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Deep Sea Mutated

Horror
Large humanoid, lawful evil

Armor Class 15 (natural armor)


Hit Points 104 (11d10 + 44)
Speed 30 ft., climb 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 18 (+4) 11 (+0) 12 (+1) 13 (+2)

Skills Athletics +8, Perception +4


Damage Resistances cold
Senses blindsight 10ft., darkvision 120ft., passive
Perception 14
Languages Aquan, Deep Speech
Challenge 6 (2,300 XP)

Deep Sea Denizen. The mutated horror is acclimated


to the high pressure of the deepest parts of the
Image Credit: Rocket Pig Games ocean and is resistant to cold damage.
Created by: Vince Belak
Hull Carver. The mutated horror deals double
damage to wooden objects and structures.
Deep Sea Mutated Horror Limited Amphibiousness. The mutated horror can
Down in the deepest, darkest depths of the oceans and seas, breathe air
and water, but it needs to be submerged
creatures of the most vile nature make their home. Of these at least once every 4 hours to avoid suffocating.
creatures, one of the most horrific is the Deep Sea Mutated
Horror. Actions
Brought down under the crushing pressure of the ocean Multiattack. The mutated horror uses its Ink Spray if
above them, Deep Sea Mutated Horrors are usually it is able to and then makes two attacks, either with
humanoids that have been experimented on and mutated by its Tentacle Spike or Gnashing Tentacle or once
far more intelligent and sadistic underwater denizens or with both.
imbued with the power of malignant entities that live in the
chilling pitch black unknown. They are incredible foes, Tentacle Spike. Melee Weapon Attack: +8 to hit,
usually sent first to rip holes into the hulls of ships with their reach 15ft., one target. Hit: 12 (2d6 + 5) piercing
tentacle maws and breach into the vessel. Using ink to blind damage.
their unfortunate victims, the Deep Sea Mutated Horror is a Gnashing Tentacle. Melee Weapon Attack: +8 to hit,
fury of biting and stabbing tentacles that stirs panic and fear. reach 5ft., one target. Hit: 14 (2d8 + 5) piercing
damage.
Deep Sea Mutated Horror Ink Spray (Recharge 4-6). The mutated horror
Personalities launches ink at a target creature within 30 feet of it.
If the target is underwater, a 20-foot-radius cloud
Deep Sea Mutated Horrors are usually creatures of extends all around the target creature. The area is
servitude, following the will and wishes of those who had a heavily obscured for 1 minute and each creature
part in creating their mutated forms. They thrive in being other than the mutated horror that ends its turn in
initial distractions or bruisers that cause havoc before a more the area must succeed on a DC 15 Constitution
organized attack. However, whether spurred by memories of saving throw, taking 10 (4d4) poison damage on a
their old former lives or driven insane by their mutated and failed save, or half as much damage on a successful
malformed thoughts, some Deep Sea Mutated Horrors may save. If the target is not underwater, the target
reject servitude and seek their own twisted goals. creature makes a DC 15 Constitution saving throw.
On a failed save, the target takes 15 (6d4) poison
damage and is blinded until the start of their next
turn. The creature takes half damage and is not
blinded on a successful save.
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