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Alexandre Crow (Order #30924513)

Open Content: Subject to designation as Product 2. The License: This License applies to any Open Sea Monsters (5E) © 2021, Legendary Games;
Identity (see below), the only portion of this Legendary Game Content that contains a notice indicating that Authors Michael Ritter, Michael “solomani” Mifsud,
Games product designated as Open Game Content is the Open Game Content may only be Used under and Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs,
the rules content (creature stat blocks and names of in terms of this License. You must affix such a notice Scott D. Young, Jeff Lee, Matt Kimmel, and Jason
skills, etc., taken from the SRD) as defined in the Open to any Open Game Content that you Use. No terms Nelson.
Game License version 1.0a Section 1(d). The front and may be added to or subtracted from this License ex- System Reference Document. © 2000, Wizards of
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Alexandre Crow (Order #30924513)


action to wind the clockwork soldier, restoring to it 1 hour
Clockwork of operating time; a creature of Small size can wind it at
half this speed, and Tiny or smaller creatures are generally

Leviathan unable to wind the leviathan.


Actions
Clockwork leviathans are equally capable of functioning on
Multiattack. The clockwork leviathan makes two attacks: one
land and in water. Sailors who are haunted by the memories
with its bite and one constrict.
of these treacherous machines need not exaggerate their
yarns, for the reality of an aquatic construct such as this holds Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
enough terror in its story for even the hardiest of seafarers. Hit: 13 (2d6 + 6) piercing damage.
A clockwork leviathan’s numerous metal plates and links are Constrict. Melee weapon attack: +10 to hit, reach 5 ft., one
made of such resilient material that they never rust, even after target. Hit: 15 (2d8 + 6) bludgeoning damage and 22 (4d10)
long exposure to the briny sea waters that leviathans often slashing damage, and the target is grappled (escape DC 20).
patrol like massive, eel-like dragon has two webbed talons. Its Until this grapple ends, the creature is restrained, and the
tail ends in large and powerful-looking flukes. clockwork leviathan can’t constrict another target.
Clockwork. As a constructed being, a clockwork leviathan Steam Breath (Recharge 5–6). The clockwork leviathan exhales
doesn’t eat, breathe, drink, or sleep. If it is not wound, it scorching steam in a 60-foot line that is 5 feet wide. Each
eventually becomes inert until it is wound again. creature in that line must make a DC 15 Dexterity saving
throw, taking 54 (12d8) fire damage on a failed save, or
Clockwork leviathans are equally capable of functioning on half as much damage on a successful one. A clockwork
land and in water. Sailors who are haunted by the memories leviathan’s breath weapon functions equally well above and
of these treacherous machines need not exaggerate their under water.
yarns, for the reality of an aquatic construct such as this holds
enough terror in its story for even the hardiest of seafarers.
A clockwork leviathan’s numerous metal plates and links
are made of such resilient material that they never rust, even
after long exposure to the briny sea waters that leviathans
often patrol. Clockwork leviathans are 25 feet long and weigh
just over 3 tons.

Clockwork Leviathan
Huge construct, unaligned
Armor Class 21 (natural armor)
Hit Points 171 (18d12+54)
Speed 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 16 (+3) 1 (-5) 11 (+0) 1 (-5)
Damage Immunities fire, poison, psychic
Damage Resistance bludgeoning, piercing, and slashing
from nonmagical attacks that aren't adamantine
Damage Vulnerabilities lightning
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft.; passive Perception 10
Languages understands the languages of its creator but can’t
speak
Challenge 12 (8,400 XP)
Winding. A clockwork leviathan can function
for two weeks every time it is wound. A
creature of at least Medium size can use an

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Alexandre Crow (Order #30924513)


Actions
hag, storm Multiattack. A storm hag makes 2 claw attacks and 1 bite
attack.
A storm hag’s wrinkled face contains a look of gleeful distaste,
and her eyes are thick with cataracts, rendering her gaze Claw. Melee Weapon Attack: +9 to hit, 5 ft. reach, 1
pupil-less. A storm hag’s hair is wild and unruly with static target. Hit: 14 (3d6 + 4) slashing damage. Any creature
electricity popping and crackling throughout the mass. Her struck by this and wearing predominantly metal armor or
mouth hangs open, revealing thin pointed teeth with small weaponry takes an additional 3 (1d6) lightning damage.
arcs of electricity jumping across them. Black talons sprout Bite. Melee Weapon Attack: +9 to hit, 5 ft. reach, 1 target. Hit: 17
from her fingertips, likewise crackling with electricity. A (3d8 + 4) piercing damage.
storm hag weighs 70 pounds and stands around 4 feet tall,
though if she stood up straight, she could easily reach 5 feet. Reactions
Storm Hag Covens. When the clouds turn gray and the winds Whipping Winds.  When a creature moves into a square
pick up into a howl, wise travelers pray that the cause is only a within 15 feet of a storm hag, as a reaction she can force
natural tempest and the foul weather is not connected with a that creature to make a DC 14 Strength saving throw or
storm hag and a group of hags working with her. Storm hags be knocked prone or pushed 10 feet in a direction of her
are hateful creatures, and strangely, their hate is one of the few choosing (including moving the creature adjacent to her).
things that brings them pleasure. A storm hag is haughty and She also can use this reaction to deflect a ranged weapon
views her way of doing things as the only proper approach, attack against any creature within 15 feet of her; if she
forcing coven members to ride a fine line between flattery and succeeds on a DC 14 Charisma saving throw, the winds
submission. A coven with a storm hag as a member has access deflect that attack harmlessly.
to the following additional spells: call lightning, control weather,
water breathing, and wind walk.
Storm Hag
Medium fey, chaotic evil
Armor Class 19
Hit Points 231 (22d8+132)
Speed 30 ft., 60 ft. fly
STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 22 (+6) 17 (+3) 19 (+4) 22 (+6)
Damage Immunities lightning, thunder
Senses darkvision 60 ft., passive Perception 14
Languages Common, Giant
Challenge 12 (8,400 XP)
Innate Spellcasting. A storm hag’s spellcasting
ability is Charisma (spell save DC 18). It
can innately cast the following spells,
requiring no material components:
At will: gust of wind
3/Day: call lightning, sleet storm
1/Day: lightning bolt, wind wall
Storm Rider. A storm hag is immune to
wind effects and cannot be damaged
or forced to move by wind of any
strength.

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Alexandre Crow (Order #30924513)


Dart. Ranged Weapon Attack. +6 to hit, range 20/60 ft., one
Loran target. Hit: 5 (1d4+3) piercing damage.

Lorans claim both the ancient patrons deities of the sea and Loran Traits
the genie race of marids as their progenitors. When these Lorans are defined by their class levels. All lorans have the
protean creators foresaw a need for disciplined, loyal aquatic following racial traits, which you can apply to create a loran
allies, they enlisted genie and elemental-touched mortal NPC.
volunteers to help shape a new race of agents to guard against Ability Score Increase. You gain +2 to Wisdom.
the return of their dark and destructive powers of the sea.
Lorans appear as beautiful humanoids, though reserved in Size. Your size is medium.
their demeanor. Speed. Your base land speed is 30 feet and you have a swim
Guardians of Ancient Knowledge. While not every loran speed of 40 feet.
chooses to pursue a monastic lifestyle, many have endured Darkvision. You can see in the dark up to 60 feet.
centuries guarding the memories and relics of the Patrons Deep Ones. You are resistant to cold damage.
since the disappearance of the old races and often the Elemental Affinity. Loran spellcasters you have an affinity for
cataclysmic devastation of their worlds thereafter. Their water-based spells. The DC of such spells is increased by 1.
discipline as unyielding as the coral ruins they live in, their
mission controlled their culture, including career, lifespan, Amphibious. You can breathe both water and air.
mating, and reproduction. They meditated on the history Languages. You can speak read and write Aquan and Common.
and teachings of their immortal patrons, passing principles Loran Monastic Training. Your people have a monastic
down from generation to generation. They also maintained tradition and you have been trained in basic martial art
constant readiness from outside threats, knowing one day an techniques. Your base AC is 11.
enemy would come to shatter their walls and lives in search
of domination.
Loran Monk
Medium humanoid (loran), lawful neutral
Armor Class 16
Hit Points 115 (21d8 + 21)
Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 13 (+1) 11 (+0) 14 (+2) 10 (+0)
Saving Throws The loran monk has advantage on
saving throws against enchantment spells
Skills Acrobatics +6, Insight +5, Perception +5
Damage Resistance cold
Senses darkvision 60 ft.; passive Perception 15
Languages Aquan, Common
Challenge 5 (1,800 XP)
Amphibious. The loran monk can breathe air and
water.
Evasion. If the loran monk is subjected to an effect
that allows it to make a Dexterity saving throw
to take only half damage, the loran monk instead
takes no damage if it succeeds on the saving throw,
and only half damage if it fails.
Actions
Multiattack. The loran monk makes three unarmed
strikes or three dart attacks.
Unarmed Strike. Melee Weapon Attack. +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
If the target is a creature, the target must succeed
on a DC 15 Constitution saving throw or be stunned until
the end of the loran monk’s next turn.

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Alexandre Crow (Order #30924513)


Magic Resistance. The scylla has advantage on saving throws
Scylla against spells and other magical effects.
Multi-Headed. While the scylla can see in all directions,
The scylla is one of the more nightmarish aberrations to and has advantage on Wisdom (Perception) checks,
blight the mortal world, horrifying creatures with the upper which applies to its passive Perception score. It also
body of a beautiful woman but a lower body of snapping wolf has advantage on saving throws against being blinded,
or serpent heads and writhing tentcles. Conflicting tales of deafened, stunned, and knocked unconscious.
her origins abound, from demonic flesh-crafting and arcane
experiments to a divine curse handed down by a vengeful Actions
deity. The most popular stories cast the first scylla as the Multiattack. The scylla can use its frightful presence. It then
monstrous spawn of a union between a mortal and a god. makes three slam or tentacle attacks. It may substitute a
Whatever the case, scyllas are fortunately quite rare, enough bite for one of those attacks. In humanoid form, it may
so that many consider them nothing more than tall tales told instead make three weapon attacks.
by sailors deep in their cups.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one grappled
Ship-Hunter. Scyllas dwell along major shipping lanes, often target. Hit: 27 (4d8 + 9) piercing damage, and 18 (4d8)
near coastlines, where they use their spells to lure entire ships necrotic damage, and the target can’t regain hit points
to their doom. The hideous monsters are intelligent creatures, until the end of its next turn.
though half-mad with hunger and self-loathing. They normally
do not use weapons, but when they do, they prefer to fight Tentacle. Melee Weapon Attack: +16 to hit, reach 15 ft., one
with light weapons wielded by their human-sized upper arms. target. Hit: 31 (4d10 + 9) bludgeoning damage, and the
However, they much prefer to keep their hands free to utilize target is grappled (escape DC 22). Until this grapple ends,
magic items like wands, staves, and other powerful devices. the target is restrained. The scylla has eight tentacles, each
of which can grapple one target.
Scylla Poisoned Dagger (humanoid form only). Melee or Ranged Weapon
Huge aberration, chaotic evil Attack: +16 to hit, reach 5 ft. or range 20/60 ft., one creature.
Hit: 11 (1d4+9) piercing damage, and 18 (4d8) poison
Armor Class 18 (natural armor) damage.
Hit Points 507 (35d12+280) Frightful Presence. Each creature of the scylla’s choice that is
Speed 30 ft., swim 50 ft. within 100 feet of the Scylla and aware of it must succeed
on a DC 21 Wisdom saving throw or become frightened for
STR DEX CON INT WIS CHA
1 minute. A creature can repeat the saving throw at the end
24 (+7) 29 (+9) 27 (+8) 16 (+3) 23 (+6) 22 (+6) of each of its turns, ending the effect on itself on a success.
Saving Throws Dex +16, Con +15, Cha +13 If a creature’s saving throw is successful or the effect ends
for it, the creature is immune to the scylla’s Frightful
Skills Acrobatics +16, Deception +20, Insight
Presence for the next 24 hours.
+13, Intimidation +13, Perception +13
Change Shape. The scylla magically polymorphs into
Damage Resistances fire; bludgeoning,
a Small or Medium female humanoid, or back
piercing, and slashing from nonmagical
into her true form. The scylla loses its bite and
attacks
tentacle attacks but can wield weapons or make
Condition Immunities charmed, prone slam attacks as appropriate for its form. Its
Senses truesight 60 ft., blindsight 200 ft., statistics are otherwise the same in each
passive Perception 28 form. Any equipment it is wearing or carrying
Languages Abyssal, Aquan, Common isn’t transformed. She reverts to her
true form if she dies.
Challenge 23 (62,000 XP)
Amphibious. The scylla can breathe Legendary Actions
water and air. The scylla can take 2 legendary actions,
Innate Spellcasting. The scylla’s choosing from the options below. Only
spellcasting ability is Wisdom one legendary action option can be used
(spell save DC 21). It can at a time and only at the end of another
innately cast the following creature’s turn. The scylla regains spent
spells, requiring no material
legendary actions at the start of its turn.
components:
Tentacle. The scylle makes one
At will: acid arrow, control water, fog attack with its tentacle.

cloud Bite (Costs 2 actions). The scylla
3/day each: dispel magic, major makes one attack with its bite.
image Spell (Costs 2 actions). The
Legendary Resistance (3/day). scylla uses one of its spells.
If the Scylla fails a saving
throw, it can choose to
succeed instead.

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Alexandre Crow (Order #30924513)

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