Expanded Bestiary Compendium of The Sea and Skies - GM Binder - Compressed
Expanded Bestiary Compendium of The Sea and Skies - GM Binder - Compressed
1
Table of Contents. Table of Contents
Creature Page Number Creature Page Number
Avians 3 Stormtide Manta 51
Avian Variants 5 Cloud Manta 52
Birdflock 6 Emperor Manta 53
Stridefeather 7 Crabs 54
Terror Bird 7 Crab Variants 57
Penguins 9 Jellyfish 58
Dire Goose 11 Jellyfish Variants 61
Dire Swan 11 Dire Starfish 62
Eagles 13 Reef Walker 64
Eagle Variants 16
Owl Variants 20
Bats 21
Bat Variants 23
Sharks 24
Shark Variants 27
Dire Octopus 28
Octopus Variants 30
Whales 31
Harlequin Whale 32
Tusktooth Whale 32
Killer Whale 33
Titan Whale 33
Dreadnought Whale 34
Cloudjumper Whale 35
Seals 36
Lion Seal 37
Hunter Seal 37
Tusklord Seal 38
Behemoth Seal 38
Fish 39
Bloodfish Swarm 40
Beholder Fish 40
Devil Fish 40
Macefish 43
Swordfish 44
Tidefish 44
Dire Catfish 45
Windfish 45
Dragonfish 46
Eels 47
Eel Variants 49
Manta 50
2
Avian Beasts
These avians use their feathers primarily to attract mates
and challenge rivals in dazzling midair dances. However, these
features are also used as a defense mechanism against
The Material Plane is home to a wide variety of airborne predators. Charmfeather avians are able to use their plumage
beasts that take many shapes and sizes, each sporting
to temporarily distract and confuse their enemies. Such as
beautiful plumage full of colorful feathers. Nearly every biome
distraction typically provides the avians the opportunity to
imaginable on the Material Plane is home to various species of
make their escape before their attackers can recover its
airborne beasts, even unusual locations such as the senses.
subterranean caverns of the Underdark.
Songjays
Avians
Songjays are a broad category of avians that typically includes
Avians are the most common of all airborne beasts. They are
crows, jays, mockingbirds, and parrots. These birds can be
easily recognizable due to their often beautiful feathers and quite amusing thanks to their unique ability to mimic voices.
their melodic calls and screeches. Most avians are rather
Songjays have a keen memory that allows them to
small, as many are able to fit into the hand of most
remember sounds and even phrases that it has overheard.
humanoids. However, some species of avians have grown to
They often use their mimicry to duplicate the mating calls of
colossal proportions in comparison to their small relatives. other birds to confuse them and to steal their food.
These birds find a lot of utility in many societies as they can On top of its talent for mimicry, these birds have also
be used as a means of airborne transportation and even aerial
developed the ability to project their voices through short
warfare.
range ventriloquism. This ability has proven to be quite useful
for these birds, as they are able to confuse and even drive off
Avian Types predators through misdirection.
As there are thousands of species of avians in the Material
Plane, it can be quite hard to effectively categorize these Songwings
creatures concisely. However, many scholars have agreed that
Songwings are a unique breed of avians that are easily
these birds could be divided into several broad categories
identified by their rapidly flapping wings. Their high speed
based on their unique features. wings grant them superior agility in comparison to the rest of
Brushbeaks their kind. These wings also grant them the ability to quickly
recover their balance in midair if they are knocked from the
The first kind of avians are known as brushbeaks. These birds sky.
tend to reside in forests and jungles, wherein they are able to However, their most notable trait is the noise that their
make nests in dense undergrowth or from the safety of tree buzzing wings tend to make. Depending on its species,
boughs. In comparison to the rest of their kind, these birds songwings are able to generate beautiful melodies from its
tend to be somewhat drab in their coloration, as their feathers wings. In fact, many scholars believe these birds use these
are primarily used to blend into the surrounding plant life to noises as a secondary method of communication. Many
avoid detection from predators. humanoids also seem to find these sounds quite soothing and
Their life on the ground and in trees has also resulted in create gardens to attract these birds to fill the ambient
numerous natural adaptations to help them better fit into neighborhood with their harmonic buzzing.
their environment. Many species of these birds have
especially sharp claws that allow them to easily latch onto Swiftwing
tree trucks. Also, their beaks tend to be especially thick and Swiftwing avians are one of the fastest type of avians and
pointed, allowing them to easily crack tough nuts and even typically includes various species such as swallows, pigeons,
drill holes into trees.
and doves. Whereas songwings specialize in nimbleness,
Unfortunately, this also causes them to become quite a
swiftwings focus primarily on speed. As a result, they are able
nuisance as they are commonly known to damage property as
to travel vast distances in a short manner of time and have
they are searching for materials or a location to make their been known to enter a skydive in order to gain an additional
nest.
boost of speed to escape predators.
Charmfeathers Seafeather
Charmfeathers are typically what comes to mind when one Seafeather avians typically include all manner of waterfowl
thinks of beautiful birds. These avians possess vibrant and such as ducks, gulls, and pelicans. These birds have specially
multicolored feathers that at times seem to glimmer and
evolved feathers that allow them to swim with surprising
sparkle in sunlight.
speed and enables them to return to the air with little
An interesting fact about charmfeather avians is that both
difficulty. These feathers also contain oils that prevent the
genders possess extraordinary plumage. In most cases, for the feathers from becoming waterlogged, enables them to stay
rest of their kind, such colorful plumage typically are exclusive afloat, and even helps them slip away from the grasp of
to a particular gender of that species. However, this is not the
predators.
case for charmfeathers, although their color patterns seem to
differ depending on its sex.
3
Dire avian
Large beast, unaligned
STR DEX CON INT WIS CHA Skills Perception +4, Persuasion +5, Deception +5
3(-4) 15 (+2) 8(-1) 8 (-1) 12 (+1) 17 (+3) Senses passive Perception 14
Proficiency Bonus +2
Challenge 1(200 XP)
Skills Perception +3, Persuasion +5, Deception +5
Senses passive Perception 13
Challenge 0(10 XP)
Proficiency Bonus +2
Actions
Multiattack The dire avian can make one attack with its
beak and one with its talons
Actions Beak. Melee Weapon Attack, +5 to hit:, 5ft., , one target.
Beak. Melee Weapon Attck, +4 to hit:, 5ft., , one target. Hit 8(1d8+3) slashing damage.
Hit 1 piercing damage.
Talon Melee Weapon Attack, +5 to hit:, 5ft., , one target.
Hit 8(2d4+3) slashing damage.
Wing Attack Melee Weapon Attack, +5 to hit:, 10ft., , all
targets in range. Hit 8(2d4+3) bludgeoning damage. Upon
a hit, if the target is a Medium or smaller creature, it is
knocked prone.
4
Songwing
Brushbeak
Buzzing Flight As long as the songwing is not
Plant Camouflage The brushbeak has advantage on incapacitated or its movement speed is not equal to 0, it's
Dexterity(Stealth) checks while obscured by ample plant flight is considered to be hovering
cover. While these conditions are met, it can use its bonus
action to hide. Evasion If the songwing is subjected to an effect that
allows it to make a Dexterity saving throw, it instead takes
Siege Monster The brushbeak can deal double damage to no damage if it succeeds on the saving throw, and only
buildings and objects half damage if it fails.
Spider Climb The brushbeak can climb difficult surfaces, Flyby The songwing can fly outside the reach of a creature
including upside down on ceilings without needing an without provoking opportunity attack
ability check.
Reactions
Airborne Agility If a hostile creature moves within 5ft. of
the songwing, it can use its reaction to fly up half its
movement speed without provoking opportunity attack
Charmfeather
Dazzling Feather Creatures that can see the
charmfeather must succeed a DC 13 Wisdom saving throw.
On a failed saving throw, that creature is charmed by the
charmfeather until the end of its next turn. Upon a Swiftwing
successful saving throw, creatures are immune to being Challenge Rating Increases by 1
charmed in this manner for the enxt 24 hours.
Actions
Ventriloquism The songjay can cause its voice to sound as
if it originated from a spot within 30ft. of it. A creature
that hears the sounds it makes can determine if this is a
Seafeather
trick with a successful Wisdom (Insight) check opposed by Movement Speed 30ft. swim
your Charisma (Deception) check. Challenge Rating Increases by 1
Bonus Actions
Nimble Swimmer While the seafeather is underwater, it
can use its bonus action to Dash while airborne
5
Bird Flock Template Flock The Bird Flock can occupy another creature's space and
vice versa, and the swarm can move through any opening
Huge swarm of tiny beasts, unaligned large enough for a Tiny bird. The swarm cannot regain
hitpoints or gain temporary hitpoints.
Armor Class 13(Natural Armor) Flock Tactics The bird flock can enter another creatures space
Hit Points 55 (10d12-10) without expending additional movement speed. A creature
Speed 5ft., 40ft. fly that first enters or starts its turn with the swarm's space takes
10( 4d4 )piercing damage and must treat the area as difficult
STR DEX CON INT WIS CHA terrain.
16(+3) 14 (+2) 8(-1) 3 (-4) 12 (+1) 16 (+3) Swarming Beaks The bird flock has advantage on attack rolls
against a creature within its space.
Skills Perception +4, Deception +6, Persuasion +6, Intimidation Reactive The bird flock can take a reaction at the end of every
+6 creature's turn.
Senses passive Perception 14
Damage Resistances bludgeoning; piercing; slashing Actions
Condition Immunties charmed, exhausted, frightened,
Multiattack The bird flock can make two beak attacks on its
grappled, paralyzed, petrified, prone, restrained, stunned turn. If it has less than half its hitpoint maximum, it only
Proficiency Bonus +3 makes one beak attack.
Challenge 5(1800 XP)
Beak. Melee Weapon Attack, +6 to hit:*, 5ft., , all targets in its
Avian Cacaphony Any creature that is not a bird that starts its space. Hit 13(4d4+3) piercing damage.
turn within 30ft. of the bird flock and can hear it must succeed
a DC 14 Wisdom saving throw or it is considered deafened
until the end of its next turn.
6
Stridefeather Terror Bird
Although most birds have the capacity of flight, there are The terror bird is the largest of all flightless birds. The terror
numerous species of flightless birds. However, despite this bird roams across forests and plains in small packs in search
apparent handicap, these birds more than make up for this of their next meal. Despite being pack hunters, the terror bird
deficiency thanks to their incredible size and speed. prefers to only hunt creatures smaller than it. These birds
Stridefeathers typically include a number of species such as seem to have a particular appetite for humanoids, as many
axebeaks, cassowaries, emus, flamingos, and ostriches. Each tend to be very slow and seemingly defenseless to these
of these birds are known for their proportionally long legs and carnivorous birds.
surprising speed. These birds tend to travel together in large Once they have their prey in their sights, they will
nomadic flocks that graze in open grasslands or dense jungles relentlessly hunt down that creature, using its keen eyesight
in search of food. In fact, it is not uncommon for these birds to to decipher even the most well camouflaged of prey. Thanks
be found near large herbivorous herds for safety from to their superior speed, they are able to outrun even the
predators. fastest of prey. Once they catch up to their quarry, they
Because of their astounding speed, many societies tame immobilize their prey using powerful kicks while using their
and breed these birds to use as mounts. Under most scissor-like beak to cleave into the flesh of their quarry.
circumstances, these birds have very little utility as beast of
burden due to their general lack of strength in comparison to Terror Bird Tactics
other animals, but more than make up for that with their
Terror birds prefer to hunt smaller prey in packs of about
unmatched speed and agility.
5(2d4). These birds are unnaturally stealthy for their large
Stridefeather Tactics size, and can often sneak up to its prey and overwhelm it with
a sudden burst of speed. The terror bird prefers to use a short
Although many stridefeathers are considered to be dash to overtake its prey, but is capable of sprinting for long
omnivorous, they are rarely a direct threat to humanoids, as distances to chase down its food.
they primarily feed on small animals. At the first sign of Its primary tactic is to cripple its prey using it powerful
danger, the primary instinct for these birds is to flee, using kicks, knocking it prone midstride. Then it proceeds to follow
their long legs to get a head start on a predator. up, using its powerful bone-crushing beak to tear into its
However, if cornered or unable to escape, these birds are vulnerable prey.
able to put their powerful legs to good use with a well-timed Despite being pack hunters, terror birds are quite selfish
kick that has proven to be quite lethal, even to fully grown and refuse to share. As a result, they tend to target multiple
humanoids. victims at a time, so each pack member has its own share to
avoid infighting. Although they are quite competitive with one
another, they are quick to come to the defense of each
another when a creature attempts to steal their prey or
attacks an injured pack member. Once antagonized, the entire
pack will gang up on that creature in a flurry of kicks and
pecks.
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Stridefeather Terror Bird
Large Beast, unaligned
Medium Beast, unaligned
Bonus Actions
Sprinter The Terror Bird can use its bonus action to take
the Dash action.
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Penguins Dire Penguins
Penguins are another species of flightless bird that typically Although most penguins are very peaceful creatures by
resides in the arctic regions of the Material Plane. However, nature, dire penguins can be quite territorial. Dire penguins
despite their affinity for the cold, penguins have been known can almost always found in the midst of flocks of normal
to make their homes in more temperate environments. penguins.
Penguins make up for their lack of flight with their These behemoths can reach nearly 10 to 15 feet tall
underwater agility, which gives them the ability to seemingly dwarfing even the largest of their relatives. These titans seem
fly while underwater. Penguins have also developed a unique to act as guardians, protecting their smaller kin by chasing off
form of transportation while in frigid climates. By using their any potential predators. At the first sight of danger, squads of
bellies, penguins are able to slide at high speeds across the dire penguins meet the threat head-on, using their sheer size
snow and ice to reach their destination. to knock their opponents off-balance from an icy dash.
Penguins are also very social creatures, living in massive Because of their surprising tenacity, many societies living in
flocks that have been known to number in the hundreds or these regions have learned to tame these creatures, using
thousands, taking up miles of coastline. They not only flock them as mounts as well as guardians to protect penguin
together for safety from predators such as bears or seals, but farms.
also use their massive flocks to conserve body heat, allowing
them to stay warm, even through the harshest of blizzards.
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Penguin Dire Penguin
Large Beast, unaligned
small Beast, unaligned
Actions
Bite. Melee Weapon Attack, +5 to hit:, 5ft., , one target.
Hit 10(2d6+3) piercing damage.
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Dire Goose Emperor Swans
Don't let the somewhat comical appearance and gait of the Another problematic water fowl is the emperor swan. Despite
dire goose fool you. Dire geese are malevolent beasts that will the alluring beauty and majesty, the emperor swan is an
become extremely violent at a whim or whenever it does not extremely aggressive and somewhat narcissistic creature.
get its way. Dire geese populate the coasts of lakes and rivers These swans primarily use their magnificent feathers to
in large flocks that often migrate from spot to spot. Although invoke an aura of fear and wonder in creatures around it. In
their diet primarily consists of small aquatic prey, their fact, it is not uncommon that these swans are followed by an
interactions with humans has caused them to prefer food entourage of normal waterfowl and even dire geese.
from civilization instead. In fact, to the misfortune of a town's
population, some dire geese have shifted their entire Emperor Swan Tactics
migration patterns to visit cities they prefer instead of lakes or
Just like their relatives, these swans seem to have a special
rivers.
preference for human food and seems to act as if it were their
Dire Goose Tactics divine right and entitlement to have it. If one refuses to give it
food (or in some cases, if it is not given food quick enough) it
When near populated regions, dire geese are quite a nuisance will erupt into a honking tantrum.
(and a dangerous one at that). Whenever they see a When it erupts into such a rage, waterfowl in the vicinity
humanoid, they coyly approach the individual with the instantly come to its aid, harassing anyone within reach.
expectation of free food. When food is not offered, they begin Although emperor swan employs similar tactics to that of the
to threaten the individual with a series of hisses and dire goose, they can considerably more dangerous as they are
grumbling honks. However, giving them food only makes the able to invoke a sense of fear and hesitation into anyone that
problem worse, as once one goose is given food, others in the gazes into their beady eyes.
vicinity flock to that individual expecting a share as well.
If food is completely refused or the individual attempts to
drive them off, the geese erupts into a murderous rage of
honks and hisses, proceeding to charge and bite the
individual with its bill. To make things worse, when one goose
erupts into a violent fury, the others follow suit . Quickly, a
single angry goose can transform into a mob of furious water
fowl.
Once angered, these geese are near impossible to put
down. Their sheer fury seems to give them an unnatural vigor
as they seek to violently correct any offense towards them.
Because of this, one must be extremely tactful and clever to
remove dire geese from a populated area.
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Dire Goose Emperor Swan
Large Beast, lawful evil
Large Beast, chaotic evil
Aggressive The dire goose can use its bonus action to Bonus Actions
move up to its full movement speed against a hostile
creature. Aggressive The emperor swan can use its bonus action to
move up to its full movement speed against a hostile
creature.
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Eagles Hunter Eagle
Eagles are probably the most common airborne predator in Eagles by their very nature tend to be solitary hunters.
most regions on the Material Plane. Eagles are quite capable However, this is not the case for the hunter eagle. These
hunters, equipped with sharp talons and a razor sharp beak. predatory birds patrol in small flocks of 5(2d4) members.
However, their most potent weapon is their speed, wherein Thanks to their keen vision and incredible speed, they are
they can dive from incredible heights to swoop down on their able to coordinate the dive attacks to effectively corner and
prey, often killing it in one blow. If their prey survives its initial capture their prey.
strike, eagles tends to carry their prey to high altitudes and Because of this coordination, these eagles are highly sought
then drop it, letting gravity finish the job. after rangers, druids, and other humanoids who wish to
They come in many colors and sizes ranging from the kite to implement their airborne superiority and natural coordination
the mighty skylord which resembles a smaller cousin of the to create truly unstoppable sky mounts.
roc. Regardless of what form these birds take, eagles are
almost always recognizable due to their beautiful and Carrion Eagles
majestic plumage that gives them a somewhat noble and
Carrion eagles typically include a wide variety of predatory
regal appearance. As a result, eagles are typically well
birds such as vultures and condors.
respected among societies who use them as political symbols,
In comparison to the rest of their kind, carrion eagles are
military mounts, and even spies.
not very aggressive, as their primary source of food mainly
Osprey consists of carrion. These notorious scavengers are able to
pick up the slightest scent of decay from nearly a mile away
The osprey is a sea-loving variant of the eagle that has and depending on how large the corpse is, they have been
adapted specifically to hunt underwater prey. Its feathers are known to create flocks of hundreds of birds seeking food.
coated with a unique lining that allows it to dive into the Although these birds typically wait for when a creature dies,
water with ease, allowing it to pursue and capture prey they have been known to follow after a dying creature and at
hidden underneath the waves. Unlike most birds, it is quite a times land the killing strike if these scavengers begins to grow
capable swimmer and is able to remain underwater for short impatient.
periods of times. Their keen sense of smell for the dead also makes them
particularly useful, especially for many orders dedicated to
Dusk Eagle locating and eradicating any sources of undead. These birds
have the unique ability to pinpoint the presence of any
Although most eagles primarily hunt during the day, the dusk
undead. Due to their heightened immune system, they also
eagle has adapted to hunt specifically at night. They can be
have the ability to resist many of the harshest effects from
identified by their black feathers that seem to merge with the
necromantic magic.
shadows when under the cover of night, which allows it to
swoop down onto unsuspecting prey.
Mithril Eagle
This beautiful eagle is easily recognizable thanks to its
glittering feathers that seem to give off a metallic sheen.
These feathers have the unique ability to shrug off the
harshest of blows and even reflect magical effects.
Unfortunately, these traits have made these eagles the target
of poachers, causing their numbers to dwindle significantly.
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Kite Template Dire Eagle Template
Large Beast, unaligned
small Beast, unaligned
Bonus Actions
Beak Melee Weapon Attack, +5 to hit:, 5ft. , one grappled
target. Hit 8(2d4+3) piercing damage.
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Skylord Template Skydive If the skylord is flying and dives at least 60ft towards
a target and then hits it with a claw attack, the attack deals an
Huge beast, unaligned
extra 21 (6d6) damage to the target.
Eagle Eye The skylord is able to the fine details of an object The Skylord can fly up to half its movement speed as part of
up to 1 mile away as if it were only 100ft. away from it. this action.
Flyby The skylord doesn't provoke opportunity attack when Bonus Actions
flying outside an enemies reach Beak. Melee Weapon Attack, +8 to hit:, 5ft. , one grappled
Keen Senses The skylord advantage on Wisdom (Perception) target. Hit 19(3d8+5) piercing damage.
checks relying on sight
15
Hunter Eagle
Osprey
Movement 30ft. swim Brutal Talons The eagle can deal a critical hit on a 19-20.
When the eagle deals a critical hit, it can triple the
Hold Breath The osprey can hold its breath up to 10 damage die.
minutes.. Pack Tactics The eagle has advantage on attack rolls
Nimble Swimmer The osprey can swim outside the reach
against a creature if at least one of the terror bird's allies is
of a creature without provoking opportunity attack within 5ft. of the creature and the ally isn't incapacitated
Bonus Actions
Agile Flight While airbonre, the eagle can use its bonus
action to take the Dash action.
Dusk Eagle
Senses Darkvision 120ft.
Snow Eagle
Damage Resistances Cold
16
Owls Twilight Owl
Whereas eagles dominate the skies during the day, the owl is The twilight owl is the ideal nocturnal predator. Its eyes have
the ruler of the night. Although the owl lacks the speed of an been perfectly adapted to see in any form of darkness, while is
eagle, it more than compensates for this disparity thanks to plumage perfectly merges into the shadows. As a result, the
its reputation as an ambush hunter. These nocturnal unfortunate victims of this predator never know what hit them
predators specialize in taking their prey by surprise, using until it's too late.
their keen hearing to hear the slightest noise. The owl's
feathers have specifically evolved to fly silently, causing its Rock Owl
prey to not realize the threat until too late.
The rock owl is a curious breed, as it prefers to live in a
Much like eagles, owls are quite revered by many humanoid
subterranean tunnel carved out by its powerful legs. Much like
societies and are often used as political figures or mounts of
their other kin, they are patient ambush hunters. In fact, rock
war.
owls have been known to sit motionless for hours, nearly
Snow Owls indistinguishable from a rock before they swoop in on
unsuspecting prey.
The snow owl is known for its white plumage that allows it to
blend into the surrounding snow or ice. Furthermore, these Aether Owl
feathers are able to generate a slight illusory effect that allows
Aether owls are the rarest of all of their kind. These owls are
them to seemingly vanish into oncoming snowfall.
quite unique due to their ability to see magical effects and
Because of this, the snow owl is perfectly adapted to hunt in
even see through various magical illusions and invisibility
the harshest of blizzards, taking advantage of any prey
spells.
unfortunate to find itself stranded in the storm.
Their true origins of their abilities is a matter of intense
Devil Owl debate, as some scholars believe that these creatures were
the result of magical experimentation while others seem to
The devil owl is a very intimidating beast thanks to its suggest that these owls are merely the result of planar
feathery tufts on its head that resemble that of a fiendish evolution due to exposure to an otherworldly realm such as
horn. However, the true source of its frightening appearance is the Feywild.
its wings. Regardless of the origin of their abilities, they owls makes
When these owls fully spread their wings, its feathers have for extremely popular familiars for arcanists. Interestingly
patterns that resemble terrifying eyes or terrible maws. The enough, despite their rarity, these owls are often viewed as
owl uses these markings primarily to scare away rivals or the stereotypical familiar for most spellcasters in many
threats seeking to steal its kill. regions of the Material Plane, particularly for wizards.
17
Dire Owl Template
Owl Template large Beast, unaligned
small Beast, unaligned
Armor Class 13(Natural Armor)
Armor Class 13(Natural Armor) Hit Points 20 (3d10+3)
Hit Points 11 (3d4+3) Speed 10ft., 60ft. fly
Speed 10ft., 60ft. fly
STR DEX CON INT WIS CHA
16(+3) 16 (+3) 12(+1) 2 (-4) 14 (+2) 6 (-2)
STR DEX CON INT WIS CHA
6(-2) 16 (+3) 12(+1) 2 (-4) 14 (+2) 6 (-2)
Skills Acrobatics +5, Stealth +7, Perception +6
Skills Acrobatics +5, Stealth +7, Perception +6 Senses darkvision 120ft., passive Perception 16
Senses darkvision 120ft., passive Perception 16 Proficiency Bonus +2
Proficiency Bonus +2 Challenge 1/2(100 XP)
Challenge 1/2(100 XP)
Ambusher The owl has advantage on initiatve checks. It
also has advantage on attacks against creatures that are
Ambusher The owl has advantage on initiatve checks. It
also has advantage on attacks against creatures that are surprised or have not taken a turn in combat yet.
surprised or have not taken a turn in combat yet. Flyby The owl can fly outside a creature's reach without
provoking opportunity attack
Flyby The owl can fly outside a creature's reach without
provoking opportunity attack Keen Sight and hearing The owl has advantage on
Wisdom(Perception) checks that rely on hearing and sight
Keen Sight and hearing The owl has advantage on
Wisdom(Perception) checks that rely on hearing and sight Night Vision The owl does not suffer disadvantage on
Wisdom(Perception) checks due to low light.
Night Vision The owl does not suffer disadvantage on
Wisdom(Perception) checks due to low light. Sneak Attack When the owl makes an attack against a
creature that is surprised or has not taken a turn yet in
Actions combat, it can deal an additional 7(2d6) damage.
Talons Melee Weapon Attack, +5 to hit:, 5ft., , one target. Skydive If the owl is flying and dives at least 30ft. toward a
Hit 6(1d4+3) piercing damage. If the creature is Tiny, it is target and then hits it with a talon attack, the attack deals
grappled and restrained (escape DC 10). While grappled in an additional 5 (2d4) piercing damage.
this manner, the owl cannot talon attack against another
creature. Actions
Talons Melee Weapon Attack, +5 to hit:, 5ft., , one target.
Hit 12(2d8+3) piercing damage.
If the creature is Medium or smaller, it is grappled and
restrained (escape DC 12). While grappled in this manner,
the owl cannot talon attack against another creature.
Bonus Actions
Beak Melee Weapon Attack, +5 to hit:, 5ft., , one grappled
target. Hit 8(2d4+3) piercing damage.
Ancient Owl Sneak Attack When the owl makes an attack against a
creature that is surprised or has not taken a turn yet in
Huge Beast, unaligned
combat, it can deal an additional 11(3d6) damage.
Skydive If the owl is flying and dives at least 40ft. toward a
Armor Class 13 (Natural Armor) target and then hits it with a talon attack, the attack deals an
Hit Points 76(8d12+24) additional 14 (4d6) piercing damage.
Speed 20ft., 90ft. fly
Actions
STR DEX CON INT WIS CHA Multiattack The owl can make two attacks with its claws.
21(+5) 16 (+3) 17 (+3) 8(-1) 15 (+2) 9 (-1)
Talons. Melee Weapon Attack, +8 to hit:, 5ft. , one target. Hit
19(3d8+5) piercing damage and the target is a Large or smaller
Saving Throws Dexterity +6, Constitution +5 creature, it is grappled (escape DC 16).
Skills Acrobatics +6, Perception +8
Senses passive Perception 18 Until this grapple ends, the target is restrained, and the owl
Proficiency Bonus +3 can't use its talons on another target. It can grapple two
Challenge 7(2900 XP) creatures in this manner at a time.
Wing Attack Melee Weapon Attack, +8 to hit: 10ft., all
Ambusher The owl has advantage on initiatve checks. It also creatures in range. Hit 16(2d10+5) bludgeoning damage. Upon
has advantage on attacks against creatures that are surprised a hit, Large and smaller creatures are pushed back 10ft. and
or have not taken a turn in combat yet. knocked prone.
The owl can fly up to half its movement speed as part of this
Flyby The owl can fly outside a creature's reach without
action.
provoking opportunity attack
Keen Sight and hearing The owl has advantage on Bonus Actions
Wisdom(Perception) checks that rely on hearing and sight Beak. Melee Weapon Attack, +8 to hit:, 5ft. , one grappled
Night Vision The owl does not suffer disadvantage on target. Hit 19(3d8+5) piercing damage.
Wisdom(Perception) checks due to low light.
1
Snow Owl Rock Owl
Damage Resistances Cold Movement Speed 30ft., 30ft. burrow
Challenge increases by 1
Stony Camouflage The owl has advantage on
Snow Camouflage The owl has advantage on Dexterity(Stealth) checks it makes in rocky terrain. While
Dexterity(Stealth) checks it makes in snowy or icy terrain. these conditions are met, it can use its bonus action to
While these conditions are met, it can use its bonus action Hide.
to Hide.
False Appearance While motionless, the rock owl is
Snow Sight The owl's vision is not obscured by fog, indistinguishable from a rock.
snowfall, or similar effects caused by snow or ice
Snow Cloak The owl counts as invisible to creatures that
rely on sight to see it provided there is ample snowfall
Aether Owl
Challenge increases by 1
Devil Owl Arcane Sight The owl is able to see a creature or object
Skills Intimidation +4 hidden by illusions or invisibility. Additionally, the owl is
Challenge increases by 1 unaffected by magical abilities that invoke disadvantage
on attacks based on sight.
Frightening Gaze Creatures that first enter or start its turn Magic Sight The owl can detect the presence of magical
within 30ft. of the owl and can see it must succeed a DC effects or items within 120ft. of it. Additionally, it can
Wisdom saving throw or become frightened until the start determine the school of magic.
of its next turn. The DC for this ability is equal to 8 + the
Owl's Constitution modifier + its proficiency bonus. Upon a
successful saving throw, creatures are immune to being
frightened in this manner for 24 hours.
Twilight Owl
Gloom Sight The twilight owl's vision is not obscured by
magical darkness
Shadow Wings The owl has advantage can use its bonus
action to Hide while in dim light or darkness. While in
darkness, the twilight owl is invisible to creatures with
darkvision
2
Bats Plague Bats
Out of all airborne beasts, bats are the most peculiar for they Plagues bats are primarily scavengers that feast on anything
are neither bird nor reptile, but instead mammalian in origin. they can get their little jaws on. Their innate resistance to
Bats prefer to live in dark subterranean environments such as various poisons and toxins allow them to be able to endure
the Underdark or to come out at night. any negative effects of their diet. However, this makes them a
Because of these tendencies, they actually do not rely on carrier for many vile diseases. When threatened, these bats
sight to see their surroundings, instead they mainly use their will attempt to bite their foes, which then inflicts it with
keen hearing to perceive their surroundings through terrible diseases.
echolocation. Thankfully, getting bitten by a plague bat tends to only
Most bats are relatively harmless, but their giant kin are happen when one threatens them, but they are numerous
popular choices for battle mounts due to their versatility in accounts where these bats have been controlled via magic to
any environment. Additionally, large swarms of bats often can spread death and ruin to surrounding communities.
prove to be equally dangerous, as they will ceaselessly
barrage their opponents with bites when threatened or placed Umber Bats
under some magical command.
Umber bats originate from the darkest reaches of the
Vampiric Bats Underdark. They have adapted to seemingly vanish under the
cover of darkness, allowing them to evade detection from
Vampiric bats are one of the few bats that are actively many creatures that call the Underdark home. Their ability to
aggressive to humanoids, for their diet primarily relies on seemingly vanish into the shadow makes them prized mounts,
blood for sustenance. As a result, these bats can typically be allowing their riders to sneak behind enemy lines practically
found flying out in large swarms hunting down and swarming unseen.
any living being they come across, sucking it dry of blood.
Thankfully, such feeding frenzies are predictable, as they tend River Bats
to occur monthly before their retreat back to their caverns to
River bats are the largest species of bats. Unlike the rest of
hibernate and rest until the next feast.
their kin, they can be commonly found during the day as well
However, their desire for blood and keen senses make them
as night. They also tend to be largely omnivorous, as they
very useful servants to entities such as vampires. While under
tend to feed on fruit and small fish. Thanks to their powerful
the control of magic, they become much more dangerous as
and webbed wings, they are able to nimbly dive beneath the
they are no longer bound by their natural instincts.
surface of the water to swim after prey before taking to the
skies to finish their meal.
3
Giant Bat Template Bat Swarm Template
Large swarm of tiny beasts, unaligned
Large Beast, unaligned
Spider Climb The bat can climb difficult surface without Echolocation The bat swarm can't use its blindsight while
having to make an ability check deafened
Spider Climb The bat swarm can climb difficult surface
Actions without having to make an ability check
Bite Melee Weapon Attack, +5 to hit:, 5ft., one target. Hit
Swarm The bat swarm can occupy another creature's
8(2d4+3) piercing damage.
space and vice versa, and the swarm can move through any
opening large enough for a Tiny bat. The swarm cannot
regain hitpoints or gain temporary hitpoints
Swarm Tactics The bat swarm can enter another creatures
space without penalty to its movement. A creature that
first enters or starts its turn with the swarm's space takes
5( 2d4 )piercing damage and must treat the area as
difficult terrain.
Swarming Bites The bat swarm has advantage on attack
rolls against a creature within its space
Actions
Multiattack The bat can make two bite attacks. If it has
less than half its hitpoint maximum, it makes one bite
attack
Bite Melee Weapon Attacks, +5 to hit:, 5ft., , 5ft.. Hit
8(2d4+3) piercing damage.
4
Vampiric Bats Umber Bats
Damage Resistances Poison; Necrotic Skills Stealth +7
Challenge increases by 1
Shadow Wings The bat has advantage can use its bonus
Poison Resistance The vampiric bat has advantage on action to Hide while in dim light or darkness. While in
saving throws against being poisoned and disease darkness, the umber bat is invisible to creatures with
darkvision
Blood Sense The vampiric bats know the direction of a
creature below half its hitpoint maximum within 1 mile of
it. This feature fails if the target does not have blood
Blood Frenzy When the vampiric bat takes the Attack
action against a creature below half its hitpoint, it can
make one additional bite attack as part of that action. River Bats
Blood Drinker The vampire bat regains hitpoints equal to Movement Speed 30ft.
half the number dealt from its bite attack.
Hold Breath The bat can hold its breath for up to 15
minutes.
5
Sharks Shark Tactics
Sharks are one of the most recognizable predators of the open Sharks are known for their keen sense of smell, particularly
seas thanks to their foreboding dorsal fins and fearsome jaws for the scent of blood. Although sharks rarely have a
filled with razor sharp teeth. Of all the aquatic predators that preference when hunting for prey, upon discovering the scent
pose a threat to humanoids, sharks are probably the most of blood, they tend to focus their attacks on a wounded
common. Their appearance also seems to vary depending on creature.
the region of the ocean they are encountered. This bloodlust also may attract other sharks within the
Sharks are known to make their home in a wide variety of vicinity. When this occurs, the sharks will often all attack the
environments ranging from coral reefs, to the open seas, while same target, but will begin to fight over the corpse once the
some even have adapted to live upstream in lakes and rivers. prey is slain. The only exception to this case is the legion
Regardless of their environment, all sharks possess a keen shark, which relies on cooperative tactics from its other kin.
sense of smell, particularly for the scent of blood. As a result, However, this inherent bloodlust does not seem to hamper its
sharks are able to track wounded prey over long distances. survival instincts, for a shark will attempt to retreat if its prey
The scent of blood is also known to drive them into a feeding is too much to handle.
frenzy, which as earned them their fearsome reputation. Sharks are typically the prized mounts of merrow and
However, the rarest and deadliest of all sharks would be the sahuagin which use these creatures are mounts and guardians
megalodon. This colossal predator seems to have no fear, of their underwater settlements. The bravest and most
feasting upon any creature that it sets its sight on. There are powerful of sahuagin civilizations have even tamed the great
numerous accounts wherein this monster has sunken vessels megalodons using them as beasts of war carrying their
with its colossal jaws feasting upon any sinking survivors. nautical war machines or equipped with battle armor.
A megalodon can easily be identified due to their enormous
size, as they are known to grow to the size of a small galleon.
Their bodies are often marked with numerous scars and
wounds that hint of numerous conflicts that the beast may
have had with other sharks or aquatic predators.
6
Coralfang Shark Deep Shark
The heavily armored shark prefers to patrol the shallow Deep sharks are a unique species of shark that makes its
waters of coral reefs near many coastlines. Their thick shell home in the rather unusual biomes found at the very bottom
provides them ample protection from larger predators, as well of the sea. These sharks have evolved several modifications to
as serves a countermeasure against the stings of a good deal live and hunt in these light-forsaken depths.
of prey that hide within the safety of the reef. These sharks have enhanced eyesight that allows them to
Due to its close vicinity to many beaches and coastlines, pierce through the thickest shrouds of darkness. They also
coralfang sharks are a common threat to many humanoids, as have developed bioluminescence that they can use to lure
they tend to target humanoids if there is no ample food in the unsuspecting prey to their hungry jaws.
area.
Frostbite Shark
Hammerhead Shark Frostbite sharks are a rare species that find themselves
The brutish hammerhead shark prefers to hunt in the open completely at in the frozen waters of the arctic reaches of the
seas away from coral reef. While in open waters, the Material Plane. Instead of prominent dorsal fins like the rest of
hammerhead shark is able to embrace its reckless hunting their kind, these sharks have developed bony protrusions that
style, which typically involves slamming its large, armored seem to resemble jagged ices fragments.
head into its foes to temporarily disorient them. These protrusions enable them to blend to their
Thanks to its reinforced skull, the hammerhead shark is surroundings, disguising themselves as ice floes. Once their
surprisingly resilient and is able to endure the harshest of unsuspecting prey, typically penguins, seals, and small
wounds from much larger predators. whales, passes by, they will latch onto their quarry with their
freezing fangs which seems to drain the energy from their
Legion Shark target preventing its escape.
Most sharks are considered to be solitary predators. However,
the legion shark is quite the except as they travel in small
Windfang Shark
schools of 7(2d6) members. These sharks prefer to roam the The windfang shark is probably the most bizarre of all species
open seas, wherein they can pursue colossal schools of fish or of shark. These sharks acquired the ability for flight, allowing
titanic prey such as dragonfish or whales. them to leap out of the ocean to catch airborne prey and even
They are known for the surprisingly strategic tactics as they at times snatch humanoids off of ships.
use their large size and numbers to corral large schools of fish Despite their ability to fly, these sharks still spend the
into a death trap, while using their superior speed and agility majority of their time underwater, as they can only stay in the
to tackle larger, much dangerous prey. air for a few minutes before having to dive beneath the waves
However, their predatory coordination is not nearly as to regain its breath.
refined as those from killer whales or dolphins, as these
whales are able to quickly cause these sharks to disband out
of fear and confusion.
7
Shark Template Blood Sense The shark knows the direction of a creature
below half its hitpoint maximum within 1 mile of it. This
large beast, unaligned
feature fails if the creature does not have blood.
Armor Class 11(Natural Armor) Keen Senses The shark has advantage on
Wisdom(Perception) checks that rely on sight or smell
Hit Points 45 (6d10+12)
Speed swim 40ft. Blood Frenzy When it takes the Attack action against a
creature below half its hitpoint maximum, it can make an
additional bite attack as part of that action.
STR DEX CON INT WIS CHA
18(+4) 13 (+1) 15 (+2) 1 (-5) 15 (+2) 4 (-3) Waterbreathing The shark can breathe only underwater
Megalodon Template Blood Frenzy When it takes the Attack action against a
creature below half its hitpoint maximum, it can make an
Huge beast, unaligned
additional bite attack as part of that action.
Waterbreathing The shark can breathe only underwater
Armor Class 15(Natural Armor)
Hit Points 138 (12d12+60) Siege Monster The shark deals doubles damage to buildings
Speed swim 50ft. and structures
8
Coralfang Shark Deep shark
Skills Stealth +5 Traits
Armor Class Increases by 3
Bioluminescence The deep shark has advantage on
Coral Camouflage The coralfang shark has advantage on magical saving throws. It can uses its bonus action to emit
Dexterity(Stealth) checks it makes in underwater terrain or dismiss a bright light in a 10ft radius and a dim light an
provided there is ample cover. While these conditions are additional 10ft.
met, it can use its bonus action to Hide.
Shadow Stalker The deep shark has advantage on
Spined Shell A creature that grapples or hits the coralfang Dexterity(Stealth) checks it makes in dim light or
shark with a melee attack while within 5ft. of it takes darkness. While in darkness, it is invisible to creatures
5(1d8) piercing damage with darkvision. While these conditions are met it can use
its bonus action to Hide.
Shadow Hunter The shark has advantage on initiative
checks and attack rolls while in dim light or darkness
Hammerhead Shark
Traits Frostbite shark
Stunning Dive If the hammerhead shark moves at least Damage Resistances Cold
20ft. straight towards a target and then hits it with a bite Challenge Rating Increases by 1
attack on the same turn, the target takes an extra 7(2d6)
piercing damage. If the target is a creature, it must
succeed a Constitution saving throw or be stunned until False Appearance While the shark remains motionless, it
the end of its next turn. is indistinguishable from a floating piece of ice.
The DC for this ability is equal to 8 + the Shark's Strength Frostbite Creatures hit by the shark's attack take an
modifier + its proficiency bonus. addititonal 7(2d6) cold damage and has its movement
speed reduced by 10ft. upon a hit.
Reckless At the start of its turns, the hammerhead shark
can choose to grant itself advantage on attack rolls until
the start of its next turn. For the duration of this effect,
attacks against it have advantage.
Relentless If the hammerhead shark takes damage that
would reduce it to 0 hitpoints, it can make a DC 10
Constitution saving throw to regain 1 hitpoint. Upon a
Windfang shark
success, the DC increases by 5. This DC can reset after it Movement Speed 30ft. fly
takes a short or long rest
FlybyThe shark can fly outside a creature's reach without
provoking opportunity attack
Skydive If the windfang shark flies at least 20ft. straight
Legion Shark
towards a target and then hits it with a bite attack on the
same turn, the target takes an extra 7(2d6) piercing
damage.
9
Octopus Shadowtide
The giant octopus is a rather clever aquatic predator. It The shadowtide octopus is a nocturnal hunter that completely
possesses a strange physiology, consisting of a bulbous head relies on stealth to capture its prey. Its ink has the special
with a writhing mass of tentacles. These tentacles are lined ability to blot out any source of light, even from magical
with suction cups that latch onto its prey, preventing it from sources.
easily escape. Because of the unique traits that their ink possesses,
Once s prey is captured, the octopus begins to feast on that shadowtide octopus ink is an extremely valuable commodity,
creature, using its bone crushing beak to snap its prey in two. as it can be uses as an alchemical ingredient for all manner of
Despite its large size, the octopus the uncanny ability to arcane and alchemical devices.
squeeze into much smaller spaces, allowing it to pursue prey
hiding underneath coral. Siren
Octopus Tactics As its name suggests, the siren octopus is not for its lethal
beauty. Instead of relying on sound, the siren primarily targets
The octopus is an ambush predator at heart, using its the vision of its prey, for its body is lined with numerous
elusiveness and intellect to help it quickly capture its prey. bioluminescent glands that give off an otherworldly light.
Using its ability to camouflage in nearly any underwater This glow also has a slightly hypnotic property that can
environment as well as its very limber form, the octopus cause a creature to enter an enthralled stupor that causes it to
always tries to position itself in an ideal location for an absent-mindedly approach the octopus. While in this state,
ambush. Once it catches a creature by surprise, it uses its the octopus is able to bind its helpless prey with little
numerous tentacles to latch onto its foes, bringing it in to the difficulty. Once its quarry is in its grasp, that creatures is as
deadly beak. good as dead, for there is little chance that it can escape its
There are numerous instances where a giant octopus has grasping tentacles before its large beak makes short work of
attacked terrestrial prey. Many common accounts reveal that that creature.
an octopus climbed onboard of a vessel and dragged off an
unsuspecting victim. Thankfully, these accounts are rare, but Deathsting
some believe that such encounters may have not simply been
The brightly-colored skin of the deathsting octopus serves as
out of predatory instinct.
a dire warning for any predator of this octopus's extremely
Instead, some theorize that giant octopus actually revere
potent poison. The suction cups on their tentacles are lined
and primitively worship krakens and similar entities, and such
with small barbs that are lined with toxic venom glands. Once
encounters may have been under the influence of a kraken.
they have ensnared a creature in their grasp, creature are able
However, such beliefs have not been confirmed and are purely
to deploy these barbs to inject their deadly venom into their
speculation, probably in an attempt to explain the unusual
quarry's bloodstream.
intelligence that the octopus possesses.
These octopi are also able to inject some of these toxic
Nautilus compounds into their ink clouds as a means of self-defense.
This poisonous ink is able to temporarily cause a creature's
The nautilus octopus is a unique type of octopus that possess respiratory system to malfunction, making it impossible to
a thick shell that can take a variety of shapes as some can breathe.
resemble a conch while others take the form of a spiral shell.
However, unlike other shelled aquatic creatures, the nautilus Jungle
is unable to full retreat into its shell.
The jungle octopus is a rather rare breed of octopus that is
Despite this limitation, this shell is still more than enough
actually completely amphibious, unlike its relatives. Also in
to deter attackers due to the various thorny protrusions on its
contrast to the rest of its kin, the jungle octopus is largely a
body. The nautilus octopus also possess highly evolved
terrestrial organism that prefers to live in lush jungles.
tentacles filled with teeth-like barbs that prevents creatures
However, despite its affinity for land, it still prefers to
from easily escaping its grasp.
maintain a close vicinity to rivers, streams, and lakes.
Its appearance is perfectly suited for its lush jungle home as
its body is able to easily blend into its surroundings,
disguising itself as tree roots and vines. Thanks to this natural
camouflage, it is able to lie in wait patiently to snatch up small
prey such as birds and monkeys.
10
Dire Octopus Template Waterbreathing The octopus can breathe only underwater
Large beast, unaligned
Actions
Multiattack The octopus can make four tentacle attack
Armor Class 14(Natural Armor) actions on its turn.
Hit Points 52 (8d10+8)
Speed 10ft., 10ft. climb, swim 60ft. Tentacle. Melee Weapon Attack, +6 to hit:, 15ft., one target.
Hit 8(1d6+4) bludgeoning damage. If the target is a Large or
smaller creature, it is grappled(escape DC 14).
STR DEX CON INT WIS CHA
18(+4) 18 (+4) 13 (+1) 8 (-1) 10 (+0) 4 (-3) Until this grapple ends, the target is restrained and the
octopus can't use its tentacles on another target. The octopus
can grapple up to 4 creatures in this manner at a time
Saving Throws Str +6, Dex +6
Skills Athletics +6, Acrobatics +6, Stealth +6, Sleight of Hand +6, Ink Cloud(Recharge 5-6) A 20ft. radius cloud of ink extends
Perception +2 all around the octopus if it is underwater. The area is heavily
Senses blindsight 30ft., darkvision 60ft., passive Perception 12 obscured for one minute although a significant current can
Proficiency Bonus +2 disperse the ink.
Challenge 4(1100 XP) After releasing the ink, the octopus can use the Dash action as
part of this feature. This movement does not provoke
Hold Breath While out of water, the octopus can hold its
opportunity attacks
breath for one hour
Bonus Actions
Malleable Form The octopus can move through any space Reel The octopus can use its bonus action to pull a grappled
large for a creature one size smaller than it without squeezing creature 15ft. towards it.
Suction Cups Creature's grappled by the octopus have
Beak Melee Weapon Attacks, +6 to hit:, 5ft., , one grappled
disadvantage on its ability checks and saving throws to escape
the grapple target. Hit 18(4d6+4) piercing damage.
11
Nautilus Death Sting Octopus
Armor Class 17(Natural Armor) Damage Resistances Poison.
Spined Shell A creature that hits the nautilus with a Poison Resistance Has advantage on saving throws
melee attack or grapples it while within 5ft. of it takes against being poisoned
5(1d8) piercing damage
Shadowtide Noxious Ink When the Death Sting Octopus uses its Ink
Cloud ability, creature that first enter or start its turn
within the cloud must succeed a DC 11 Constitution saving
Darkvision 120ft. throw or be poisoned until the end of its next turn. While
poisoned in its manner, its spends it is unable to take an
action or reactions as it spends its turn wretching.
GLoom Sight The shadowtide octopus's vision is not
obscured by magica darkness.
Shadow Stalker The shadow tide octopus has advantage
on Dexterity(Stealth) checks it makes in dim light or
darkness. While in darkness, it is invisible to creatures
with darkvision. While these conditions are met it can use Jungle
its bonus action to Hide.
Umbral Ink When the Shadowtide Octopus uses its Ink Amphibious (Replaces Water Breathing) The jungle
Cloud ability, that area becomes magical darkness and octopus can breathe in air and in water
creatures fully within this area are blinded. No light,
magical or otherwise can illuminate this area. False Appearance While motionless, the jungle octopus
is indistinguishable from a moss covered stone
Shadow Hunter The octopus has advantage on intiative
checks and attack rolls while in dim light or darkness Plant Camouflage The jungle octopus has advantage on
Dexterity(Stealth) checks when obscured by ample plant
life. While these conditions are met, the octopus can use
its bonus action to Hide.
Actions
Siren Octopus Poison Gas(Replaces Ink Cloud) A 20ft. radius cloud of
poison extends all around the octopus. The area is
obscured for one minute although a significant current
Hypnotic Presence When a creature that can see the can disperse the poison.
octopus starts its turn within 30 feet of the octopus, the
octopus can force it to make a DC 11 Wisdom saving throw Creatures that first enter or starts its turns in this cloud are
if the octopus isn't incapacitated and can see the creature. considered blinded, poisoned, and its vision is heavily
obscured until the end of its next turn.
On a failed save, the creature is charmed. While charmed
in this way, a creature is considered incapacitated and After releasing the cloud, the octopus can use the Dash
must use its movement to approach the octopus in a safe action as part of this feature. This movement does not
manner. While the affected creature is within 5 feet of the provoke opportunity attacks
octopus, its movement speed is 0for the duration.
It can repeat its saving throw to end the effect on a success
at the end of each of its turns or whenever it takes any
damage.
Upon ending this effect, the creature is immune to being
charmed in this manner for 24 hours.
Bioluminescence The Siren Octopus has advantage on
magical saving throws. It can uses its bonus action to emit
a bright light in a 10ft radius and a dim light an additional
10ft. It can dismiss this light as a free action
12
Whales Titan Whales
Whales are the largest of all aquatic beasts. Despite their fish- Titan whales are believed to be the largest of all kinds of
like appearance, they are actually closely related to terrestrial whales. Most titan whale are large enough to rival the size of a
mammals. Much like other large aquatic beasts such as mid-sized galleon, but the largest and most ancient of their
leviathans, they must hold their breath while underwater, kind have been known to dwarf all but the largest of
resurfacing using a blowhole located on the top of their battleships.
heads. Whales are known to be very social animals, living in Despite their immense size, titan whale are peaceful giants
large pods which provide protection and support to raise that primarily feed on microscopic creatures known as
young. plankton. Their colossal maws are lined with hair-like teeth
known as baleen which allows them to filter large amounts of
Harlequin Whale these creatures in a single gulp.
Like many other aquatic beasts, whales come in many shapes
and sizes. One of the smallest whale species are harlequin
Dreadnought Whales
whales. They are colorful whales are known for their The dreadnought whale is the carnivorous counterpart to the
extremely friendly personalities. It is not uncommon for these Titan whale, although they tend to be slightly smaller than
whales to approach humanoids out of curiosity and attempt their peaceful cousins. In contrast to the docile titan,
to play harmless pranks or games with them, hence coining dreadnoughts are vicious hunters, that hunt in small groups of
the name harlequin whale. 3(1d4). Although they hunt any prey smaller than them, they
They also have even been known to aid individuals have a special appetite for humanoids, often breaching the
stranded amidst the waves from shipwrecks or pulled out by water to capsize larger vessels to acquire the tasty morsels
the tidal current. As a result , they are typically a welcome within its hull.
presence along any coast as their pods tend to drive out Because of this, these whales tend to be very rare and only
larger, more dangerous aquatic predators. Despite being found in remote expanses of the ocean as many coastal
smaller than most aquatic threats, harlequin whales use their settlements constantly monitor the seas for these predators,
agility and coordinated tactics to harry their opponent until it hunting them down the instant they are discovered.
flees.
Cloudjumper Whale
Tusktooth Whale One of the most awe-inspiring phenomena on the Material
Another species of whale, typically found in cold climates, is Plane is to get an opportunity to view a cloudjumpers whale
the tusktooth whale. As its name suggests, these whales tend soaring over the horizon. Although these whales are truly
to have one or two spears like tusks protruding from its jaws enormous, rivaling that of the dreadnought and titan whale,
that it uses to defends itself or challenge rivals. these creatures are surprising light for their size.
Unlike their smaller kin, the tusktooth whale tends to be a The source of their lightweight build is due to their
bit temperamental, becoming aggressive if humanoids extremely buoyant blubber that allows them to harness the
encroach on its territory for too long. When provoked, these slightest breeze to become airborne. As they float above the
whales will ram into its opponent with its lance-like tusks that clouds, they can use their powerful fins to navigate through
are capable of shearing a humanoid in half or splintering the the high altitude airstreams with little difficulty.
hull of a vessel.
Killer Whale
The killer whale resembles the harlequin whale in many ways,
from its appearance to their behavior. However, these whale
are in reality very sinister predators. These whales use their
disarming appearance to its advantage, often playing with its
prey to lead it astray while the rest of its pods moves in for the
kill.
There are accounts where these whale will playfully leap
out of the water as if to do tricks near a vessel but will
intentionally become more reckless using their bodies to
capsize the vessel.
There is no limit to what killer whale will attempt to hunt,
using their superior coordination, intellect, and
communication skills through echolocation to hunt down
their prey.
13
Tusktooth Whale
Huge Beast, unaligned
STR DEX CON INT WIS CHA Skills Athletics +6, Perception +5
15(+2) 14 (+2) 13 (+1) 9 (-1) 17 (+3) 12 (+1) Senses darkvision 60ft., passive Perception 15
Damage Resistances Cold
Proficiency Bonus +2
Skills Athletics +4, Acrobatics +4, Performance +5,
Deception +5, Perception +7 Challenge 3(700 XP)
Senses blindsight 120ft., darkvision 120ft., passive
Perception 17 Blubber The tusktooth whale has advantage on saving
Challenge 1(200 XP) throws against effects that deal cold damage. If the
tusktooth whale succeeds on a saving throw that deal cold
damage it takes no damage instead.
Agile Swimmer The harlequin whale can swim outside a
creature's reach without provoking opportunity attack Hold Breath The tusktooth whale can hold its breath for
90 minutes
Echolocation The harlequin whale can't use blindsight
while deafened Echolocation The tusktooth whale can't use blindsight
while deafened
Hold Breath The harlequin whale can hold its breath for
90 minutes Keen Senses The tusktooth whale has advantage on
Wisdom (Perception) checks relying on hearing or sight
Keen Senses The harlequin whale has advantage on
Wisdom (Perception) checks relying on hearing or sight Siege Monster The tusktooth whale can deal double
damage to buildings and objects
Pack Tactics The harlequin whale has advantage on an
attack roll against a creature if at least one of the Dive Attack If the tusktooth whale moves at least 20ft.
harlequin whale's allies is within 5ft. of the creature and straight towards a target and then hits it with a bite attack
the ally is not incapacitated. on the same turn, the target takes an extra 13(2d12)
piercing damage
Actions
Bite Melee Weapon Attacks, +4 to hit:, 5ft., , one target.
Actions
Hit 9(2d6+2) piercing damage. Gore Melee Weapon Attack, +6 to hit:, 10ft., , one target.
Hit 17(2d12+4) piercing damage.
Killer Whale Titan Whale
Huge Beast, unaligned Gargantuan Beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19(+4) 14 (+2) 14 (+2) 8 (-1) 17 (+3) 12 (+1) 25(+7) 9 (-1) 23 (+6) 4 (-1) 17 (+3) 7(-2)
Skills Athletics +6, Acrobatics +4, Performance +5, Saving Throws Strength +11, Constitution +10
Deception +5, Perception +7 Skills Athletics +11, Perception +7
Senses blindsight 120ft., darkvision 120ft., passive Senses darkvision 60ft., passive Perception 19
Perception 17 Proficiency Bonus +4
Damage Resistances Cold Challenge 10(5900 XP)
Challenge 4(1100 XP)
Hold Breath The titan whale can hold its breath for 90
Blubber The killer whale has advantage on saving throws minutes
against effects that deal cold damage. Upon succeeding
this saving throw, the killer whale takes no damage Echolocation The titan whale can't use blindsight while
instead. deafened
Siege Monster The titan whale can deal double damage
Hold Breath The killer whale can hold its breath for 90
to buildings and objects
minutes
Titanic Frame The titan whale has advantage on Strength
Echolocation The killer whale can't use blindsight while
deafened and Constitution saving throws
Bioluminesence The titan wale has advantage on magical
Keen Senses The killer whale has advantage on Wisdom
(Perception) checks relying on hearing or sight saving throws. It can uses its bonus action to emit a bright
light in a 10ft radius and a dim light an additional 10ft. It
Pack Tactics The killer whale has advantage on an attack can dismiss this light as a free action.
roll against a creature if at least one of the killer whale's
allies is within 5ft. of the creature and the ally is not Actions
incapacitated.
Tail Melee Weapon Attack, +10 to hit:, 20ft., , one target.
Siege Monster The killer whale deals double damage to Hit 31 (4d12+7) bludgeoning damage. If the target is a
buildings and structures creature, it must succeed a DC 19 Constitutions saving
throw or become stunned until the end of its next turn.
Stunning Dive If the killer whale swims at least 30ft.
straight towards a target and then hits it with a bite attack
on the same turn, the target must succeed a DC 14 saving
throw or become stunned until the end of its next turn.
Actions
Bite Melee Weapon Attack, +6 to hit:, 5ft., , one target.
Hit 15(2d10+4) piercing damage.
1
Dreadnought Whale Titanic Frame The dreadnought whale has advantage on
Strength and Constitution saving throws
Gargantuan Beast, unaligned
Actions
Armor Class 15(Natural Armor) Multiattack The whale can make two attack actions: one with
Hit Points 198 (12d20+72) its bite and one with its tail. It cannot make both attacks
Speed 50ft. swim against the same creature on the same turn.
Bite Melee Weapon Attack, +11 to hit:, 10ft., , one target. Hit
STR DEX CON INT WIS CHA 30(4d10+8) piercing damage.
26(+8) 8 (-1) 22 (+6) 3 (-4) 12 (+1) 5(-3)
If the target is Large or smaller, it must succeed a DC 19
Strength saving throw or be swallowed by the whale.
Saving Throws Strength +12, Constitution +10
Skills Athletics +12, Perception +5 A swallowed creature is restrained and blinded and has total
Senses blindsight 120ft., darkvision 120ft., passive Perception cover against attacks and other effects outside the whale and
17 takes 18(4d8) acid damage + 18(4d8) bludgeoning damage at
Proficiency Bonus +4 the start of each of the whale's turns.
Challenge 11(7200 XP) If the whale takes damage, it must succeed a Constitution
saving throw with a DC equal to half the damage dealt by the
swallowed creature (minimum 10). On a failed saving throw,
Endurance When the dreadnought whale fails a Constitution
saving throw that deals damage, it takes half damage. On a the whale regurgitates all swallowed creatures which fall
prone in a space within 10ft. of the whale.
successful saving throw, it takes no damage.
If the whale dies, a swallowed creature can escape from the
Hold Breath The dreadnought whale can hold its breath for corpse by using 20ft. of movement exiting prone.
90 minutes
Tail Melee Weapon Attacks, +11 to hit:, 10ft., , one target. Hit
Echolocation The dreadnought whale can't use blindsight 32 (4d12+8) bludgeoning damage.
while deafened
If the target is a creature, it must succeed a DC 20 Constitution
Keen Senses The dreadnought whale has advantage on saving throw or become stunned until the end of its next turn.
Wisdom (Perception) checks relying on hearing or sight
Sonic Burst(Recharge 5-6) Creatures within a 120ft. cone
Siege Monster The dreadnought whale deals double damage must succeed a DC 18 Constitution saving throw or become
to buildings and structures stunned until the end of its next turn.
2
Cloudjumper Whale Echolocation The cloudjumper whale can't use blindsight
while deafened
Gargantuan Beast, unaligned
Hold Breath The cloudjumper whale can hold its breath for
90 minutes
Armor Class 15(Natural Armor)
Hit Points 165 (10d20+60) Siege Monster The cloudjumper whale can deal double
Speed 40ft. swim, 40ft. fly (hover) damage to buildings and objects
Titanic Frame The cloudjumper whale has advantage on
STR DEX CON INT WIS CHA Strength and Constitution saving throws
25(+7) 9 (-1) 23 (+6) 4 (-1) 17 (+3) 7(-2)
Actions
Saving Throws Strength +11, Constitution +10 Tail Melee Weapon Attack, +10 to hit:, 20ft., , one target. Hit
Skills Athletics +11, Stealth +3, Perception +7 31 (4d12+7) bludgeoning damage. If the target is a creature, it
Senses darkvision 60ft., passive Perception 19 must succeed a DC 19 Constitutions saving throw or become
Proficiency Bonus +4 stunned until the end of its next turn.
Challenge 9(5000 XP) Sonic Roar(Recharge 5-6) Creatures within a 120ft. cone
must succeed a DC 20 Strength saving throw or be pushed
Cloudy Camouflage While obscured by ample cloud cover, back 60ft. and fall prone.
the cloudjumper whale has advantage on Dexterity(Stealth)
checks
Cloud Treader The cloudjumper whale can fly through strong
winds without having to expend any additional movement or
make ability checks to stay aloft.
3
Seals Tusklord Seal
Seals are another species of mammals that spend the majority The tusklord is one of the largest of all seals. They can be
of their time in the water. Although most creatures under this easily identified by the saber like tusks that can grow to nearly
category can include sea lions and walruses, creatures such as a foot in length. Despite their seemingly bulbous and clumsy
the manatee are loosely related to these animals and can also looking forms, tusklord seals are surprisingly capable
be considered under this category. swimmers.
Thanks to their large size, tusklord seals have very few
Lion Seal natural predators such as whales and bears. However,
bringing down one of these seals can prove to be quite the
The lion seal is probably the most common type of seal.
challenge, even for these predators. Thanks to their enormous
Although they typically can be found in frigid arctic oceans,
size and tremendous weight, they are able to inflict severe
they have been known to venture to more temperate climates.
bodily harm to their attackers, especially if they possess a
Lion seals are generally quite sociable animals that live in
significant weight advantage against their opponent.
large groups that can consist of up to 50 members at a time.
Another reason why these seals are incredibly dangerous is
These pods tend to spend the majority of their times
that they seem to have gang mentality when one of their
swimming in unison to find underwater prey such as small fish
members are threatened. If one is not carefully, they can end
and clams. When they are not hunting, they tend to lounge
up being pursued by a stampede of grumpy tusklords.
and sunbathe on the beach.
Out of all kinds of seals, the lion seal is the friendliest. In
fact, it is not uncommon for these seals to curiously approach
Behemoth Seal
humanoids near their hunting grounds. In some cases, they The behemoth seal is the largest of all seals. These titanic
have been known to even play water games with their bipedal creatures can grow to incredible sizes, easily dwarfing the
companions. smallest of whales. Just like the smaller tusklord, the
Interestingly enough, many aquatic and coastal civilizations behemoth seal is incredibly temperamental and will become
have learned to tame these creatures. Domesticated lion seals increasingly aggressive when it senses the presence of
are known for their devotion and loyalty, at times matching humanoids or other predators.
that of domesticated canines. In addition to their surprisingly sharp teeth, the greatest
However, despite their friendly demeanor, they can be quite weapon of the behemoth seal is its sheer size. In combat, this
fierce fighters, particularly when defending their young. seal literally throws its weight around, crushing anything that
gets too close to them.
Hunter Seal
Despite their appearance, hunter seals are known to be
particularly vicious predators. Although their diet largely
consists of fish, penguins, and smaller seals, hunter seals have
been known to take their chances to hunt more exotic and
dangerous prey such as humanoids.
Unlike all other species of seals, hunter seals are solitary by
nature. Although this puts them at a considerable
disadvantage against larger predators, these seals are known
for their surprising ferocity, enabling them to fight creatures
much larger than them.
4
Hunter Seal
Large Beast, Unaligned
Pack Tactics The lion seal has advantage on attack rolls if Predator Instinct The hunter seal has advantage on
at least one of the lion seal's allies are within 5ft. of an ally initiative checks. If it makes an attack against a creature
that is surprised has not acted yet in combat, it can make
Aquatic Whiskers While underwater, the lion seal has a an additional bite attack as part of that action.
tremorsense and blindsense up to 30ft.
Slick Body The hunter seal has advantage on ability
Slick Body The seal has advantage on Strength and checks and saving throws against being grappled or
Dexterity ability checks and saving throws against being restrained.
grappled or restrained.
Actions
Actions Bite. Melee Weapon Attack, +5 to hit , 5ft., one target. Hit:
Bite. Melee Weapon Attack, +5 to hit , 5ft., one target. Hit: 12 (2d8+3) piercing damage.
7 (1d6+3) piercing damage.
Bonus Actions
Bonus Actions Agile Swimmer While swimming, the hunter seal can use
Agile Swimmer While swimming, the lion seal can use its its bonus action to Dash
bonus action to Dash
5
Tusklord Seal Endurance When the tusklord seal fails a Constitution saving
throw that deals damage, it takes half damage. Upon a
Large Beast, Unaligned
successful saving throw, the tusklord seal takes no damage
instead.
Armor Class 9(Natural Armor) Hold Breath The tusklord seal can hold its breath for 30
Hit Points 84 (8d10+40) minutes.
Speed 20ft., 40ft. swim
Reckless The the start of its turn, the tusklord seal can choose
to grant itself advantage on attack rolls until the start of its
STR DEX CON INT WIS CHA turn. For the duration of this effect, attacks against it have
19 (+4) 9 (-1) 19 (+4) 3(-4) 12 (+1) 8 (-4) advantage.
Bonus Actions
Aggressive The bloodfish swarm can use its bonus action
to move up to its movement speed towards a hostile
creature it can see.
2
Devilfish Monsterfish
Medium Beast, unaligned Huge Beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14(+2) 18 (+4) 12 (+1) 1 (-5) 10 (+0) 3 (-4) 20(+5) 9 (-1) 22 (+6) 1 (-5) 10 (+0) 6 (-2)
Skills Perception +2, Athletics +4, Acrobatics +6 Saving Throws Constitution +10, Strength +9
Senses darkvision 120ft., passive Perception 12 Skills Perception +4, Athletics +9, Stealth +3
Proficiency Bonus +2 Senses darkvision 120ft., passive Perception 14
Challenge 2(450 XP) Proficiency Bonus +4
Challenge 9(5000 XP)
Waterbreathing The devilfish can only breathe
underwater Crushing Jaws When the monsterfish makes a bite attack
against a creature, that creature must succeed a DC 17
Pack Tactics The devilfish has advantage on an attack roll Constitution saving throw or have its movement speed
against a creature if at least one of the devilfish's allies is halved until the end of its next turn.
within 5 ft. of the creature and the ally isn't incapacitated.
False Appearance While the monsterfish remains
Agile Swimmer The devilfish can swim outside the reach
motionless, it is
of an enemy without provoking opportunity attack
Siege Monster The monsterfish can deal double damage
Aggressive The devilfish can use its bonus action to move
to buildings and objects indistinguishable from an
up to its movement speed towards a hostile creature it can underwater rock.
see.
Thick Armor The monsterfish has advantage on saving
Dive Attack If the devilfish moves least 20 feet straight
throws against being stunned.
toward a target and then hits it with a bite attack on the
same turn, the target takes an extra 11 (2d10) piercing Waterbreathing The monsterfish can only breathe
damage. underwater
Actions Actions
Bite Melee Weapon Attack, +6 to hit:, 5ft., one target. Hit Bite Melee Weapon Attack, +9 to hit:, 5ft., one target. Hit
10(1d10+4) piercing damage. 25(3d12+5) piercing damage. If the target is a Medium or
smaller creature it is grappled(escape DC 17). Until this
grapple ends, the target is restrained and the monsterfish
cannot bite another target. While grappling a creature in
this manner, it can use its bonus action to make another
bite attack against the target.
3
Macefish Dire Catfish
Macefish have a somewhat comical appearance, with their Dire catfish are incredibly large scavengers that primarily
slightly bloated bodies covered with prickly spines. When dwell at the bottom of many freshwater lakes and streams.
threatened, they have the unique ability to inflate their bodies Dire catfish get their name due to their somewhat goofy
and elongate their body spines to make themselves hard to appearance, wherein they possess several pairs of cat-like
swallow. The spines on its body are quite poisonous and can whiskers that it uses to sense its surroundings.
be lethal to most humanoids. When inflated, these spines are Catfish are also known for their extremely filthy lifestyle, as
even more potent, as the macefish pumps more venom from they tend to wallow in mud and other waste at the bottom of
its glands into the spines as a last line of defense. riverbeds. As a result, they are covered in a nauseating film
that deters predators as well as allows them to slip from the
Macefish Tactics grasp of their enemies.
These fish are quite peaceful and do not directly pose a threat
to humanoids. However, because they like to congregate in
Dire Catfish Tactics
large numbers near reefs, they can transform the reef into a Normal catfish are known to devour anything that can fit in
deadly minefield to swim through. Swimmers have to be their mouth. This behavior is definitely the case for the dire
careful not to bump into these fish while traversing through catfish, as it spends most of its time roaming lakes and
large schools of macefish for a simple touch can prove to be streams to consume anything in its path. Unfortunately, this
quite lethal. One should also be careful not to aggravate or can cause them to be quite dangerous, as they will attempt to
frighten these fish while swimming through them, because if swallow humanoids or small boats if the opportunity presents
they inflate, they become much harder to avoid and their itself.
spines are much more potent. When it is not feeding, it prefers to bury itself under mud
Many water-welling civilizations keep these creatures as a and silt to mask is presence from any potential predators such
deterrent to trespassers, using unique magics to communicate as crocodiles.
with these fish for safe passage to safely pass through their
schools. Dragonfish
Swordfish The dragonfish is the largest of all fish, dwarfing all but the
largest vessels. It is also often the source of many myths and
Swordfish are some of the fastest of all fish. They are easily legends behind sea monsters. Many sailors tell terrible stories
recognizable due to their sharp lance-like beak. They use their of a colossal fish whose very presence churns the ocean in its
elongated beak as a means of self-defense and for battling wake, threatening to sink their ship. However, despite the
rivals in fights somewhat reminiscent of jousting knights. They foreboding tales about this creature, the dragonfish is not
are often found in large schools in the open ocean, following aggressive, and it's rather curious, often too much for its own
colossal schools of smaller fish that they can prey on. good.
The dragonfish seems to show a particular interest for sea-
Swordfish Tactics faring vessels, often swimming around it and at times
playfully bumping into to it. Often times, its presence is
Swordfish are not aggressive by nature and will oftentimes
frequently mistaken for malevolence, and this creature is
flee at the sight of danger. However, if forced to, it is quite
unfortunately often fired upon by vessels at first sight.
capable of defending itself, using its superior speed to propel
Because of this, their numbers have seemingly dwindled due
itself at its opponents with its deadly lance-like beak.
to being hunted, or simply they have learned of the dangers of
Tidefin approaching vessels.
Tidefins are the most common of all fish and are typically Dragonfish Tactics
found in the open expanse of the ocean instead of crowded
Dragonfish are peaceful creatures by nature and if attacked, it
reefs. These fish are particularly known for their enormous
will prefer to flee. However, its large size makes it very
schools that consists of thousands of fish at a time.
dangerous if angered as it is capable of swallowing creatures
Due to their sheer abundance, these type of fish are a staple
whole in a single bite and a single swipe from its tail can cause
for the diets of many aquatic predators as well as many
significant damage to a vessel.
coastal societies.
However, in the case that it is not driven off, it has been
Tidefin Tactics known to accompany vessels for days on their voyage. The
presence of the dragon inadvertently deters other aquatic
Despite their relatively large form, tidefins are docile fish that threats thanks to their huge size.
will flee at the first sign of danger. Thanks to their strong Additionally, the wake of such a colossal beast actually
muscles, they are able to swim at extreme speeds to escape seems to aid vessels in storms as large waves seems to
predators, while their slick scales allow them to escape from disrupted by the path of this creature, providing safe passage
the jaws of predators. for a vessel. It is unclear whether these benefits are the
intentions of the dragonfish or merely coinciding with its
presence, but these creatures can be seen as a hidden boon to
those who tolerate its presence.
4
Macefish Dire Macefish
Small Beast, unaligned Large Beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4(-2) 9 (-1) 15 (+2) 1 (-5) 10 (+0) 14 (+2) 14(+2) 9 (-1) 19 (+4) 1 (-5) 10 (+0) 14 (+2)
Poison Resilience The macefish has advantage on saving Poison Resilience The macefish has advantage on saving
throws against being poisoned throws against being poisoned
Waterbreathing The macefish can only breathe Waterbreathing The macefish can only breathe
underwater underwater
Toxic Spines If a creatures hits it with a melee attack or Toxic Spines If a creatures hits it with a melee attack or
touches it while within 5ft. of the macefish takes 3(1d4) touches it while within 5ft. of the macefish takes 3 (1d4)
piercing damage and must succeed a DC 12 Constitution piercing damage and must succeed a DC 14 Constitution
saving throw or take 7 (2d6) poison damage and become saving throw or take 14(4d6) poison damage and become
poisoned until the end of its next turn. poisoned until the end of its next turn.
On a successful saving throw, creatures take half damage On a successful saving throw, creatures take half damage
and are not poisoned and is not poisoned
Actions Actions
Inflate As an action, the macefish increases to one size Inflate As an action, the macefish increases to one size
larger for one minute. While in this state, its toxic spines larger for one minute. While in this state, its toxic spines
deals 5(2d4) piercing damage and the poison damage deals 5(2d4) piercing damage and the poison damage
dealt increase to 14(4d6). While in this state, its dealt increases to 21(6d6). While in this state, its
movement speed is reduced to 0. The macefish can deflate movement speed is reduced to 0. The macefish can deflate
itself as a bonus action. itself as a bonus action.
5
Swordfish Tidefin
large Beast, unaligned Medium Beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17(+3) 16 (+3) 13 (+1) 1 (-5) 10 (+0) 2 (-5) 12(+1) 16 (+3) 13 (+1) 1 (-5) 10 (+0) 2 (-5)
Waterbreathing The swordfish can only breathe Slick Scale The tidefin has advantage on Strength and
underwater Dexterity checks against being grappled and restrained.
Dive Attack If the swordfish moves least 30 feet straight Waterbreathing The tidefish can only breathe
toward a target and then hits it with a bite attack on the underwater
same turn, the target takes an extra 18 (3d12) piercing
damage.. Actions
Actions Bite Melee Weapon Attack, +5 to hit:, 5ft., one target. Hit
7(1d6+3) piercing damage.
Gore Melee Weapon Attack, +5 to hit:, 10ft., one target.
Hit 9(1d12+3) piercing damage. Bonus Actions
Bonus Actions Fast Swimmer While underwater, the tidefish can take
the Dash action as a bonus action
Fast Swimmer while underwater, the swordfish can take
the Dash action as a bonus action
6
Dire Catfish Windfish
large Beast, unaligned
large Beast, unaligned
7
Dragonfish Waterbreathing The dragonfish can only breathe underwater
Gargantuan Beast, unaligned
Actions
Multiattack The dragonfish can make a bite attack and a tail
Armor Class 12 (Natural Armor) attack. It cannot make both attacks against the same target.
Hit Points 155 (10d20+50)
Speed 40ft. swim Bite Melee Weapon Attack, +8 to hit:, 5ft., one target. Hit
19(3d8+5) bludgeoning damage. If the target is Large or
smaller creature, it must succeed a DC 16 Strength saving
STR DEX CON INT WIS CHA throw or be swallowed whole.
20(+5) 15 (+2) 21 (+5) 2 (-4) 10 (+0) 4 (-3)
A swallowed creature has full cover against attacks and other
effects outside the dragonfish and it takes 17(3d8) acid +
Saving throws Strength +8, Constitution +8 17(3d8) bludgeoning damage at the start of the dragonfish's
Skills Athletics +8, Perception +3 turn.
Senses passive Perception 13
Proficiency Bonus +3 If the dragonfish takes damage from a swallowed creature, it
Challenge 8(3900 XP) must succeed a Constitution saving throw equal to half the
damage dealt(minimum 10). On a failed save, it regurgitates
all swallowed creatures which fall prone in a space within 10ft.
Endurance When the dragonfish fails a Constitution saving of the dragonfish.
throw that deals damage, it takes half damage. On a
successful saving throw, it takes no damage. If the dragonfish dies, a swallowed creature can escape the
corpse by using 20ft. of its movement, exiting prone.
Siege Monster The dragonfish deals double damage to Tail Melee Weapon Attacks, +8 to hit:, 20ft., one target. Hit
buildings and objects 22(3d10+5) bludgeoning damage. Creatures hit by this attack
Titanic Frame The dragonfish has advantage on Strength and must succeed a DC 16 Strength saving throw or be pushed
Constitution saving throws back 10ft. and knocked prone.
Titanic Wake While underwater, the dragonfish can generate
difficult terrain for creatures other than itself within 30ft. of it
as long as the dragonfish's movement speed is not 0 and it is
not incapacitated. This effect does not hinder the movement
of the dragonfish.
8
Eels Swamp Eels
Eels are often confused for being a species of snake, despite Swamp eels prefer to live in lakes, swamps, and rivers instead
the fact that they are actually considered to be a species of of the ocean. They have built a natural tolerance to poisonous
fish. This is probably due to the fact that they share some of and acid environments. They actually prefer to cloak
the behaviors that snakes possess, such as their preternatural themselves in muck and mire to ambush their prey. Their
speed to lash out at their foes, as well as their ability to bind filthy lifestyle actually grants them several defensive
and constrict prey to prevent its escape. advantages, such as their poisonous skin and sickening aura
Eels by nature are ambush hunters, relying on stealth to of stench.
surprises and quickly immobilize and suffocate its prey. Once
bound, the eels can rip into its prey at its own leisure using its Leech Eel
sharp teeth. Whenever faced with danger, its body is lined
Leech eels are a parasitic predator that drains the blood from
with a thin layer of slime that allows it to easily slip free to
its victims. It has an uncanny sense of smell to track the
make an escape.
slightest scent of blood. Once the scent is acquired, the leech
Lightning Eel eel relentlessly hunts down its prey, latching on to it with it
multiple rows of teeth sucking the blood from its quarry with
The lightning eel is an extremely dangerous species of eel that each bite.
can generate its own natural source of electrical energy. Its
body is lined with special organs that emit a powerful shock Dragon Eel
to any creature that touches it. In fact, the eel is immune to
The dragon eel is the largest of its kin, causing many sailors to
electrical shock, instead it has the ability to store and redirect
mistake it for an aquatic dragon. These colossal beasts have
it at its opponent.
been known to sink entire vessels, wrapping its colossal
Hunter Eel around the vessel, dragging it to its doom in the water depths.
However, despite its large size, the dragon eel is often a staple
Although most eels are solitary hunters, hunter eels prefer food for other apex predators in the ocean such as aquatic
strength in numbers. Using their keen sense of smell and dragons, krakens, predatory whales, and leviathans.
superior speed, they are able to quickly chase down their
prey. While hunting, they typically prefer to have one member
of their pack immobilize their prey while the others rip it to
shreds.
9
Giant Eel Template Slippery Body The eel has advantage on Strength and
Dexterity checks and saving throws to escape being grappled
Large beast, unaligned
or restrained.
Suffocation Creatures grappled by the dire eel cannot
Armor Class 13(Natural Armor) breathe and take 6(1d10) bludgeoning damage at the start of
Hit Points 51 (6d10+18) each of its turns.
Speed 5ft., 30ft. swim
Reactive The giant eel can make a reaction at the end of every
creature's turn
STR DEX CON INT WIS CHA
17(+3) 17 (+3) 16(+3) 2 (-4) 12(+1) 3 (-4) Waterbreathing The eel can only breathe underwater
Skills Perception +3
Actions
Senses darkvision 60ft., passive Perception 14 Bite Melee Weapon Attack +5 to hit:, 10ft., one target. Hit:
Proficiency Bonus +2 10(2d6+3 piercing damage)
Challenge 2(450 XP) Constrict Melee Weapon Attack +5 to hit:, 10ft., one target.
Hit: 9(1d10+3 bludgeoning damage) and the if the target is a
Ambusher The eel has advantage on initiative checks and it Medium or smaller creature, it is grappled. Until this grapple
also has attack rolls against creatures that are surprised or ends, that creature is restrained and the eel cannot constrict
have not taken an action yet. another target. The eel can make another bite attack against a
creature that is grappled.
Dragon Eel Template Slippery Body The dragon eel has advantage on Strength and
Dexterity checks and saving throws to escape being grappled
Gargantuan beast, unaligned
or restrained.
Suffocation Creatures grappled by the dragon eel cannot
Armor Class 13(Natural Armor) breathe and takes 11(2d10) bludgeoning damage at the start
Hit Points 198 (12d20+72) of each of its turns.
Speed 10ft., 40ft. swim
Reactive The dragon eel can make a reaction at the end of
every creature's turn
STR DEX CON INT WIS CHA
22(+6) 17 (+3) 22(+6) 2 (-4) 12(+1) 3 (-4) Waterbreathing The dragon eel can only breathe underwater
10
Swamp Eel
Lightning Eel
Damage Resistances Acid
Condition Immunities Paralyzed Damage Immunties Poison
Challenge increases by 2. Condition Immunities Poisoned
Challenge increases by 1.
Discharge When the eel takes lightning damage, it takes
no damage. Creatures within 10ft. of the eel must succeed False Appearance The swamp eel is indistinguishable to
a DC 13 Constitution saving throw (the DC is 17 for the a mound of mud while it is motionless.
dragon eel) or become paralyzed until the end of its next
turn. Poisonous Body Creatures that hit the eel with a melee
attack or grapples it while within 5ft. of the eel takes 5
If the target is underwater, it has disadvantage on its (1d8) acid damage.
saving throw
Poison Fang Creature hit by the eel's bite attack are
Charged Body Creatures that hit the eel with a melee
poisoned until the end of its next turn.
attack or grapples it while within 5ft. of the eel takes
9(2d8) lightning damage Stench Any creature other than the swamp eel within 5
feet of it must make a DC 12 Constitution saving throw or
Charged Suffocation Creatures grappled by the eel take
lightning damage instead of bludgeoning damage be poisoned until the end of its next turn. The DC is 18 for
a dragon eel.
Actions On a successful save, creatures are immune to being
poisoned in this manner for the next 24 hours
Bite Melee Weapon Attack +5 to hit:, 10ft., one target. Hit:
10(2d6+3 piercing damage +5(1d8) lightning damage.
Volt Surge(Recharge 5-6) Creatures within a 10ft. radius
of the lightning eel must succeed a DC 13 Constitution
saving throw (or DC 17 for dragon eel)
On a failed saving throw, creatures in range take 18(4d8) Leech Eel
lightning damage on a failed saving throw and are
paralyzed until the end of its next turn. While underwater, Challenge increases by 1.
creatures have disadvantage on this saving throw.
The damage increases to 36 (8d8) for a lightning dragon Blood Sense The leech eel can pinpoint the location of a
eel. creature below half its hitpoint maximum within 1 mile of
it. That creature must have blood for this ability to work
On a successful saving throw, creatures take half damage
and are not paralyzed Blood Frenzy When the leech eel make a bite attack
against a creature below its hitpoint maximum, it make an
additional bite attack as part of its action.
Blood Drinker When the leech eel hits a creature with its
bite attack, it regains a number of hitpoints equal to half
the damage dealt.
Hunter Eel
Challenge increases by 1.
Bonus Actions
Aggressive The hunter eel can use its bonus action to
move up to its movement speed towards a hostile creature
it can see.
11
Mantas Cloud Mantas
Mantas are a rather strange breed of fish sporting winglike fins Cloud mantas are the most popular of all kinds of mantas
and a wiry barbed tail. Mantas seem to emulate the motion of thanks to their very friendly demeanor. At times, these
flying as they effortlessly glide through coral reefs and the creatures can be too friendly, as small flocks have been known
open seas in large schools or flocks. When they are not to swarm individuals they like when they want attention.
swimming, they choose to rest on the seafloor, wherein they Another reason for their popularity is their ability to leap
can blend in with their surroundings to avoid predators. Their out of the water to fly for short periods of times to catch small
natural majesty makes them respected by many aquatic and airborne prey. As a result, cloud mantas are common mounts
coastal civilizations. In fact, several settlements have begun to in aquatic and coastal cities. However, cloud mantas rarely
tame these creatures as mounts or to farm them as a source of travel too far from the ocean as they must return to the sea,
food. for they can only breathe underwater and must hold their
breath while airborne.
Stormtide Manta
The stormtide manta is a rare but easily recognizable variant
Emperor Manta
of manta. Its body is covered with bioluminescent patterns The colossal emperor manta is a true sight to behold.
that are believed to be individually unique. It is believed that Oftentimes, the first sign of the appearance of emperor
the stormtide manta primarily resides in the deepest depths mantas is that the surrounding water begins to glow with an
of the sea, only coming up to the surface during a storm. otherworldly light, as these glow from their bioluminescent
Because of this, sailors often associate their appearance as an bodies causes them to illuminate the surrounding sea.
omen for a terrible storm. However, the most peculiar ability of these creatures are their
Despite their beautiful appearance, stormtide mantas can ability to seemingly turn invisible while underwater, as their
be quite dangerous. Although they are not aggressive, they do scales seems to perfectly mimic the surrounding ocean.
have numerous defenses that can prove to be quite lethal. In general, these creatures are very peaceful, but will use
Their primary weapon is their barbed stinger-like tail that is their colossal fins and whip-like tail to repel any creature
coated with a paralyzing venom. Additionally, their bodies can foolish enough to attack it.
generate lethal charges of electricity that can shock predators.
However, their unique ability to absorb and redirect lightning.
This trait is believed to be responsible for why these creatures
are attracted to storms.
12
Stormtide Manta Discharge When the stormtide manta takes lightning
damage, it takes no damage and can force all creatures within
large Beast, unaligned
a 10ft. radius to make a Constitution saving throw.
On a failed saving throw, creatures take lightning damage
Armor Class 12 (Natural Armor) equal to the amount of lightning damage dealt and take half
Hit Points 58 (8d10+16) damage on a successful save.
Speed 40ft. swim, 20ft. burrow
If creatures are underwater, they have disadvantage on this
saving throw.
STR DEX CON INT WIS CHA
15(+2) 15 (+2) 15 (+2) 1 (-5) 10 (+0) 4 (-3) False Appearance While the stormtide manta remains
motionless, it is indistinguishable from the sea floor
Skills Perception +2, Acrobatics +4 Poison Resilience The stormtide manta has advantage on
Damage Resistances Poison saving throws against being poisoned
Condition Immunities Paralyzed Waterbreathing The manta can only breathe underwater
Senses blindsight 120ft., passive Perception 12
Proficiency Bonus +2 Actions
Challenge 3(700 XP) Sting Melee Weapon Attack +4 to hit:, 10ft., one target. Hit
6(1d6+2) piercing damage. Creatures hit by this attack must
Bioluminesence The stormtide manta has advantage on succeed a DC 12 Constitution saving throw or take 14(4d6
magical saving throws. It can uses its bonus action to emit or poison) damage and poisoned until the end of its next turn..
dismiss a bright light in a 10ft radius and a dim light an While poisoned in this manner, creatures are paralyzed.
additional 10ft.
On a successful saving throw, creatures take half damage and
Charged Skin When a creature grapples or hits the stormtide are not poisoned.
manta with a melee weapon attack, it takes 5(1d8) lightning
damage
Cloud Manta Flyby The cloud manta can fly out of the reach of an creature
without provoking opportunity attack
large Beast, unaligned
Hold Breath The cloud manta can hold its breath up to one
hour.
Armor Class 13 (Natural Armor)
Hit Points 30 (4d10+8) Nimble Swimmer The cloud manta can swim out of the reach
Speed 40ft. swim, 40ft. fly of an creature without provoking opportunity attack
Waterbreathing The cloud manta can only breathe
STR DEX CON INT WIS CHA underwater
15(+2) 17 (+3) 15 (+2) 1 (-5) 10 (+0) 4 (-3)
Actions
Skills Perception +2, Acrobatics +7 Multiattack The Cloud Manta can make a bite attack and a
Senses blindsight 120ft., passive Perception 12 tail attack. It cannot target the same creature with both
Proficiency Bonus +2 attacks
Challenge 2(450 XP) Bite Melee Weapon Attack, +4 to hit:, 5ft., one target. Hit
7(1d8+2) piercing damage.
False Appearance While the cloud manta remains
Tail Melee Weapon Attack, +4 to hit:, 5ft., one target. Hit
motionless, it is indistinguishable from the sea floor
6(1d6+2) slashing damage.
Emperor Manta Siege Monster The emperor manta deals double damage to
buildings and objects
Gargantuan Beast, unaligned
Waterbreathing The emperor manta can only breathe
underwater
Armor Class 12 (Natural Armor)
Hit Points 124 (8d20+40)
Speed 60ft. swim
Actions
Tail Melee Weapon Attack, +8 to hit:, 20ft., one target. Hit
25(3d12+5) slashing damage. Creatures hit by this attack must
STR DEX CON INT WIS CHA succeed a DC 16 Constitution saving throw or become stunned
20(+5) 15 (+2) 20 (+5) 1 (-5) 10 (+0) 4 (-3) until the end of its next turn
Wing Melee Weapon Attack, +8 to hit:, 10ft., all targets in
Skills Perception +3, Athletics +5 range. Hit 22(3d10+5) bludgeoning damage. If the target is a
Senses blindsight 120ft., passive Perception 12 Huge or smaller creature, it is pushed back 10ft. and knocked
Proficiency Bonus +3 prone.
Challenge 5(1800 XP)
The manta can swim up to half its movement speed without
provoking opportunity attacks as part of this action.
Bioluminesence The emperor manta has advantage on
magical saving throws. It can uses its bonus action to emit or
dismiss a bright light in a 10ft radius and a dim light an
Bonus Actions
additional 10ft. Water Cloak While underwater, the emperor manta can use
its bonus action to turn invisible until its attacks or until its
False Appearance While the emperor manta remains Concentration ends, as if concentrating on a spell.
motionless, it is indistinguishable from the sea floor
15
Crabs Spiny Crabs
At first glance, crabs can sometimes be confused for water- Spiny crabs probably have the most terrifying appearance of
dwelling insects. Although loosely related, crabs are distinctly all crabs. These creatures seem to resemble large aquatic
different in physiology from their land-dwelling kin. Although spiders thanks to their elongated appendages, allowing them
they have many species, most crabs share the same common to traverse difficult terrain with ease. Their body is also
traits of large pincers to grasp prey and a squat, thick covered with hundreds of spikes to discourage all but the
exoskeleton that protects it from harm. most foolhardy of predators.
Crabs tend to be scavengers and bottom feeders, eating
pretty much anything that can get their claws on. Crabs tend Hulk Crab
to keep to themselves, largely ignoring humanoids, but are
Hulk crabs are notorious for their oversized and extremely
known to be somewhat territorial when their space is intruded
armored pincers that almost see to resemble muscular arms.
upon.
Thanks to the size of these pincers, these crabs can perform
Individually they can pose a decent threat thanks to the
impressive feats of strength.
sharp pincers; however, antagonizing crabs can quickly prove
In fact, these crabs seem to make a sport of proving its
deadly as they are very social creatures.
strength against its other kin, engaging in pincer matches with
Nomad Crabs its rivals or attempting to break objects that it deems to be
difficult to tear down. Unfortunately, this makes these crabs
Nomad crabs to carry beautiful shells upon their back, often quite the culprit for vandalism and property damage.
abandoned, or at times stolen from other sea dwelling Their brazen nature also makes them rather difficult to deal
creatures. These shells serve as an extra layer of defense for with, as they are prone to throw objects and boulders at
these crab, as well as shelter for when it sleeps. anyone who trespasses their territory or threatens them.
These crabs keep their mobile homes with them, either
until they outgrow them or find another shell that it likes Divine Crabs
better. In regions where shells are scarce, nomad crabs have
Interactions between crabs is already a somewhat strange
been known to engage non-lethal duels over shells.
phenomenon in general. However, the concept of divine crabs
In fact, these shells play a central role in the nomad crab's
makes it even more perplexing. Divine crabs are the largest of
life. They get their unique name for their migratory treks they
all crabs, reaching to size rivaling that of a medium-sized
take along beaches and the ocean floor. From various account
vessel.
from druids and other custodians of the seas, it is believed
As suggested in their names, divine crabs seem to give off a
that these crabs embark on these migrations in search for the
god-like presence to their lesser kin. Any crab that beholds the
perfect shell, traveling in large groups in their quest.
presence of a divine crab becomes enthralled by their new
It has been reported that the largest of these migrations can
overlord. As a result, the presence of the divine crab is always
include hundreds of crabs. As a result, many coastal cities and
preceded by an unnatural amount of crabs of all sizes in the
settlements actually have festivals or holidays scheduled
region.
around the arrival of a migrating troupe of nomad crabs
Once enthralled, these crabs are forever under its control
passing through their region.
unless the divine crab dies or another rival divine crab
Ice Crab challenges its authority. Such an encounter usually results in a
legendary battle (at least for the crabs) as both titans and
Ice crabs primarily live in regions of snow and ice. Their shells their minions battle for dominance as the loser gains control
are perfectly adapted for their frigid environment, as their of whatever crabs are left.
shells seems to simulate the appearance of ice, making it The sheer amount of crabs following in the wakes of these
nearly indistinguishable from their surroundings. Ice crabs titans makes its mere presence a major inconvenience for
also seem to sport a rather unique appearance, as their claws nearby settlements. Handling such an encounter requires a lot
and appendages are actually covered in a thick layer of hair, of careful thought and tact, for an angered divine crab usually
giving them a fur-like appearance. means a legion of angry crabs following its every command.
How this effect is occurs is not completely understood,
Swamp Crabs some believe it could be an innate magical effect, while others
believe it is a natural phenomenon. Thankfully, such
Swamp crabs prefer to make their homes in swamps and at
encounters are rare as divine crabs only seem to come from
times sewers beneath cities rather than the ocean. Due to
the deepest parts of the ocean every couple of decades and at
their time living in such filthy environments, they have gained
times, even entire centuries
a natural tolerance to poisons and acidic toxins. The presence
of swamp crabs can be easily recognized thanks to its
sickening stench that they give off to deter predators.
16
Giant Crab Template Spider Climb The crab can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
medium beast, unaligned
check.
Thick Exoskeleton Whenever the crab takes bludgeoning
Armor Class 14(Natural Armor) piercing, or slashing damage, the crab can reduce the damage
Hit Points 20 (3d8+6) taken by 5.
Speed 30ft., 30ft. swim, 30ft. burrow, 30ft. climb
Actions
STR DEX CON INT WIS CHA Multiattack The giant crab can make two attacks with its
16(+3) 8 (-1) 14(+2) 1 (-5) 9 (-1) 3 (-4) claws
Claw. Melee Weapon Attack, +5 to hit:, 5ft., one target. Hit
Skills Athletics +5, Perception +1, Stealth +3 7(1d6+3) bludgeoning damage and if the the target is a
Senses blindsight 30ft., passive Perception 11 Medium or smaller creature, it is grappled(escape DC 13).
Proficiency Bonus +2
Challenge 1(200 XP) The crab has two claws, each of which can grapple only one
target. While grappling a creature in this manner, it cannot
make a pincer attack against another target but can use its
Amphibious The crab breathe in air and in water bonus action to make an additional pincer attack against a
grappled creature
False Appearance While motionless, the crab is
indistinguishable from a rock or piece of coral Stone Ranged Weapon Attack, +5 to hit:, 30/60ft., one target.
Hit 12(2d8+3) bludgeoning damage . Creatures hit by this
Powerful Build The crab counts as one size larger for the attack must succeed a DC 13 Strength saving throw or be
purposes of carrying, pushing, shoving, lifting, or grappling. knocked prone
17
Divine Crab Template Upon a successful save, the crab is immune to this effect for
the next 24 hours.
Huge beast, unaligned
Powerful Build The crab counts as one size larger for the
purposes of carrying, pushing, shoving, lifting, or grappling.
Armor Class 16(Natural Armor)
Hit Points 120 (12d12+48) Siege Monster The crab deals double damage to buildings
Speed 30ft., 30ft. swim, 30ft. burrow, 30ft. climb and objects
Spider Climb The crab can climb difficult surfaces, including
STR DEX CON INT WIS CHA upside down on ceilings, without needing to make an ability
21(+5) 8 (-1) 19(+4) 1 (-5) 9 (-1) 13 (+1) check.
Thick Exoskeleton Whenever the crab takes bludgeoning
Saving throws Strength +9, Constitution +9 piercing, or slashing damage, the crab can reduce the damage
Skills Athletics +9, Perception +3, Stealth +7 taken by 10.
Senses blindsight 60ft., passive Perception 13
Proficiency Bonus +4 Actions
Challenge 10(5900 XP) Multiattack The divine crab can make two attacks with its
claws
Amphibious The crab breathe in air and in water Pincer. Melee Weapon Attacks, +9 to hit:, 5ft., , one target.
False Appearance While motionless, the crab is
Hit 27(4d10+5) bludgeoning damage and if the the target is a
indistinguishable from a rock or piece of coral Large or smaller creature, it is grappled and restrained
(escape DC 16).
False Deity Any crab that is aware of it within 120ft. must
The crab has two claws, each of which can grapple only one
succeed a DC 12 Wisdom saving throw or become charmed by target. While grappling a creature in this manner, it cannot
the Divine Crab at the start of its turn or when it first enters make a pincer attack against another target but can use its
this radius. bonus action to make an additional pincer attack against a
On a failed saving throw, the crabs treat the divine crab as its grappled creature
ally and obeys its commands without question(no action
Boulder Ranged Weapon Attack, +9 to hit:, 60/120ft., , one
required).
target. Hit 57(8d12+5) bludgeoning damage . Upon a hit,
Other divine crabs are immune to this effect. This effect ends creatures must succeed a DC 17 Strength saving throw or be
if the divine crab releases a crab from its influence or if the knocked prone.
divine crab dies.
18
Nomad Crab Swamp Crab
Challenge increases by 1 Damage Resistances Acid
Damage Immunities Poison
Challenge increases by 1
Armored Shell When the Nomad crab succeeds a
Constitution or Dexterity saving throw against an effect
that causes it to take no damage, it takes no damage Stench Any creature other than the swamp crab within 5
instead. Upon a failed saving throw, the crab takes half feet of it must make a DC 12 Constitution saving throw or
damage instead. be poisoned until the end of its next turn. On a successful
Reactions save, creatures are immune to being poisoned in this
manner for the next 24 hours
Shell Defense As a reaction, the crab can add +5 to its
armor class against the next attack roll made against it. If
the attack still hits, the crab gains resistance to that
damage.
Spiny Crab
Challenge increases by 1
Ice Crab Elongated Legs The spiny crab can travel through the
Damage Resistances Cold space of a creature one sizer or smaller than it without
expending an additional movement speed. It can also end
its turn in another creature's space
Ice Treader The crab can move across and climb icy
surfaces without needing to make an ability check. Elongated Claws The crab's melee attack have an
Additionally, difficult terrain composed of ice or snow increased reach by 5ft.
doesn't cost it extra movement. Looming Form The spiny crab has advantage on attack
rolls against creature's one size smaller than it.
Snow Camouflage The crab has advantage on Dexterity Additionally, creatures one size smaller than it has
(Stealth) checks it makes in any terrain with ample disadvantage on attack rolls against it.
obscuring snow or ice. While these conditions are met, it
can use its bonus action to Hide Spined Body Creatures that hit the spiny crab with a
melee attack or grapples it while within 5ft. of it take
5(1d8) piercing damage
Hulk Crab
Challenge increases by 1
Powerful Build The hulk crab counts as one size larger for
the purpose of pushing, shoving, carrying, and grappling
Siege Monster The hulk crab deals double damage to
buildings and objects
Superior Strength The hulk crab has advantage on
Strength checks and saving throws
Vice Grip Creatures grappled by the crab are restrained
and have disadvantage on saving throws to escape
19
Jellyfish Ghost Jellyfish
Jellyfish are some of the most beautiful but deadly creatures Ghost jellyfish are the most beautiful of all jellyfish. Their
in the entire ocean. These creatures have a somewhat simple natural bioluminescence gives them an ethereal, otherworldly
appearance due to their translucent disc-like body and a appearance. Encountering a ghost jellyfish swarm is one of
string-like array of tendrils. Despite its seemingly harmless the most beautiful encounters on the open seas as the ocean
appearance, jellyfish are quite deadly thanks to their transforms into a starscape illuminated by hundreds of ghost
extremely venomous tendrils. Even the smallest jellyfish has jellyfish.
the capability of killing a fully grown humanoid. However, this beauty also has a lethal twist as it has a
Although these creatures aren't malevolent hunters as they somewhat hypnotic presence to it. Although these jellyfish
tend to prefer to eat smaller prey, they float into areas where use these lights to attract fish, humanoids that get too close to
humanoids often swim, oftentimes in large numbers wherein the ocean's surface during an encounter can be transfixed by
many humanoids meet their doom from an accidental touch. the light, causing them to jump overboard into the writhing
Because of their potent tendrils, many underwater tendrils of these jellyfish.
civilizations tame them to guard strongholds, preventing
entry to unwanted intruders. Others farm them to utilize their Lightning Jellyfish
toxins into lethal weapons.
These jellyfish have falsely been rumored to cause massive
Frostblood Jellyfish storms at sea. This myth came about as large swarms of these
jellyfish seem to always be present during a storm. However,
The frostblood jellyfish prefers to live in frigid waters, but these jellyfish actually are attracted to the electrical energy
have been known to make their home anywhere. As their generated by the lightning generated by these storms.
name suggests, creatures unfortunate enough to be poisoned This is probably due to their unique ability to absorb
by these creature can have their blood transformed into a lightning energy as a source of food and energy. This ability
numbing frost that drains its stamina. makes them a bit more dangerous than most jellyfish, as they
tend to discharge excess electricity to their surroundings.
Vampiric Jellyfish
Vampiric jellyfish are probably the most dangerous of all
Floating Jellyfish
jellyfish. As their name suggests, vampiric jellyfish prefer to Floating jellyfish are the rarest and most beautiful of all
feast on the blood of living creatures. Their tendrils are lined jellyfish. These jellyfish are nearly identical to their aquatic
with tiny barbs that inject poison that amplifies blood loss in a relatives, except for the fact that they have developed special
creature. This poison prevents a creature from healing itself, air sacs in their disc-like bodies that are able to harness the
actually reversing its effects to inflict more damage on its prey slightest breeze to give them the ability to float.
instead. Floating jellyfish also utilize similar hunting tactics as other
Because of their appetite for blood, they intentionally float jellyfish, as they tend to cluster in large groups. Such clusters
towards large groups of creatures in hope of ensnaring an are able to create an impossible tangle of stinging tendrils
unfortunate victim. that will ensnare and incapacitate all manner of prey ranging
from insect, birds, and at times even larger prey such as
Glass Jellyfish humanoids and beasts.
Glass jellyfish are probably responsible for the most
humanoid deaths to aquatic creatures. The primary reason is
for their unique ability to seemingly become invisible
underwater. Their bodies are completely transparent, making
them nearly impossible to see. Because of this ability, many
unfortunate victims never even are aware they were slain by
the glass jellyfish as they wandered into its tendrils.
20
Giant Jellyfish Template
large beast, unaligned
1
Ghost Jellyfish
Frostblood Jellyfish
Challenge increases by 2.
Damage Resistances Cold
Challenge increases by 1.
Bioluminescence The jellyfish has advantage on saving
throws against spell effects. The jellyfish emits bright
Frostblood Poison Creatures poisoned by the Jellyfish light in a 10ft. radius and dim light an additional 10ft.
take 9(2d8) cold damage at the start of each of its turns
and have its movement speed halved for the duration of Hypnotic Presence Each creature within 30ft. of the
this effect. jellyfish that can see it must succeed a DC 12 Wisdom
saving throw (DC 14 for colossal jellyfish) or become
charmed by the Jellyfish.
Creatures charmed in this manner are incapacitated and
must all of its movement speed to move as close as it can
towards the jellyfish.
Vampiric Jellyfish If it is already within 5ft. of the jellyfish, it movement
Damage Resistances Poison, Necrotic speed is reduced to 0.
Challenge increases by 1. Creatures can repeat their saving throw at the end of each
of its turns to end it upon a successful save. Upon ending
Deathblood Poison The jellyfish deals necrotic damage this effect, that creature is immune to being charmed in
instead of poison damage. this manner for the next 24 hours.
Narcotic Toxins Creatures poisoned by the ghost jellyfish
Additionally, creatures poisoned by the Jellyfish cannot cannot repeat their saving throw against the effects of
regain hitpoints for the duration of this effect.
charm as a result of taking damage.
Whenever that creature recovers hitpoints, it takes
necrotic damage equal to the amount healed instead.
Reactions
Life Drain When creature takes damage from the
jellyfish's tendrils, it can recover a number of hit points
equal to half the necrotic damage dealt to that creature
Lightning Jellyfish
Condition Immunities Paralyzed
Challenge increases by 1.
Clear Body While underwater, the jellyfish is considered Paralytic Poison Creatures poisoned by the jellyfish are
to be invisible paralyzed for the duration of the effect.
Bonus Actions
Aquatic Camouflage The glass jellyfish can use its bonus
action to Hide.
2
Dire Starfish Reefbreaker Starfish
Dire starfish are colossal variants of the starfish. At first Few individuals have come face to face with the colossal
glance, these aquatic invertebrates are easily mistakes for monstrosity known as the reefbreaker starfish. These
star-shaped coral due to their largely dormant behavior. creatures resemble normal starfish but can possess dozens of
However, in reality, starfish are actually voracious predators thick pseudopods spanning up to 30 ft. in width. A single
that devour mollusks and clams in the vicinity. As a matter of reefbreaker starfish is able to completely devour a medium-
fact, starfish are often viewed as a pest for many coastal sized reef within a matter of days if left unchecked.
settlements do to their insatiable appetite. Due to their massive appetites, these starfish tend to be
If a normal starfish infestation was bad, the presence of dire quite nomadic, often traveling hundreds of miles across the
variants is much worse. If dire starfish populations are not sea floor in search of food. Due to the vast expanse of the
controlled, they can easily devour an entire coral reef within a ocean and their relatively slowly gait, the reefbreaker starfish
matter of weeks. has learned to expanded it diet.
In fact, it is not uncommon to find a reefbreaker starfish
Dire Starfish Tactics near underwater shipwrecks, where these beasts begin to
devour the ship's watery remains as well as any corals and
However, dealing with these creatures is no easy task.
other aquatic life that makes its home in these ruins.
Fighting a dire starfish can be an extremely risky endeavor.
Despite their slow and lumbering forms, these creatures are
extremely strong and are able to shatter the bones of a
Reefbreaker Starfish Tactics
humanoid they catch in their grasp. To make matters worse, Although these lumbering titans can be quite slow, they are
they are notoriously hard to kill due to their heightened known to be quite aggressive whenever their meals are
regeneration. They have even been known to come back to life interrupted. Most hostile encounters with reefbreaker starfish
after being dismembered. has been when individuals stumbled across one of these
If one manages to fully kill a starfish, they still must be wary starfish while exploring a shipwreck or ancient reef.
of its remains for if left to grow long enough, it will spawn Although these starfish prefer to eat coral and mollusks,
numerous clones of the original. they will not hesitate to devour their attackers by engulfing
them in a crushing embrace while ripping them apart with
their toothy maw contained in the center of their body.
3
Dire Starfish Spider Climb The starfish can climb difficult surfaces,
including upside down on ceilings, without needing to make
Large beast, unaligned
an ability check.
Spined Body If a creature grapples or hits the starfish with a
Armor Class 8(Natural Armor) melee weapon attack while within 5ft. of it, that creature
Hit Points 57 (6d10+24) takes 5(1d8) piercing damage.
Speed 10ft., 10ft. swim, 10ft. climb
Regeneration At the start of each of its turns, the starfish can
recover 10 hitpoints.
STR DEX CON INT WIS CHA
18(+4) 6 (-2) 18(+4) 1 (-5) 8 (-1) 10 (+0) Regenerative Fortitude When the dire starfish drops to 0
hitpoints, it can make a Constitution saving throw with a DC
equal to half the damage dealt(minimum 10). On a successful
Saving Throws Str +6, Con +6 saving throw, the starfish regains 1 hitpoint instead.
Skills Athletics +6, Perception +1, Stealth +3
Senses blindsight 30ft., passive Perception 11 Waterbreathing The dire starfish can only breathe
Proficiency Bonus +2 underwater
Challenge 4(1100 XP)
Actions
Coral Camouflage The starfish has advantage on Crushing Embrace. Melee Weapon Attack, +6 to hit:, 5ft., ,
Dexterity(Stealth) checks while obscured by ample coral one target. Hit 18(4d6+4) bludgeoning damage. Upon a hit, a
terrain. creature the starfish's size or smaller is considered grappled
and restrained.
Post Mortem Clones When the starfish dies, if its remains
The starfish can only grapple one creature at a time in this
are not destroyed, it will regrow into 3(1d4) fully grown dire
starfish after 1 week. manner and cannot target another creature with its crushing
embrace for the duration of this grapple.
Powerful Build The starfish counts as one size larger for the
purposes of carrying, pushing, shoving, lifting, or grappling. Bonus Actions
Ventral Maw Melee Weapon Attack, +6 to hit:, 5ft., , one
grappled target. Hit 14(4d4+4) piercing damage.
Reefbreaker Starfish Spider Climb The reefbreaker starfish can climb difficult
surfaces, including upside down on ceilings, without needing
Huge beast, unaligned to make an ability check.
Spined Body If a creature grapples or hits the reefbreaker
Armor Class 14(Natural Armor) starfish with a melee weapon attack while within 5ft. of it,
Hit Points 150 (12d12+72) that creature takes 9(2d8) piercing damage.
Speed 20ft., 20ft. swim, 20ft. climb
Regeneration At the start of each of its turns, the reefbreaker
starfish can recover 30 hitpoints.
STR DEX CON INT WIS CHA
23(+6) 6 (-2) 23(+6) 1 (-5) 8 (-1) 10 (+0) Regenerative Fortitude When the reefbreaker starfish drops
to 0 hitpoints, it can make a Constitution saving throw with a
DC equal to half the damage dealt(minimum 10). On a
Saving Throws Str +10, Con +10 successful saving throw, the starfish regains 1 hitpoint
Skills Athletics +10, Perception +3, Stealth +6 instead.
Senses blindsight 60ft., passive Perception 13
Waterbreathing The reefbreaker starfish can only breathe
Proficiency Bonus +4
Challenge 12(8400 XP) underwater
Actions
Coral Camouflage The reefbreaker starfish has advantage on
Dexterity(Stealth) checks while obscured by ample coral Crushing Embrace. Melee Weapon Attack, +10 to hit:, 10ft., ,
terrain. one target. Hit 32(4d12+6) bludgeoning damage. Upon a hit, a
creature the starfish's size or smaller is considered grappled
Post Mortem Clones When the starfish dies, if its remains and restrained.
are not destroyed, it will regrow into 3(1d4) fully grown
reefbreaker starfish after 1 week. The starfish can only grapple one creature at a time in this
manner and cannot target another creature with its crushing
Powerful Build The reefbreaker starfish counts as one size embrace for the duration of this grapple.
larger for the purposes of carrying, pushing, shoving, lifting,
or grappling. Bonus Actions
Siege Monster The reefbreaker starfish can deal double Ventral Maw Melee Weapon Attack, +10 to hit:, 5ft., , one
damage to buildings and objects grappled target. Hit 28(4d10+6) piercing damage.
4
Reef Crawler Reef Titan
One of the largest organisms in all the Material Plane is Reef titan are the largest of all sentient coral. These creatures
ironically a collection of some of the smallest creatures on are believed to possess the largest nexus of sentience with a
earth known, a coral. These microscopic creatures are able to reef colony. Although most sentient reefs tend to only possess
form beautiful colonies that line the underwater shoals of one reef titan, some coral megastructures have been known to
many coastlines within the realm. have dozens of reef titans across their entire colonial network.
Depending on the region, coral can take many sizes, shapes, Due to their heightened consciousness, many experts
and colors. Coral reefs serve a variety of roles in their believe that reef titans possess some level or hierarchy over
ecosystem as they are a staple source of food for many reef crawlers and are able to command them to fulfill the
animals and humanoids as well provides suitable needs of the entire coral colony.
environments for these creatures to dwell.
However, when it reaches a certain size or age, many Reef Titan Tactics.
scholars believe these colonial organisms are able to create a
Because of this relationship, many druid orders and ranger
very primitive consciousness that gives portions of the reef a
conclaves often attempt to tame these creatures as a means
form a sentience to create a reef crawler.
to fully connect with the aquatic ecosystem. Societies who
Reef crawlers come in many shapes and sizes, but often
manage to tame these beasts acquire an extremely useful ally,
resemble large multi-legged chunks or coral or rock.
as these lumbering hulks are nearly unstoppable due to their
Reef Crawler Tactics sheer size and bulk. Not to mention, those who control these
creatures are able to command a small army of reef crawlers
Whenever reef crawlers are created, they seem to act as that will defend the reef to the very end.
protectors of their respective reef. Many scholars have come
to believe that these creatures are created as a self-defense
mechanism when the reef is threatened. As a result, these reef
crawlers regularly patrol reefs to chase off malevolent
predators such as dire starfish.
Despite their rather unwieldy appearance and gait, these
creatures are incredibly strong and dense, allowing them to
flatten nearly anything in their path. They also are able to
alter their physiology to create poisonous coral growths that
can paralyze a creature from a single touch.
5
Reef Crawler Siege Monster The reef crawler can deal double damage to
buildings and objects
Large beast, unaligned
Spider Climb The reef crawler can climb difficult surfaces,
including upside down on ceilings, without needing to make
Armor Class 16(Natural Armor) an ability check.
Hit Points 85 (10d10+50)
Speed 20ft., 20ft. swim, 20ft. climb Jagged Body If a creature grapples or hits the reef crawler
with a melee weapon attack while within 5ft. of it, that
creature takes 5(1d8) piercing damage.
STR DEX CON INT WIS CHA
20(+5) 6 (-2) 20(+5) 1 (-5) 8 (-1) 10 (+0) Photosynthesis While in sunlight, the reef crawler regains 10
hitpoints as long as it has at least 1 hitpoint and and is
underwater.
Skills Perception +2
Senses blindsight 60ft., passive Perception 13 Actions
Proficiency Bonus +3
Challenge 7(2900 XP) Multiattack The reef crawler can make a reef bash and a
stinging anemone strike.
Air Poisoning For every hour the reef crawler spends outside Reef Bash. Melee Weapon Attack, +8 to hit:, 5ft., , one target.
of water, it gains one level of exhaustion Hit 16(2d6+5) bludgeoning damage + 7(2d6) slashing damage.
Creatures hit by this attack must succeed a DC 16 Strength
Amphibious The reef crawler can breathe in air and in water saving throw or be knocked prone.
Dense Body The reef crawler has advantage on Strength and Stinging Anemones Melee Weapon Attack, +8 to hit:, 5ft., ,
Constitution saving throws. one target. Hit 10(2d4+5) bludgeoning damage. Upon a hit,
creatures must succeed a DC 16 Constitution saving throw and
False Appearance While motionless, the reef crawler is
become poisoned until the end of its next turn.
indistinguishable from coral
Creatures poisoned in this manner are considered paralyzed.
Reef Titan Siege Monster The reef titan can deal double damage to
buildings and objects
Large beast, unaligned
Spider Climb The reef titan can climb difficult surfaces,
including upside down on ceilings, without needing to make
Armor Class 18(Natural Armor) an ability check.
Hit Points 350 (20d20+140)
Speed 30ft., 30ft. swim, 30ft. climb Jagged Body If a creature grapples or hits the reef titan with a
melee weapon attack while within 5ft. of it, that creature
takes 9(2d8) piercing damage.
STR DEX CON INT WIS CHA
25(+7) 6 (-2) 25(+7) 1 (-5) 8 (-1) 10 (+0) Photosynthesis While in sunlight, the reef titan regains 30
hitpoints as long as it has at least 1 hitpoint and is underwater.
Saving Throws Str +13, Con +13 Actions
Skills Perception +5
Senses blindsight 60ft., passive Perception 15 Multiattack The reef titan can make a reef bash and a
Proficiency Bonus +6 stinging anemone strike.
Challenge 20(25000 XP) Reef Bash. Melee Weapon Attack, +13 to hit:, 10ft. , one
target. Hit 40(3d12+7) bludgeoning damage + 20(3d12)
Air Poisoning For every hour the reef crawler spends outside slashing damage. Creatures hit by this attack must succeed a
of water, the reef titan gains one level of exhaustion DC 16 Strength saving throw or be knocked prone.
Amphibious The reef titan can breathe in air and in water Stinging Anemones Melee Weapon Attack, +8 to hit:, 5ft., ,
one target. Hit 25(3d10+7) bludgeoning damage. Upon a hit,
Dense Body The reef titan has advantage on Strength and creatures must succeed a DC 21 Constitution saving throw and
Constitution saving throws. become poisoned until the end of its next turn.
False Appearance While motionless, the reef titan is Creatures poisoned in this manner are considered paralyzed
indistinguishable from coral for the duration.
6
Art Credits
Cover Art Alayna Danner
Dire Parrot: Sam Rowan
Bird Flock Tianhua X
Terror Bird Paul Bonner
Emperor Swan Allen Douglas
Skylord Sidharth Chaturvedi
Dire Owl: Kev Walker
Dire Owl 2: Jesper Ejsing
Ancient Owl: Suzanne Helmingh
Dire Bat: Paul Scott Canavan
Megalodon: Mathias Kollros
Windfang Shark: Paul Scott Canavan
Siren Octopus: Grzegorz Rutkowski
Harlequin Whale Lie Setiawan
Titan WhaleSveltin Velinov
Dreadnought Whale: John Kuo
Cloudjumper Whale: Cliff Childs
MonsterfishTomasz Jedruszek
DragonfishKarl Kopinski
Dragon Eel Anna Podedworna
Cloud Manta: Dan Scott
Stormtide Manta: Jason Kang
Cloud Manta 2: Mitchell Malloy
Emperor Manta: Johann Bodinn
Nomad Crab: Simon Dominic Brewer
Divine Crab Kekai Kotaki
Floating Jellyfish Simon Dominic Brewer
Dire Starfish: Nils Hamm
Reef Crawler: Johann Grenier
Watercolor Stains: u/blckthorn
7
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