper from the Tome of Horrors
Author: Scott Greene, based on Greene, based on original Greene and Clark Peterson, Complete © 2011; Necromancer
original material by Gary Gygax. material by E. Gary Gygax. based on original material by Games, Inc.; published and
Hippocampus from the Tome Mite from the Tome of Horrors Gary Gygax. distributed by Frog God Games;
of Horrors, Revised © 2002, Complete © 2011, Necromancer Russet Mold from the Tome of Author: Scott Greene, based on
Necromancer Games, Inc.; Games, Inc., published and Horrors, © 2002, Necromancer original material by Gary Gygax.
Author: Scott Greene and distributed by Frog God Games; Games, Inc.; Author Scott Troll, Ice from the Tome of Horrors,
Erica Balsley, based on original Author: Scott Greene, based Greene, based on original Revised © 2002, Necromancer
material by Gary Gygax. on original material by Ian material by Gary Gygax. Games, Inc.; Author: Scott
Huecuva from the Tome of Horrors, Livingstone and Mark Barnes. Sandman from the Tome of Greene, based on original
Revised © 2002, Necromancer Mongrelman from the Tome of Horrors, Revised. © 2002, material by Russell Cole.
Games, Inc.; Author Scott Horrors, Revised © 2002, Necromancer Games, Inc.; Troll, Rock from the Tome of
Greene, based on original Necromancer Games, Inc.; Author: Scott Greene, based Horrors, Revised © 2002,
material by Underworld Oracle. Author: Scott Greene, based on on original material by Roger Necromancer Games, Inc.;
Ice Golem from the Tome of original material by Gary Gygax. Musson. Author: Scott Greene.
Horrors. © 2002, Necromancer Moon Dog from the Tome of Scarecrow from the Tome of Vegepygmy from the Tome of
Games, Inc.; Author: Scott Horrors Complete © 2011; Horrors, Revised. © 2002, Horrors, © 2002, Necromancer
Greene. Iron Cobra from the Necromancer Games, Inc.; Necromancer Games, Inc.; Games, Inc.; Author Scott
Tome of Horrors. © 2002, published and distributed by Author: Scott Greene, based Greene, based on original
Necromancer Games, Inc.; Frog God Games; Author: Scott on original material by Roger material by Gary Gygax.
Author: Scott Greene, based Greene, based on original Musson. Wolf-In-Sheep’s-Clothing from
on original material by Philip material by Gary Gygax. Shadow Demon from the Tome of the Tome of Horrors, Revised ©
Masters. Muckdweller from the Tome of Horrors, © 2002, Necromancer 2002, Necromancer Games, Inc.;
Iron Cobra from the Tome of Horrors Complete © 2011; Games, Inc.; Author Scott Author Scott Greene, based on
Horrors, © 2002, Necromancer Necromancer Games, Inc.; Greene, based on original original material by Gary Gygax.
Games, Inc.; Author Scott published and distributed by material by Neville White. Wood Golem from the Tome of
Greene, based on original Frog God Games; Author: Scott Skulk from the Tome of Horrors, Horrors, © 2002, Necromancer
material by Philip Masters. Greene, based on original Revised © 2002, Necromancer Games, Inc.; Authors Scott
Jackalwere from the Tome of material by Gary Gygax. Games, Inc.; Author: Scott Greene and Patrick Lawinger.
Horrors, Revised © 2002, Necrophidius from the Tome of Greene, based on original Yellow Musk Creeper from the
Necromancer Games, Inc.; Horrors, Revised. © 2002, material by Simon Muth. Tome of Horrors, © 2002,
Author Scott Greene, based on Necromancer Games, Inc.; Slime Mold from the Tome of Necromancer Games, Inc.;
original material by Gary Gygax. Author: Scott Greene, based Horrors, Revised © 2002, Author Scott Greene, based on
Jubilex from the Tome of Horrors, on original material by Simon Necromancer Games, Inc.; original material by Albie Fiore.
Revised © 2002, Necromancer Tillbrook. Author: Scott Greene, based on Yellow Musk Zombie from the
Games, Inc.; Author: Scott Nereid from the Tome of Horrors, original material by Gary Gygax. Tome of Horrors, © 2002,
Greene, based on original Revised © 2002, Necromancer Slithering Tracker from the Tome Necromancer Games, Inc.;
material by Gary Gygax. Games, Inc.; Author: Scott of Horrors, Revised © 2002, Author Scott Greene, based on
Kamadan from the Tome of Greene, based on original Necromancer Games, Inc.; original material by Albie Fiore.
Horrors, Revised © 2002, material by Gary Gygax. Author: Scott Greene, based on Yeti from the Tome of Horrors, ©
Necromancer Games, Inc.; Pazuzu from the Tome of Horrors original material by Gary Gygax. 2002, Necromancer Games, Inc.;
Author Scott Greene, based on Complete © 2011, Necromancer Soul Eater from the Tome of Author Scott Greene, based on
original material by Nick Louth. Games, Inc.; published and Horrors, Revised © 2002, original material by Gary Gygax.
Kech from the Tome of Horrors, distributed by Frog God Games; Necromancer Games, Inc.; Zombie, Juju from the Tome of
Revised © 2002, Necromancer Author: Scott Greene, based on Author: Scott Greene, based on Horrors, Revised © 2002,
Games, Inc.; Author Scott original material by Gary Gygax original material by David Cook. 2011, Necromancer Games,
Greene, based on original and Wizards of the Coast Spriggan from the Tome of Horrors, Inc.; published and distributed
material by Gary Gygax. Pech from the Tome of Horrors, Revised © 2002, Necromancer by Frog God Games; Author:
Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Scott Greene, based on original
Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley, based material by Gary Gygax.

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