Locathah Rising (5e)

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The passage discusses a 5th edition D&D adventure called Locathah Rising that involves elemental forces threatening locathah communities and heroes rising up to defend their homes. The adventure is designed for 9th level characters.

The adventure is about a normally peaceful locathah species being pushed to open conflict as elemental forces threaten the safety of their communities. Heroes must rise from among the locathah to strike back against these threats and defend their homes and families.

The Sea of Fallen Stars is home to many creatures including sahuagin, sea elves, merfolk, and locathah. It connects the eastern and western sides of Faerûn and many nations along its shorelines maintain navies and trade fleets there.

LOCATHAH RISING

Extra Life 2019


by Christopher Lindsay

A SUCCESSFUL adventure is REALLY more about the


FRIENDS you make along the way, than it is the monsters
you slay while you PLAY!

A fifth edition D&D adventure for 9th level locathah characters.


Rules for creating locathah characters are contained herein.

Chase Higginbotham (Order #20859357)


Introduction Adjusting Encounters
This adventure contains advice for adjusting encounters
he Sea of Fallen Stars connects the based on the number of characters in the party. You
eastern and western sides of Faerûn. Many are empowered to modify the number of enemies in an
nations that border shorelines along its vast encounter and their hit point totals as you see fit. If you
expanse also maintain major navies and need to adjust the difficulty of an encounter during combat,
trade fleets. A plethora of creatures and you can alter hit point totals without the player characters
humanoid races typically found in the ocean ever knowing and have enemies retreat or reinforcements
depths live there, including sahuagin, sea arrive as needed.
elves, merfolk, and locathah.
This is a story about what happens when a normally
peaceful species is pushed to the point of open conflict. As
The Adventure Begins
elemental forces threaten the safety of the nearby locathah The adventure begins as the characters, a stalwart band
communities, heroes rise from among their number to of locathah, seek answers to the disturbance of wind and
strike back and defend their homes and families. wave so close to their homes.
Locathah Rising is a DUNGEONS & DRAGONS What they discover is a new risen node of elemental evil,
adventure designed for 9th-level characters. You can run pulsing with a power harvested by Gar Shatterkeel, an
this adventure for as few as three or as many as six players. interloping surface-dweller who has become a prophet of
Depending on your play style, this adventure may take Umberlee, the Queen of the Depths herself.
several game sessions to complete, but by its conclusion It’s up to these normally quiet fish-folk to seal a rift Gar
the characters should advance to 10th level. opened to draw power directly from the Elemental Plane of
Water and put an end to his machinations.

Running the Adventure Adventure Background


To run this adventure, you need the D&D fifth edition A few years ago, four elemental prophets led their
core rulebooks: the Player’s Handbook, Dungeon respective cults in a quasi-unified effort to rain
Master’s Guide, and Monster Manual. The Sword Coast unprecedented destruction down upon the Sword Coast.
Adventurer’s Guide is helpful but not necessary. The Gar Shatterkeel was one of these prophets. Dour and
Monster Manual contains stat blocks for most of the morose, Gar became the prophet of Olhydra, the elemental
creatures found in this adventure. All the necessary stat Princess of Evil Water, and the leader of the Crushing Wave
blocks are included there or in appendix A. cult. He was embittered by a life of suffering at the hands
When a creature’s name appears in bold type, that’s a of others: pirates killed his family when he was young, he
visual cue for you to look up the creature’s stat block in the was forced into servitude aboard a merchant ship, and then
Monster Manual, unless the adventure’s text instead refers another band of pirates left him to die on the open sea,
you to the monster appendix in this adventure. where he lost his arm to a shark. Gar saw the elemental
Spells and equipment mentioned in the adventure are power of water as the only thing of value in his life and
described in the Player’s Handbook. Magic items are gathered others who felt similarly.
described in the Dungeon Master’s Guide. Gar wielded the elemental weapon Drown, a magical
trident of great power, and his missing arm was replaced by
At various places, the adventure presents descriptive text an artificial limb in the shape of a crab’s claw. As the leader
that’s meant to be read or paraphrased aloud to the players. of Olhydra’s cult, he could channel her innate magic, which
inspired awe and fear in the other Crushing Wave cultists.
This read-aloud text is offset in boxes like this one. Boxed
Fortunately for the denizens of the Sword Coast, heroes
text is most commonly used to describe locations or present discovered the collective plots of the elemental prophets
bits of scripted dialogue. and put an end to their machinations, defeating each of
them in turn, and sending each prophet back to the evil
elemental being they revered and served.

Credits
Designer: Chris Lindsay Cover Illustrator: Shawn Wood
Developer: Shawn Merwin Interior Illustrators: Joachim Barrum, Eric Belisle,
Editor: Hannah Rose Filip Burburan, Aaron Hubrich, Raymond Swanland,
Cartographer: Dyson Logos Shawn Wood
Graphic Designer: Rich Lescouflair

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented
by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Chase Higginbotham (Order #20859357)


On the Elemental Plane of Water, Gar raged in protest.
Drown had been broken, and the Crushing Wave cult The Darkening
sundered. He faced Olhydra’s displeasure, expecting to At the beginning of the adventure, set the scene by reading
be destroyed by her wrath, and was astonished to awaken following boxed text aloud:
several years later, floating off the coast of Turmish in the
Sea of Fallen Stars. He gripped a trident in one hand,
though it was not Drown. For the last few moon cycles, a war has waged among those
Gar discovered that the ancient weapon had been gifted who dwell above the waves. The lands called Turmish and
to him by the sea goddess Umberlee who, in conjunction Thay are at war. This conflict has become so violent and
with Olhydra, managed to reinstate the prophet with strange that it’s even spread beneath the waves. Those
power even more formidable than he previously enjoyed.
from Thay summon foul undead beings to do their bidding,
The seas and the storms that raged above now heeded his
commands, and—free of the original compact made with and even launched an assault on the sea elf city of Myth
the other prophets—Gar could seek success unburdened by Nantar! Outrageous!
any past commitments. During these conflicts, each of you have assisted the
Gazing upon the trident, Gar looked for signs of the Turmish in driving these foul undead creatures away, and in
power that he felt surging within and was shocked when
this endeavor you have experienced both glorious successes
the trident spoke to him, “I am WAVE, and we are ONE!”
With Wave in his possession, Gar Shatterkeel discovered and dismal failures.
and unlocked a node of elemental power deep beneath Recently, the waters in a nearby area have grown swift
the waves, directly under the shipping lanes of those who and angry, and the skies above show no blue or beautiful
transport themselves and other valuables across the Sea bright light. Many ships from the surface have sunk in this
of Fallen Stars. There he opened a rift, drew on its power,
‘darkening’ and the coral has quickly grown to envelope the
and created a place where ships would be destroyed and
dragged beneath the waves. remains, so quickly as to no doubt be unnatural.
As ship after ship has been destroyed by wind and wave, The elders are worried, as the source of this strangeness
they have come to rest in close proximity to where Gar has remains unknown. The Turmish and Thayans are too busy
encouraged the preternatural growth of the coral and other with their conflicts to notice, and so it is up to you brave
such sea life to create his new lair. From his aquatic home,
heroes to travel into the darkening and discover what evil has
Gar Shatterkeel foments his plans to seek out and destroy
all who dare to cross these waters without paying the come to reside so near your shoals.
proper tribute to Umberlee and Olhydra.
Unfortunately for Gar, his newfound power has drawn
Whether you’re playing with the pregenerated characters or
the attention of wizards of both Turmish and Thay. More
your players have created locathah heroes of their own (see
fortunately for Gar, these two great nations are so embroiled
“Appendix B: Locathah Characters”), this is a great time for
in their own conflict with one another that neither has the
the players to introduce their characters and describe them
resources to devote to exploring this newly charted area of
to the group. Once they have completed their introductions,
danger. Instead, their ships choose to chart a course around
read or paraphrase the following boxed text:
the area, avoiding it altogether for the time being.
Who might stand against the might of the elemental
prophet? Perhaps new heroes will come to surface and seek
out the source of these calamities. Coming from a quiet race
of fish-folk, the locathah are indeed alarmed at the violent
turn the waves have taken so near their home. Even now,
champions rise from their ranks to seek answers and make
the Sea of Fallen Stars safe once more for their people.
This adventure includes the use of locathah as a playable
character race, presented here for your enjoyment.

Olhydra vs. Umberlee


While it’s clear that Olhydra is an evil entity, and Umberlee,
while destructive, isn’t always seen in an evil light, for the
purpose of this adventure the character of the sea god
Umberlee is biased toward her more evil aspect by the nature
of her “Chosen,” Gar Shatterkeel.
Gar is most definitely evil, and his plans target other
creatures and NPCs as victims in this scenario, despite the
fact that they’re also evil. Because of this, the NPCs who
come to understand the threat that Gar poses to them and
their interests see the characters as an opportunity to strike
back at their diabolical host, and will cooperate to the best
of their ability.

Chase Higginbotham (Order #20859357)


A group consisting of two sahuagin blademasters,
After swimming for half the day, you see the “darkening” up two sahugin deep divers, and a giant shark are circling
ahead. It’s difficult to see anything clearly within its borders, this area, giving the characters a wide berth. These
though you can vaguely make out the outline of a mountain creatures, which have darkvision, can see quite well into
the “darkening.” While their baron has ordered them to
of sunken ships resting on the sea floor, grown over with
investigate the area, they’re willing to wait and see what
coral. No other creatures can be seen within the darkness, happens if the characters attempt to go in first.
and the silence here is broken only by the turbulence of the If the characters manage to somehow spot the sahuagin
water around you. party, who do their best to remain at least one hundred
feet away from them, the sahuagin immediately attack.
Otherwise, they follow and watch from a distance, allowing
the characters to spring any potential traps or hazards.
To this end, the sahuagin are most likely to attack the
Exterior Features
characters just after the party enters combat with the
The presence of Gar Shatterkeel and the rift he opened undead in area 2.
(Umberlee’s Maw) have created an area in the ocean that
acts like a beacon for strong, irregular currents and bad
weather. Underwater, the effect manifests as a general Underwater Combat
darkness in an oddly specific area, surrounding the coral • When making a melee weapon attack, a creature that
mountain that encases the many sunken ships that recently doesn't have a swimming speed (either natural or granted
met an untimely demise. by magic) has disadvantage on the attack roll unless the
Current. The current here is strong and constantly shifting. weapon is a dagger, javelin, shortsword, spear, or trident.
This effectively makes the area around the exterior of the coral • A ranged weapon attack automatically misses a target
mountain difficult terrain, even if you have a swim speed. beyond the weapon's normal range. Even against a target
Light. There is almost no light here; the area is lightly within normal range, the attack roll has disadvantage unless
obscured. Without some kind of light source or darkvision, the weapon is a crossbow, a net, or a weapon that is thrown
all Wisdom (Perception) checks that rely on sight are made like a javelin (including a spear, trident, or dart).
at disadvantage, and the encounter distance is reduced to • Creatures and objects that are fully immersed in water have
10 feet (see “Unusual Environments” in chapter 5 of the resistance to fire damage.
Dungeon Master’s Guide). Assuming the players have locathah
characters, they’ll need to use some kind of magic to see
inside the area.

Locathah Rising | ©2019 Wizards of the Coast


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Chase Higginbotham (Order #20859357)


Umberlee’s Maw This ship served as a tender vessel, bringing supplies to
repair other warships as well as food, ale, medical supplies,
The coral mountain, comprised of recently sunken and ammunition.
ships covered by a crunchy coral shell, is referred to as The fresh foodstuffs, including fruits, vegetables, breads,
Umberlee’s Maw by Gar Shatterkeel. Normally this would and hardtack, have been destroyed by sea water. Heavily
include his followers as well, but at the moment they salted meats that have been cured are salvageable, as is
consist of a pair of sea lions that are drawn to the divine the ale, whose barrels are coated in a thick layer of tar to
power he possesses and the undead remains of those who keep water out. Additionally, there are twenty healer’s kits,
lost their lives when their ships sunk. closed in small iron boxes sealed with wax, 200 ballista
The only way to enter Umberlee’s Maw is through area 1. bolts, 1000 yards of sailcloth, 500 feet of uncut silk rope,
The coral mountain is otherwise sealed against intrusion. and four kegs of resin.
Two drowned blades and two drowned ascetics wait for
1. Caravel Emergent intruders toward the ship’s aft end on the lower deck of the
caravel. As soon as any of the characters makes their way
This ship was the last one to sink before Gar caused the
below deck, the undead attempt to ambush the party.
coral to grow up around the entire mass. As such, the
If the characters haven’t encountered the sahuagin lurking
forecastle protrudes from the coral, creating a passage in
outside the coral mountain, these creatures take this
and out of Umberlee’s Maw.
opportunity, joining the battle at the end of the the second
round in the hopes of overwhelming the party. The giant
The top deck of this protruding ship is completely exposed shark is too big to get into the lower decks, and so may be
to the ravages of the open sea, though it tilts at a precarious excluded from this combat if the entire party is below.
forty-five degrees, with the aft end sunk deep into the
surrounding coral. The masts have been completely torn off
the ship.

There are three different ways to descend into the coral


structure from this point. There is a gaping hole in the hull
of the caravel at the fore that leads directly into the lower
deck, and from there into Umberlee’s Maw.
The characters can pass through the doors that would
normally lead to the captain’s cabin aft, to discover that the
floor has collapsed there leaving a crude set of stairs as well
as a gaping hole to swim through, also to the lower deck.
Lastly, the characters can attempt to smash their way
through the metal grate affixed to the floor of the upper
deck (AC 19, 27 hit points, and immunity to poison and
psychic damage) that also leads directly to the lower deck.
It hasn’t been here long, so it has only just begun to corrode.
There are four padlocks keeping the grate bolted down.
Each grate can be opened with a successful DC 15 Dexterity
check using thieves’ tools. Three of the four must be
unlocked in order to open the grate wide enough
for the characters to pass through.
Lastly, a character with a crowbar can
attempt to pry the grate open with a
successful DC 20 Strength (Athletics)
check. If multiple characters have
crowbars, and want to work together,
then one of them can make a single
check at advantage, representing
their combined efforts.

2. What Is Dead May Never Die


As the characters descend into the lower decks of this ship,
read or paraphrase the following boxed text:

As you proceed belowdecks, it becomes much easier to


swim as the hull protects you from the the strong currents
outside. Many boxes and barrels are present here, somewhat
waterlogged but largely intact.

Chase Higginbotham (Order #20859357)


Locathah Rising | ©2019 Wizards of the Coast
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Chase Higginbotham (Order #20859357)


Interior Features 4. Tortle in Torpor
This area has the following features. As the characters approach this ship, read or paraphrase
Current. The water here is still, though it slowly filters the following boxed text:
through the coral that encompasses this area.
Light. There is no light here; the area that is heavily
obscured. Characters without some kind of magical light The coral creates a passageway here that leads directly
or darkvision are considered blind. The encounter distance to another sunken ship which is nearly enveloped by the
is reduced to 10 feet in these instances (see “Unusual
Environments” in chapter 5 of the Dungeon Master’s Guide). surrounding coral. About five feet from the sandy ocean floor
For characters with a magical light source or darkvision, the there’s a sizeable hole, about fifteen feet in diameter, in its
water is considered to be clear. hull. A faint green light emanates from somewhere inside the
Sea Floor. The sea floor here is compacted sand with
lower decks of the ship.
some small stone outcroppings, though none big enough
to stand on.
Ceiling Height. The ceiling of the coral mountain is The area inside the green glow is teeming with life. As the
approximately 50 feet above the sandy ocean floor. characters approach the opening, read or paraphrase the
Inside the ships that are part of the coral mountain, the
following boxed text:
ceilings are 8 feet high.

Within the lighted area, there is life in abundance. Starfish of


3. The Boneyard all shades grow on the coral, in the opening, and inside the
hull of the ship. Tiny fish that flash silver and green swim in
As the characters emerge into this area, read or paraphrase
the following boxed text: schools, and algae, seaweed and other underwater plants
grow in abundance, all lit by the soft green glow.

This area extends well beyond where you can see, stretching
into the darkness. Thousands of humanoid corpses If any character peers directly into the hole, read or
paraphrase the following boxed text:
(humans, elves, dwarves, halflings, gnomes, and the odd
half-orc) are neatly arranged in lines along the sea floor
beneath the ceiling of the coral mountain, in some kind of The source of the green light quickly becomes apparent. About
macabre underwater morgue. Most of them are dressed in ten feet from the aft of the lower deck, a large turtle, its head
uniforms common among surface-dwellers traveling at sea. and limbs pulled in, floats in the middle of the rear cabin. The
green light emanates directly from the creature’s shell.

For the most part, the corpses are unmarred. Some bear
the odd bump, bruise, or scrape, but it’s obvious that wasn’t This is Amble, a tortle druid who sought passage on this
the source of their demise. A successful DC 12 Wisdom ship, and was on board when it sank. Amble was traveling
(Medicine) check allows a character to recognize that these to Turmish on the Sea of Fallen Stars, as they had heard
sailors died by drowning. of the war with Thay. Detesting undead and necromancy,
Amble wants to help fight the Thayans in any way they can.
Development Due to their extremely strong connection with the
When he arrived, Gar Shatterkeel arranged the corpses
Feywild, Amble was able to enter a protected state of
into orderly lines, so that he might prepare them for
suspended animation as the ship sunk, protecting them
transition into one of the living dead. He completed a ritual
from drowning.
using a small amount of blood he had obtained from a
The undead will not willingly approach this ship, repelled
kraken, animating a handful of these creatures.
by the power emanating from Amble, and Gar has yet to
Since then, he’s managed to dupe a pair of kraken priests
explore this passage inside the coral mountain.
into bringing a young kraken into the coral mountain,
At the moment, Amble is waiting for someone to wake
where they might “nurture it into maturity in relative
them up. Any good-aligned character who touches the
seclusion.” Gar’s intent, of course, is to use the blood from
tortle will wake them. When this occurs, Amble is
the young creature in a much larger ritual, to animate what
momentarily confused, and then gathering their wits, casts
will certainly be a terrifying army of undead to assault the
water breathing on themself.
coastline of the Sea of Fallen Stars.
Assuming the characters don’t act with hostility, Amble
Treasure. If all of the corpses are thoroughly searched,
is very interested in hearing what the characters are doing.
they have a combined stash of 250 gp and 500 sp.
Amble can be a powerful ally for the party, though the
Additionally, there are 1d10 pearls (worth 25 gp each)
tortle’s vow to never harm humanoids is not negotiable.
that adorn various earrings, necklaces, and the odd belly-
Amble doesn’t necessarily expect others to follow this rule,
button piercing.
but will encourage them to do so nonetheless.

Locathah Rising | ©2019 Wizards of the Coast


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Chase Higginbotham (Order #20859357)


This area is occupied by three drowned ascetics. As they
Roleplaying Amble don’t have anything to do until they receive orders from the
Amble speaks with a slow, deep resonance, and their head drowned master, or directly from Gar Shatterkeel, they all
slowly gyrates when they get excited or want to make a point,. lay inert in a bunk, covered with a pile of blankets—a force
The tortle has a gentle demeanor and loves to experience
of habit from before they were undead.
unfamiliar cultures that are peaceful. As a druid, Amble reveres
both Selune and Eldath, and has a marked fondness for the
It may not immediately be obvious that these creatures
Seldarine as well. It is important to note that as a tortle, Amble are in the cabin. Any character with a passive Wisdom
doesn’t self-identify as either male or female. They are a (Perception) of 15 or higher, or a character who succeeds on
member of the Circle of Dreams and has laid several clutches a DC 15 Wisdom (Perception) check prior to entering will
of eggs while traveling the Feywild. notice them. Otherwise, the characters may not recognize
Amble’s Rule. The tortle will never attack a beast or the threat until they’ve disturbed the creatures by making
humanoid with the intent to damage them. If such a creature noise or by pulling back the blankets under which they lay.
is hostile, Amble will use magic to restrain them, and has a Characters who are aware of the undead, or that want to
plethora of spells with which to accomplish this. Amble has remain undetected in general, must succeed on a DC 13
no such restrictions with regard to hostile creatures of other Dexterity (Stealth) check upon entering the cabin, to avoid
types (undead, fiends, constructs, monstrosities, aberrations, “waking” the drowned ascetics. If the creatures are alerted,
etc.), and will fight to destroy them.
they attack immediately. Otherwise, the characters can
proceed through this area without conflict, assuming they
don’t search the bunks or move the blankets.
5. Ravenous Rabble The creatures were sailors when they were alive, so they
are dressed in the uniforms commonly worn by sailors in
When the characters can see this area, read or paraphrase the Turmish navy. Since they died suddenly from drowning,
the following boxed text: their clothing is only slightly worn from exposure to the
briny depths.
Any conflict in this area will also attract the attention of
The coral here glows with a light of its own. Red, orange,
the drowned undead in area 7, who join the fight at the end
yellow, green, blue, indigo, and violet are all present in great of the second round.
swathes across the walls and ceiling here.
The chamber spans fifty feet across from the southwest 7. The Master
(where you are) to the northeast, where you can see the Unless the characters punch a hole in the hull of this
wreckage of a massive ship that split in two when it was ship (possible, but unlikely), the only way into this area is
pulled beneath the waves. through the door in area 6. When the characters can see
this area, read or paraphrase the following boxed text:
The chamber is twice as long in the opposite direction,
and the walls of both sides are split by holes that lead into
adjoining chambers in the northwest and southeast. The interior of this ship’s hold has been converted into a
war room. Water-resistant nautical maps, crafted with the
treated hide of some aquatic creature, and detailing sections
Nestled into the cracks of the coral throughout this
chamber are four sahuagin hatchling swarms. Characters of the coastline in the Sea of Fallen Stars, have been pinned
with a passive Wisdom (Perception) of 15 or higher spot on one wall. Two creatures float upright, peering intently at
tiny movements hidden deep within the walls. the maps. While both are roughly humanoid, one of these
Likewise, characters who succeed on an active DC 15 creatures is completely encrusted in barnacles. The other
Wisdom (Perception) check as they enter the chamber will
creature’s legs have split into shadowy tentacles, and it
also spot the movements. Let the players make this check if
they wish, but don’t prompt them to do so. emanates a menacing inky aura.
Otherwise, the characters are surprised as the sahuagin
hatchling swarms attack when they enter the chamber. The creatures, respectively, are one drowned assassin and
one drowned master. Communicating with one another
6. Awaiting the Master’s Orders wordlessly through the link created by the drowned master,
If any of the characters peer through the hole in the hull of they are planning their departure from Umberlee’s Maw,
this ship, read or paraphrase the following boxed text: once enough drowned have been created to pose a serious
threat to settlements along the coastline. Until then, they
await the command of their master, Gar Shatterkeel. The
The inside of this cabin is fitted with hammock-style bunks drowned master holds a short, slender metal wand in one
affixed to the interior hull of the ship. Each hammock is a hand and uses it to make marks on the maps on the wall.
web of ropes and knot-work, lined with canvas. Nearby, there Entering this area immediately draws the attention of
are several footlockers that have been broken open, their both creatures, who attack immediately. If the characters
managed to pass through area 6 without alerting the
contents strewn about the floor of the cabin.
drowned ascetics therein, any conflict in this area will
“wake” them. They join combat after two rounds have
passed.

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Chase Higginbotham (Order #20859357)


Development
Any character who takes a minute or more to study the
maps on the wall, and who makes a successful DC 13
Intelligence (Investigation) check, determines that they
show detailed plans for a massive assault on key locations
along the Turmish coastline. A character who exceeds the
DC by 5 or more can tell from the strange markings and
notes along the edges of the maps that someone intends to
use the blood of a kraken to animate the legion of corpses
inside the coral mountain.

8. Kraken Kibble
This half of the broken vessel is more accessible, so
the characters can easily peer into this section as they
approach. As the characters get close enough to see into
this area, read or paraphrase the following boxed text:

This half of the broken ship is wide open. Lines with large
hooks hang from the top of the inside, stretched from floor
to ceiling and secured at either end. Large dead fish are
impaled on many of these hooks.

At this end of the broken ship, the kraken priests that dwell
nearby have stored food and supplies for themselves, as
well as the young kraken that is their charge. They dutifully
maintain the stores here while they work to carve a
passage through the coral, which is turning out to be more
difficult than originally thought. The intent is to have ready
access to and from these chambers for the young kraken
so it can exit and enter at will something it hasn’t been
able to do, as the creature has grown much larger than the
opening currently available.
Unbeknownst to the kraken priests, part of Gar’s plan is
to keep them enclosed until he can perform his grand ritual
and sacrifice the kraken to animate his undead army.
Trap. There are two ballistae traps hidden behind the fish
in the back of this chamber. Thin tripwires have been strung 9. Quarters of the Kraken Priests
up throughout the area, with the intent of protecting the
stores from the nearby undead creatures that are sometimes Fhenimore and Whymsee are two kraken priests working
attracted to any freshly caught fish. When entering the really hard to raise a young kraken.
area, any character with a passive Wisdom (Perception) of Previously Thayan slaves, these two tough-as-nails
at least 15, or a character that makes a successful DC 15 women fled Thay after discovering they were both intended
Intelligence (Investigation) check, notices the tripwires, and for execution and summary transformation into undead
can avoid them. Failure means the trap is sprung. warriors in the dreaded Thayan army. On their way out of
The tripwires spring the trap, but the kraken priests in Thay, they were forced to take refuge on a broken-down
the chamber nearby also have hidden triggers that allow skiff that drifted far out into the Sea of Fallen Stars. Both
them to fire both ballistae once from their side. Fhenimore and Whymsee preferred death to becoming the
immortal undead servitors of their wicked masters.
In their last weary moments, an aged kraken rose to
Ballistae Trap the surface nearby, and spoke to them telepathically. The
Simple trap (level 5–10, dangerous threat) creature was actually on its final swim: a group of powerful
Trigger. A creature that walks or swims through the tripwires adventurers sought it out for its treasure, and though they
triggers the trap. failed to slay the kraken, it was so badly wounded in the
Effect. The trap makes two attacks, one against the fight that the rest of the sea life around it began to strike at
triggering creature, and one against another creature within
it, taking advantage of its greatly weakened state.
ten feet of the triggering creature.
Just before passing away, though, it transformed
Ballistae Trap. Ranged Weapon Attack: +8 to hit, range
120/480 ft., one or two targets. Hit: 16 (3d10) piercing Fhenimore and Whymsee into kraken priests so they could
damage plus 9 (2d8) poison damage, and the target must protect its only offspring. Thankful for another chance at
succeed on a DC 12 Constitution saving throw or contract some kind of life, the two have embarked on this mission
bluerot (see the “Bluerot” sidebar). This attack can’t gain with great enthusiasm and have spent the last ten years
advantage or disadvantage. looking for a place where they might protect the young titan
from the world, so that it might grow in power.

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10. The Kraken
As the characters approach this area, read or paraphrase
the following boxed text:

The coral in this area is equally as beautiful as what you’ve


seen elsewhere. The space opens up, rising about a hundred
feet up to the coral ceiling above. Bits and pieces of coral lay
scattered about the floor of this chamber, apparently broken
off from the surrounding walls and ceiling.

Assuming Fhenimore and Whymsee were alerted to the


characters’ presence, they’re in this chamber when the
party approaches. When the characters move into the
space between areas 8 and 9, Fhenimore speaks aloud to
them, asking them to halt and turn around. She is strangely
audible underwater.
Unless convinced otherwise, Fhenimore and Whymsee
do their absolute best to keep from showing themselves,
and remain protective of the area. If the characters want to
proceed into area 10 without angering the kraken priests,
they must succeed on DC 15 Charisma (Persuasion) check
and promise not to harm Fhenimore and Whymsee, or any
other creature in their care.

Fhenimore is a tall, lanky human woman with a too- Roleplaying Fhenimore & Whymsee
wide mouth filled with rows and rows of sharp teeth, If the characters stop and talk, Fhenimore and Whymsee will
like a shark. To accommodate her life underwater, be evasive at first, only telling the characters who they’ve
Fhenimore’s hands and feet are both webbed and, like a just recently made their home here. When they noticed the
shark, she has an angular dorsal fin that protrudes from mountain of coral, it seemed like a great opportunity. If
the middle of her back. pressed, they’ll warn the characters about the more powerful
Whymsee is a shorter woman with broad shoulders. undead further into the mountain, and let them know that the
master of the mountain also resides that way. They’ll tell the
Her legs have been replaced with tentacles, and her upper
characters his name is Gar Shatterkeel, and that he’s a very
torso is covered in some kind of tough, conical shell. When
powerful ocean dweller with a magical trident. That’s pretty
startled, she can tuck in her head and pull her tentacles up much all they know. That, and he was oddly welcoming, but
into the shell protectively, like a strange hermit crab. they didn’t want to question their luck.
When the characters peer into these chambers, read or
paraphrase the following boxed text:
Otherwise, as the characters pass between (or into) areas
8 and 9, one of the kraken priests triggers the ballistae
Past a dense curtain of sea shells that have been strung up
trap, firing both siege weapons simultaneously, while the
to act as a kind of doorway, the area has been modified to other casts Evard’s blank tentacles, effectively blocking off
provide comfortable accommodations. the entrance to area 10. On the following round, the other
Two hammocks are strung across the back of the kraken priest will also cast Evard’s black tentacles, and
chamber to serve as underwater beds, and a variety of the two of them will proceed to do whatever they can (such
as casting command) to keep the characters caught up in
hooks have been driven into the walls with netting attached
those spell areas.
to serve as shelving. Once the characters emerge from those areas, or manage
to remove the spells altogether, the kraken priests cast
Caught up in the netting of the “shelves,” there are all lightning bolt and then move to use their thunderous touch
manner of odds and ends that might have been salvaged attack, as they have no choice but to engage in melee combat.
from the nearby sunken ships. Feel free to roll on the When both kraken priests have been reduced to half
trinket table in the Player’s Handbook to populate these their hit points, they call for the young kraken to attack the
chamber with two to three dozen oddities, or make them characters. Likewise, if one or more of the kraken priests
up to suit your own campaign. falls in combat, the creature emerges from its enclosure in
Unless the characters found a way to silently dispatch the the rear of the chamber to assault the party.
sahuagin hatchling swarms, Fhenimore and Whymsee are Treasure. The remnants of the parent kraken’s
aware of the party’s presence and have prepared to surprise possessions are piled up near the back corner of this
them. While the characters are in combat, they retreat from chamber. The treasure fills and spills out of a pair of large
this chamber into area 10 and take refuge behind a coral chests that lay open so the young kraken could take stock
outcropping. at its whim.

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The combined coins include 50 pp, 1,000 gp, 1,200 sp,
and 1,800 cp. There are also ten large pearls (worth 50
gp each), and a pair of platinum chalices with intricately The coral walls of this chamber shimmer with a light of their
carved images of small fish swimming through a seaweed own, beautifully cultivated into whirls, peaks, and valleys that
forest (worth 500 gp for the set). resemble the open sea raging at the peak of a violent storm.
Lastly, there is a periapt of wound closure and a gem of On the far wall, directly opposite the entrance, a coral altar
seeing amidst the rest of the hoard.
emerges from the coral as if it grew there naturally. Likewise,
11. Olhydra’s Canal a strange, upright X-shaped symbol, linked by a line across
When the characters look into the wreckage of this small the bottom, has grown naturally from the altar’s front-facing
ship, read or paraphrase the following boxed text: surface. A pair of ornate helms rest on the altar.
A male humanoid with aqua skin, large black eyes, and
gauzy robes stands in front of the altar. He makes stabbing
You see gently sloping sand, leading up the length of this
motions with his hands, apparently arguing with nobody as
sunken vessel to a larger breach in the front of its hull.
he peers directly into the face of one of the empty ornate
Beyond, another sandy passage lined with barnacled walls
helms on the altar.
continues to slope up and out of sight.

This is Shoalar Quaderil, who was reincarnated by Gar to


Unlike other sunken ships embedded in the coral nearby,
serve him in his new mission.
this one has been cleared completely of debris, forming
Once jovial and quick to laugh, Shoalar has grown quiet,
a seemingly easy path forward. Unfortunately, it’s a trap.
bitter, and apprehensive. He doesn’t understand how Gar
While there are no outward signs for characters to notice
can serve both Olhydra and Umberlee, and has developed an
that might give this fact away, a detect magic spell will
extreme mistrust of his morose benefactor. Because of this,
reveal that this area has a strong aura of both abjuration
it wouldn’t take a great deal of effort to talk Shoalar down.
and evocation magic.
Any character who succeeds on a DC 13 Charisma
Trap. When a character crosses the threshold of the
(Intimidation) check can get Shoalar to not immediately
bulkhead between the back and the front of the ship, the
attack the party. Likewise, a successful DC 15 Charisma
trap is triggered. When that occurs, refer to the “Olhydra’s
(Persuasion) check will prompt the water genasi will
Gambit” sidebar. Dispel magic, successfully cast against a
tell the characters that he recently returned to life at the
6th level spell, suppresses this trap for 1 minute.
behest of his lord, Gar Shatterkeel. Shoalar can impart the
following information to the characters:
Olhydra’s Gambit • Gar once served as the elemental prophet of the elder
Tendrils of water surge from the hull of the ship, attempting elemental being known as Olhydra.
to seize intruders. Any creature inside the ship must succeed
• In Gar’s former career, he recruited Shoalar to help
on a DC 15 Strength saving throw or become grappled and
construct a temple and recruit other cultists.
pulled to the closest wall inside the vessel, where they are
restrained. • Adventurers found them, destroyed their sanctuary, and
• Restrained characters can use an action on their turn slew both of them. Shoalar doesn’t understand how Gar
to make either a DC 15 Strength (Athletics) check or a is alive again, but he is thankful for the second chance.
Dexterity (Acrobatics) check to escape the grapple. • Shoalar knows that Gar plans to use the blood of the
• Unrestrained characters in the area must save against this kraken to create an army of undead.
effect at the beginning of their turn each round. • Since returning to life, it has become clear to Shoalar
As the characters are being grappled, a freezing fog fills the
that Gar’s obeisance to Umberlee prevents him from truly
inside of the ship. Creatures and objects within or beyond the
serving Olhydra, and this has caused a rift between them.
fog are heavily obscured. A creature that enters the freezing
cloud for the first time on a turn or starts its turn there takes • Shoalar truly believes that it’s his mission to depose Gar,
10 (3d6) cold damage, and its speed is reduced by 10 feet. but knows he doesn’t have the strength to accomplish this
Last, but certainly not least, the openings at either end of on his own.
the area ice over, and must be broken before characters can If the characters are not hostile toward Shoalar, and
either enter or exit the area. Both icy barriers have AC 12, 30 express a desire to help him in this mission, the devotee of
hit points each, vulnerability to fire damage, and immunity to Olhydra will gladly join them.
poison and psychic damage.
If at any point the characters attack Shoalar, or if they say
something to make him believe they cannot be allies, he
will attack them. If this occurs, the two helms on the altar
12. Shrine to Olhydra will rise up as a pair of water elemental myrmidons and
assist Shoalar in fighting the characters.
When the characters enter or look into this area, read or Shoalar is already under the effect of the mage armor
paraphrase the following boxed text: spell when the characters arrive. He begins combat by

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casting lightning bolt, affecting as many characters as Gar’s power has grown by no small measure since he last
possible. He’s likely to follow up with watery sphere to encountered adventurers. Though he remains sullen and
restrain troublesome characters so the water elemental morose, he simultaneously projects an air of strength and
myrmidons can attack while they’re restrained. confidence.
Treasure. Shoalar possesses a bowl of commanding With the exception of anyone under the effect of a
water elementals. If the characters defeat him, they’ll find it nondetection spell, Gar is aware of every inhabitant within
on his person. If they befriend him, he’ll offer it to them as the coral mountain and has been tracking the characters’
assistance in the fight to come. progress through his domain. While he doesn’t know
precisely what they’ve accomplished, outside of any
13. Umberlee’s Chosen creatures they might have killed or destroyed, he is ready
Accompanied by two sea lion (monstrosities) that he for their arrival.
keeps as pets, Gar Shatterkeel resides in this underwater After everyone has entered the chamber, Gar
cave while he contemplates his next move and communes surreptitiously (but rapidly) grows the coral over the
with Umberlee. entrance, blocking them in. If anyone is hesitant to enter,
When the characters enter the chamber, read or he’ll beckon for them to come forward, asking them to
paraphrase the following boxed text: converse with him. In this regard, his demeanor is regal,
but gracious and non-hostile.

Seated on a rough throne made of an odd arrangement of


“Please. Come forward that we might speak in a more
coral, bones, and barnacles, is a man whose right arm has
companionable manner.”
been replaced entirely with a large metal claw, much like a
With that, the man gestures with his left hand and the coral
crab’s.
in the chamber grows a seat for each of you to perch upon,
His body is covered with clusters of barnacles, and in his
should you so desire.
left hand he idly grasps the haft of an exquisite trident,
“It has been too long since I’ve had a good conversation.
engraved with images of waves, shells, and sea creatures. On
Though your arrival is unexpected, your presence is much
either side of the throne sit two massive creatures that are a
desired nonetheless. How can I help you?”
strange hybrid of both fish and lion. They snarl in unison.

If the characters are peaceful and speak with Gar, he’s


happy to hear them out, listening intently, with no show of
defensiveness or remorse for any accusations they might
direct his way. Nor does he offer an apology or reparations
for damages they might describe.
When they’re done speaking, Gar will explain his newly
found devotion to Umberlee, including his “resurrection”
and newly discovered purpose. He’ll even tell the
characters what he plans to do, and how he plans to do it.
While Gar doesn’t gloat, he will speak of his intentions as
though his success is inevitable.
• Once Gar has completely described his plans, he thanks
the characters for listening to him, and disappears from
the chamber.
• If at any point the characters act in a manner unbecoming
to a peaceful conversation (cast a spell, move to attack,
attempt to circle to his flank or behind him, etc.) Gar
sighs, and disappears from the chamber.
In both instances, Gar teleports using the coral as a
means of transport, similar to the tree stride spell. He
casts no spell to do this, so counterspell cannot be used to
prevent his departure.

The Final Countdown


At this point it is extremely important that you keep track of
how many rounds it takes the characters to complete this
combat, and exit the chamber. While they’re in combat here,
Gar has proceeded to the final encounter that begins with his
assault on the kraken priests. See below for more details.

When Gar leaves this area, the sea lion (monstrosities)


attack the characters, and the entire room is flooded with
magic that acts like an entangle spell of massive proportions.

Chase Higginbotham (Order #20859357)


Each round the characters are in the room, the coral
attempts to grow up and around them, forcing them to Killing Fhenimore and Whymsee
make a DC 18 Strength saving throw or be restrained. Round 1. Not suspecting treachery, the kraken priests aren’t
A character who is restrained by the coral can use their prepared when Gar casts charm person as a 2nd level spell,
charming them both.
action to make a DC 18 Strength (Athletics) check or
Round 2. Gar and the two priests swim to area 6, outside
Dexterity (Acrobatics) check to free themselves. The sea
the range of the young kraken’s telepathy.
lions are immune to this effect. Round 3 (and 4). If the drowned ascetics are still in area 6,
A character who successfully casts dispel magic against a they attack the kraken priests. If the characters destroyed the
6th level spell suppresses this effect for 1 minute. drowned ascetics in this area, Gar will require an additional
To leave this chamber, the characters will have to cut round to slay both in melee combat using his claw and Wave.
their way out or move through the coral blocking the Round 4. Gar swims back.
entrance. The coral covering the entrance has has AC 15, Round 5. Upon returning to the young kraken, Gar casts
40 hit points, immunity to psychic and poison damage, and charm monster on the creature. It fails its saving throw and
resistance to piercing and slashing damage. believes Gar to be a friend.
It’s possible to push through the coral, but doing so Round 6. Gar surprises the kraken, hitting it twice with Wave
requires a successful DC 18 Dexterity saving throw. A before the creature can react, and achieving a critical hit both
creature who fails this saving throw takes 7d8 slashing times. The kraken is slain, and Gar begins the process of
drawing blood from the creature, storing it in massive five-
damage, or half as much on a success. The wall is 5 feet
gallon bladders he brought along for this purpose.
thick and every 1 foot costs 5 feet of movement. Characters
stuck in the wall are considered restrained until they push
through, and are required to make the above Dexterity Allies. In this scenario, the characters have befriended
saving throw on their turn each round. the kraken priests, learned of Gar’s plans from either
the map in area 7 or from Shoalar Quaderil, and have
The Final Countdown convinced the kraken priests that Gar means to kill their
charge. Fhenimore and Whymsee are on alert when Gar
Now is the time for the characters, and any allies they’ve
arrives, and things play out very differently. In this instance,
managed to acquire, to face off against Gar Shatterkeel
Gar’s plans unfold as shown in the “Fighting Fhenimore
and his drowned minions. Time is of the essence and
and Whymsee” sidebar.
events progress while the characters are attempting to
free themselves from area 13, so it’s best to keep track of
the number of rounds it takes for the characters to break Fighting Fhenimore and Whymsee
through the coral and find their way back to area 5 to Round 1. Gar activates the cube of force function on
confront Gar. It might take them a few rounds to find out Wave, so that living creatures may not harm approach him.
where he is, as he gave no indication as to where he was Fhenimore and Whymsee will both cast lightning bolt on Gar,
going when he disappeared. who will succeed at on only one saving throw only, but then
use his Llegendary Rresistance feature to save on the other.
Amble Gar takes 28 hit points lightning damage.
Round 2. Gar casts conjure animals as a 7th level spell,
If Amble has joined the characters, the tortle remains a summoning six swarms of quippers and directing them to
steadfast ally in the fight to come. Amble will focus any slay and consume the kraken priests.
attacks on the drowned, leaving Gar to the characters. If Rounds 3 and 4. The kraken priests are consumed by the
things get tough, Amble can also act as a backup healer for swarms while Gar uses Umberlee’s Wake on the young
the party. Note that dealing damage to Gar does not break kraken (who fails its saving throw) before charging to attack
Amble’s rule, as the tortle believes that Gar is some kind of with Wave as a legendary action. Gar will hit with a critical
aberrant being. Because of this, Amble will not intercede hit, reducing the creature to 91 hit points. Gar then takes 17
when the characters attack Gar. bludgeoning damage from the kraken (reducing him to 99 hit
points) and is grappled.
Fhenimore and Whymsee Round 5. Gar casts freedom of movement, escaping the
grapple, and then uses a legendary action to attack the
While they’ve been voted “most likely to die before the creature. He will score a critical hit, slaying the kraken.
characters even show up,” the manner of their demise may Round 6. Gar casts heal on himself, bringing him back to
depend on whether the characters managed to befriend his hit point maximum, and begins the process of drawing
them. Below are a number of possibilities. blood from the kraken, storing it in massive five-gallon
Not Allies. Perhaps the characters killed Fhenimore and bladders he brought along for this purpose.
Whymsee without being consumed by the young kraken,
or the characters failed to negotiate with them and were
driven from the area, or the characters simply never visited Shoalar Quadril-Ally. If the characters met Shoalar and
this area of the coral mountain. allied with the devotee of Olhydra, Shoalar accompanies
This scenario also works even if the characters did them from his lair to area 13, bringing the two water
befriend the kraken priests, but never learned of Gar’s plan elemental myrmidons with him. This makes the fight in
to use the kraken’s blood—or if they did learn his plan, but that area easier and may allow the characters to interrupt
never told Fhenimore and Whymsee about it. Gar in the actions described above.
Regardless of the reason, the kraken priests are not Otherwise, if Shoalar is dead or simply hasn’t
alarmed or on guard when Gar Shatterkeel arrives. In encountered the characters, neither he nor his elementals
this instance, Gar’s plans unfold as shown in the “Killing will be present at this fight.
Fhenimore and Whymsee” sidebar.

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Fighting Gar Shatterkeel unless dispelled (it counds as a 6th level spell), and doesn’t
require Gar to maintain concentration. Gar Shatterkeel and
Whatever the opposition looks like, and regardless of which any creatures he designates are immune to this effect.
allies they bring with them, when the characters encounter • Up to five corpses that Gar can see within 60 feet rise up as
Gar Shatterkeel they’re in for the fight of their lives. drowned blades and attack anyone Gar directs them to on
Each round after the young kraken is slain, Gar can his turn.
harvest five gallons of blood from the creature. It takes
another two rounds for him to switch from a full bladder
to an empty one, so for twenty bladders it will take Gar a
total of 60 rounds (6 minutes) to complete his work with
Development
Win or lose, this is a tough encounter, one that the
the kraken’s corpse. He’ll only need ten bladders of blood to
characters may very well be forced to flee from. If the
animate the corpses present in the coral mountain, but he
characters do run from Gar, he completes the ritual to
hopes to perform the ritual again at a later date.
animate an army of the drowned, fortifies his position at
The state they find Gar in, as well as what resources
the coral mountain further, and begins a campaign of terror
he has to fight them with, depends largely on when the
across the coastal settlements of the Sea of Fallen Stars.
characters arrive and who their allies are (or were). In
Gar is aware of Thay’s power with regards to the undead,
any case, it’s safe to say that Gar will open combat with
so he isn’t so foolish as to challenge them with this army.
his Umberlee’s Wake ability, catching as many characters
Though, he might be open to an alliance with the Red
and allies in its massive area as he can. In addition to the
Wizards that could benefit them both.
impressive assortment of powers and abilities listed in
It is possible, however, to defeat Gar Shatterkeel. As
his stat block, Gar can employ lair actions (see the “Lair
noted in his stat block, when Gar drops to 0 hit points
Actions” sidebar) while he’s within the coral mountain.
his body collapses into a pool of inky water that rapidly
disperses. Except for Wave and his claw, anything he was
Lair Actions wearing or carrying is left behind.
On initiative count 20 (losing initiative ties), Gar Shatterkeel If this happens, the characters are victorious! They
takes a lair action to cause one of the following effects; Gar could, with no small amount of cleanup, to turn the coral
can’t use the same effect two rounds in a row. mountain into a beautifully misshapen but habitable home
• Gar may teleport anywhere within the coral mountain, for many locathah who have been displaced by recent
bringing up to five willing creatures with him. attacks and other conflicts.
• The coral in a 60-foot radius grows rapidly around creatures Accomplishing this would not only cement the characters’
inside the coral mountain. Each creature must succeed status as heroes, but elevate them to a position of prestige
on a DC 18 Strength saving throw or become restrained. as potential future leaders of the locathah tribes. The
Restrained creatures can take an action on their turn to
details of their acclaim are up to you, though it is entirely
make a DC 18 Strength (Athletics) or Dexterity (Acrobatics)
check to free themselves. This effect lasts for 1 minute possible—even likely even—that Gar will someday return to
take his revenge.

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Appendix A: Creature Statistics
This appendix details creatures that are encountered in
this adventure.

Amble Actions
Medium humanoid (tortle), neutral good Change Shape (2/Day). Amble magically polymorphs into a
beast with a challenge rating of 1 or less, and can remain in this
Armor Class 18 (natural armor, ring of protection) form for up to 6 hours. Amble’s equipment melds with their
Hit Points 90 (12d8 + 36) new form. Amble reverts to their true form if they die or fall
Speed 30 ft. unconscious. Amble can revert to their true form using a bonus
action on their turn.
STR DEX CON INT WIS CHA Amble’s game statistics are replaced by the statistics of
14 (+2) 10 (+0) 16 (+3) 10 (+0) 18 (+4) 14 (+2) the beast, but they retain their alignment, personality, and
Intelligence, Wisdom, and Charisma scores. Amble also retains
Saving Throws Str +3, Dex +1, Con +4, Int +5, Wis +9, Cha +3 all their skill and saving throw proficiencies, in addition to
Skills Animal Handling +8, Insight +8, Medicine +8, Perception
gaining those of the creature. If the creature has the same
+8, Survival +8
proficiency as Amble and the bonus in its stat block is higher,
Senses passive Perception 18
use the creature’s bonus instead of Amble’s.
Languages Aquan, Common, Druidic
Challenge 10 (5,900 XP) When Amble transforms, they assume the beast’s hit
points and Hit Dice. When Amble reverts to their normal
form, they return to the number of hit points they had before
Hearth of Moonlight and Shadow. At the start of a short or they transformed. However, if Amble reverts as a result of
long rest, Amble can touch a point in space, and an invisible, dropping to 0 hit points, any excess damage carries over their
30-foot-radius sphere of magic appears, centered on that point. normal form.
Total cover blocks the sphere. Amble can’t cast spells, and their ability to speak or take any
While within the sphere, Amble and their allies gain a action that requires hands is limited to the capabilities of their
+5 bonus to Dexterity (Stealth) and Wisdom (Perception) beast form. Transforming doesn’t break Amble’s concentration
checks, and any light from open flames in the sphere isn’t on a spell they’ve already cast however, or prevent them from
visible outside it. taking actions that are part of a spell.
The sphere vanishes at the end of the rest or when Amble
leaves the sphere. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.
Hold Breath. Amble can hold their breath for up to 1
hour at a time. Club. Melee Weapon Attack: +6 to hit (+8 to hit with shillelagh),
reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or
Spellcasting. Amble is a 12th-level spellcaster. Their 8 (1d8 + 4) bludgeoning damage with shillelagh.
spellcasting ability is Wisdom (spell save DC 16, +8 to hit with
spell attacks). Amble has the following druid spells prepared: Bonus Actions
Cantrips (at will): guidance, mending, shape water, shillelagh Balm of the Summer Court (12d6). Amble can choose one
1st level (4 slots): absorb elements, cure wounds, entangle, speak creature they can see within 120 feet of them and spend up
with animals to 6d6 of their die pool. Roll the spent dice and add them
2nd level (3 slots): darkvision, hold person, lesser together. The target regains a number of hit points equal to the
restoration, moonbeam total. The target also gains 1 temporary hit point per die spent.
3rd level (3 slots): conjure animals, dispel magic, water breathing Amble regains all expended dice when they finish a long rest.
4th level (3 slots): charm monster, freedom of movement
Hidden Paths (4/Day). Amble may teleport up to 60 feet to an
5th level (2 slots): greater restoration, mass cure wounds
unoccupied space they can see.
6th level (1 slot): conjure fey

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Chase Higginbotham (Order #20859357)


Drowned Ascetic Drowned Blade
Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 13 Armor Class 10


Hit Points 75 (10d8 + 30) Hit Points 45 (6d8 + 18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 3 (-4) 9 (-1) 5 (-3) 16 (+3) 8 (-1) 16 (+3) 3 (-4) 9 (-1) 5 (-3)

Saving Throws Dex +5 Damage Immunities poison


Damage Immunities poison Condition Immunities poisoned
Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9
Senses darkvision 60 ft., passive Perception 9 Languages understands the languages it knew in life
Languages understands the languages it knew in life but can’t speak
but can’t speak Challenge 2 (450 XP)
Challenge 3 (700 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks
Bottom Treader. The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its
to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of
movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.
being underwater at a depth greater than 100 feet.
Bound Together. The drowned blade shares its mind with every
Bound Together. The drowned ascetic shares its mind other drowned one within 1 mile of it, and can communicate
with every other drowned one within 1 mile of it, and can its thoughts and observations to them instantaneously and
communicate its thoughts and observations to them without limitation.
instantaneously and without limitation.
Undead Fortitude. If damage reduces the drowned blade to 0
Undead Fortitude. If damage reduces the drowned ascetic to 0 hit points, it must make a Constitution saving throw with a DC
hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from
of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned ascetic drops to 1 hit
a critical hit. On a success, the drowned ascetic drops to 1 hit point instead.
point instead.
Actions
Actions Multiattack. The drowned blade makes two rusted
Multiattack. The drowned ascetic makes three longsword attacks.
unarmed strikes.
Rusted Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, and the target
one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the must succeed on a DC 12 Constitution saving throw or contract
target must succeed on a DC 12 Constitution saving throw or bluerot (see the “Bluerot” sidebar).
contract bluerot (see the “Bluerot” sidebar).

Reactions
Dexterous Target. The drowned ascetic adds 3 to its AC against Bluerot
one ranged attack that would hit it. To do so, the drowned This disease targets humanoids. While afflicted with bluerot,
ascetic must see the attacker. a victim grows grotesque blue boils on their face and back.
This disease is carried by undead, and victims most often
acquire it through wounds caused by infected creatures.
The disease’s boils manifest in 1d4 hours, reducing the
victim’s Constitution and Charisma scores by 1d4 each, to a
minimum of 3. This is quickly followed by a fever and tingling
in the extremities. An infected creature is vulnerable to
radiant damage and gains the ability to breathe underwater.
At the end of each long rest, an infected creature must
make a DC 12 Constitution saving throw. On a success,
the victim regains 1 point of Constitution and 1 point of
Charisma lost to the disease. If the infected creature regains
all the points lost to the disease, it is cured. Other effects
that raise the victim’s ability scores do not cure the disease.
On a failed saving throw, the victim takes 18 (4d8) necrotic
damage as the boils burst and spread. A creature reduced to
0 hit points by this damage cannot regain hit points until the
disease is cured, though it can be stabilized as normal.

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Drowned Assassin Drowned Master
Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 14 (leather armor) Armor Class 14 (natural armor)


Hit Points 67 (9d8 + 27) Hit Points 157 (21d8 + 63)
Speed 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 9 (-1) 9 (-1) 16 (+3) 17 (+3) 12 (+1) 16 (+3) 9 (-1) 14 (+2) 12 (+1)

Saving Throws Dex +5, Con +5 Saving Throws Con +7, Wis +6
Damage Immunities poison Skills Perception +10
Condition Immunities poisoned Damage Immunities poison
Senses darkvision 60 ft., passive Perception 9 Condition Immunities poisoned
Languages understands the languages it knew in life Senses darkvision 60 ft., passive Perception 20
but can’t speak Languages understands the languages it knew in life
Challenge 4 (1,100 XP) but can’t speak
Challenge 9 (5,000 XP)

Bottom Treader. The drowned assassin cannot swim, and it


sinks to the bottom of any body of water. It takes no penalties Bound Together. The drowned master shares its mind
to its movement or attacks underwater. It is immune to the with every other drowned one within 1 mile of it, and can
effects of being underwater at a depth greater than 100 feet. communicate its thoughts and observations to them
instantaneously and without limitation.
Bound Together. The drowned assassin shares its mind
with every other drowned one within 1 mile of it, and can Cold Aura. At the start of each of the drowned master’s
communicate its thoughts and observations to them turns, each creature within 5 feet of it takes 5 (1d10) cold
instantaneously and without limitation. damage. A creature that touches the drowned master or hits
it with a melee attack while within 5 feet of it takes 5 (1d10)
Undead Fortitude. If damage reduces the drowned assassin to cold damage.
0 hit points, it must make a Constitution saving throw with a
DC of 5 + the damage taken, unless the damage is radiant or Undead Fortitude. If damage reduces the drowned master to 0
from a critical hit. On a success, the drowned assassin drops to hit points, it must make a Constitution saving throw with a DC
1 hit point instead. of 5 + the damage taken, unless the damage is radiant or from
a critical hit. On a success, the drowned master drops to 1 hit
Actions point instead.
Multiattack. The drowned assassin makes two hand crossbow
Actions
attacks or two dagger attacks. It can then take the Dash,
Disengage, or Hide action. Multiattack. The drowned master makes two attacks: one with
its greatsword and one with its Life-Draining Tentacle.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
3 (1d6) poison damage, and the target must succeed on a 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus
DC 12 Constitution saving throw or contract bluerot (see the 3 (1d6) poison damage, and the target must succeed on a
“Bluerot” sidebar). DC 12 Constitution saving throw or contract bluerot (see the
“Bluerot” sidebar).
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) poison damage, Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
and the target must succeed on a DC 12 Constitution saving Hit: 10 (2d6 + 3) slashing damage plus 14 (4d6) cold damage,
throw or contract bluerot (see the “Bluerot” sidebar). and the target must succeed on a DC 12 Constitution saving
throw or contract bluerot (see the “Bluerot” sidebar).
Reveal (1/Day). The drowned assassin removes its mask,
revealing its rotting face. Each creature of the assassin’s choice Life-Draining Tentacle. Melee Weapon Attack: +7 to hit, reach
within 30 feet of it that can see the assassin must succeed on 15 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target
a DC 13 Wisdom saving throw or be frightened until the end of must succeed on a DC 15 Constitution saving throw or have
its next turn. its hit point maximum reduced by an amount equal to the
damage taken. The target dies if this effect reduces its hit point
maximum to 0. This reduction lasts until the target finishes a
long rest. On a failed save, the target also contracts bluerot
(see the “Bluerot” sidebar).
Necrotic Ink (Recharge 5–6). The drowned master discharges
foul ink in front of itself in a 30-foot cone. Each creature caught
in the ink must make a DC 15 Constitution saving throw, taking
27 (6d8) necrotic damage on a failed save or half as much
damage on a successful one. A creature that fails this saving
throw is blinded until the end of its next turn and contracts
bluerot (see the “Bluerot” sidebar).

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Gar Shatterkeel Watery Fall. When Gar drops to 0 hit points, his body collapses
into a pool of inky water that rapidly disperses. Except for
Medium humanoid, neutral evil
Wave and his claw, anything he was wearing or carrying is
Armor Class 17 (natural armor) left behind.
Hit Points 144 (17d8 + 68)
Speed 30 ft., swim 30 ft. Actions
Multiattack. Gar makes two melee attacks, one with his claw
STR DEX CON INT WIS CHA and one with Wave.
16 (+3) 16 (+3) 18 (+4) 12 (+1) 20 (+5) 14 (+2)
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage, and the target is
Skills Nature +11, Perception +10, Survival +10
Damage Resistances cold grappled (escape DC 16). Until the grapple ends, Gar can’t
Senses passive Perception 20 attack other creatures with his claw.
Languages Aquan, Common Wave. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or
Challenge 15 (13,000 XP) range 20/60 ft., one target. Hit: 9 (1d6 + 6) piercing damage
or 10 (1d8 + 6) piercing damage when used with two hands. If
Amphibious. Gar can breathe air and water. Gar scores a critical hit with this weapon, the target takes extra
necrotic damage equal to half its hit point maximum.
Legendary Resistance (3/Day). If Gar fails a saving throw, he
can choose to succeed instead. Umberlee’s Wake (Recharge 5–6). Power ripples out in a 60-
foot radius sphere from a point within range (150 ft.) as the will
Spellcasting. Gar is a 13th-level spellcaster. His spellcasting of Umberlee affects all in her watery embrace. Each creature in
ability is Wisdom (spell save DC 18, +10 to hit with spell that area must succeed on a DC 18 Constitution saving throw.
attacks). He has the following druid spells prepared: On a failed save, the creature can’t use reactions, its speed
Cantrips (at will): frost bite, mending, resistance, shape water, is halved, and it can’t make more than one attack on its turn.
thunderclap* In addition, the creature can use either an action or a bonus
action on its turn, but not both. These effects last for 1 minute.
1st level (4 slots): create or destroy water, charm person, cure The creature can repeat the saving throw at the end of each of
wounds, thunderwave its turns, ending the effect on itself with a successful save. This
2nd level (3 slots): darkvision, hold person, mirror image*, misty only affects targets that are submerged or floating in water.
step*, pass without trace, protection from poison Gar Shatterkeel and any undead serving him are immune to
3rd level (3 slots): conjure animals, dispel magic, tidal wave, this effect.
water breathing*, water walk*
4th level (3 slots): charm monster, control water*, dominate Legendary Actions
beast, freedom of movement*, watery sphere
Gar can take 3 legendary actions, choosing from the options
5th level (2 slot): conjure elemental*, maelstrom,
scrying*, tree stride below. Only one legendary action option can be used at a time
6th level (1 slot): heal and only at the end of another creature's turn. Gar regains
7th level (1 slot): plane shift spent legendary actions at the start of his turn.

*Circle spells don’t count against spells prepared. Move. Gar moves up to his speed without provoking
opportunity attacks.
Water Walk. Gar can stand and move on liquid surfaces as if Claw. Gar makes one attack with his claw.
they were solid ground. Wave (Costs 2 Actions). Gar makes one attack with Wave
with advantage.

Wave Sentience. Wave is a sentient weapon of neutral


Weapon (trident), legendary (requires attunement by a alignment, with an Intelligence of 14, a Wisdom of 10, and
creature that worships a god of the sea) a Charisma of 18. It has hearing and darkvision out to a
range of 120 feet.
This trident is an exquisite weapon engraved with images The weapon communicates telepathically with its
of waves, shells, and sea creatures. Although you must wielder and can speak, read, and understand Aquan. It can
worship a god of the sea to attune to this weapon, Wave also speak with aquatic animals as if using a speak with
happily accepts new converts. animals spell, using telepathy to involve its wielder in the
You gain a +3 bonus to attack and damage rolls made conversation.
with this magic weapon. If you score a critical hit with it, Personality. When it grows restless, Wave has a habit
the target takes extra necrotic damage equal to half its hit of humming tunes that vary from sea chanteys to sacred
point maximum. hymns of the sea gods.
The weapon also functions as a trident of fish command Wave zealously desires to convert mortals to the worship
and a weapon of warning. It can confer the benefit of a cap of one or more sea gods, or else to consign the faithless
of water breathing while you hold it, and you can use it as to death. Conflict arises if the wielder fails to further the
a cube of force by choosing the effect, instead of pressing weapon’s objectives in the world.
cube sides to select it.

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The trident has a nostalgic attachment to the place where Chgs Effect
it was forged, a desolate island called Thunderforge. A
sea god imprisoned a family of storm giants there, and the 1 Gases, wind, and fog can't pass through the barrier.
giants forged Wave in an act of devotion to—or rebellion 2 Nonliving matter can't pass through the barrier.
against—that god. Walls, floors, and ceilings can pass through at your
Wave harbors a secret doubt about its own nature and discretion.
purpose. For all its devotion to the sea gods, Wave fears 3 Living matter can't pass through the barrier.
that it was intended to bring about a particular sea god’s
demise. This destiny is something Wave might not be able 4 Spell effects can't pass through the barrier.
to avert. 5 Nothing can pass through the barrier. Walls, floors,
Trident of Fish Command. This trident is a magic and ceilings can pass through at your discretion.
weapon. It has 3 charges. While you carry it, you can use 0 The barrier deactivates.
an action and expend 1 charge to cast dominate beast (save
DC 15) from it on a beast that has an innate swimming
The cube loses charges when the barrier is targeted by
speed. The trident regains 1d3 expended charges daily at
certain spells or comes into contact with certain spell or
dawn.
magic item effects, as shown in the table below.
Weapon of Warning. This magic weapon warns you
of danger. While the weapon is on your person, you have
advantage on initiative rolls. In addition, you and any of Spell or item Charges Lost
your companions within 30 feet of you can’t be surprised, Disintegrate 1d12
except when incapacitated by something other than Horn of blasting 1d10
nonmagical sleep. The weapon magically awakens you and
your companions within range if any of you are sleeping Passwall 1d6
naturally when combat begins. Prismatic spray 1d20
Cap of Water Breathing. While wearing this cap Wall of fire 1d4
underwater, you can speak its command word as an action
to create a bubble of air around your head. It allows you
to breathe normally underwater. This bubble stays with
you until you speak the command word again, the cap is
removed, or you are no longer underwater.
Giant Shark
Huge beast, unaligned
Cube of Force. This cube is about an inch across. Each
face has a distinct marking on it that can be pressed. The
Armor Class 13 (natural armor)
cube starts with 36 charges, and it regains 1d20 expended Hit Points 126 (11d12 + 55)
charges daily at dawn. Speed 0 ft., swim 50 ft.
You can use an action to press one of the cube's faces,
expending a number of charges based on the chosen face, STR DEX CON INT WIS CHA
as shown in the Cube of Force Faces table. Each face 23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3)
has a different effect. If the cube has insufficient charges
remaining, nothing happens. Otherwise, a barrier of Skills Perception +3
invisible force springs into existence, forming a cube 15 Senses blindsight 60 ft., passive Perception 13
feet on a side. The barrier is centered on you, moves with Languages —
you, and lasts for 1 minute, until you use an action to press Challenge 5 (1,800 XP)
the cube's sixth face, or the cube runs out of charges. You
can change the barrier's effect by pressing a different face Blood Frenzy. The shark has advantage on melee attack rolls
of the cube and expending the requisite number of charges, against any creature that doesn't have all its hit points.
resetting the duration.
If your movement causes the barrier to come into contact Water Breathing. The shark can breathe only underwater.
with a solid object that can't pass through the cube, you
can't move any closer to that object as long as the barrier Actions
remains. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 22 (3d10 + 6) piercing damage.

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Kraken Priests Whymsee (Kraken Priest
Fhenimore Variant)
Medium humanoid (human), neutral evil

(Kraken Priest Variant) Armor Class 17 (natural armor)


Medium humanoid (human), neutral evil
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.
Armor Class 13 (natural armor)
Hit Points 75 (10d8 + 30)
STR DEX CON INT WIS CHA
Speed 30 ft., swim 30 ft.
12 (+1) 10 (+0) 16 (+3) 10 (+0) 15 (+2) 14 (+2)
STR DEX CON INT WIS CHA
Skills Perception +5
13 (+3) 10 (+0) 16 (+3) 10 (+0) 15 (+2) 14 (+2)
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Skills Perception +5 Senses passive Perception 15
Damage Resistances bludgeoning, piercing, and slashing from Languages Aquan, Common
nonmagical attacks Challenge 5 (1,800 XP)
Senses passive Perception 15
Languages Aquan, Common
Challenge 5 (1,800 XP) Amphibious. Whymsee can breathe air and water.
Innate Spellcasting. Whymsee’s spellcasting ability is Wisdom
Amphibious. Fhenimore can breathe air and water. (spell save DC 13, +5 to hit with spell attacks). She can innately
cast the following spells, requiring no material components:
Blood Frenzy. Fhenimore has advantage on melee attack rolls
against any creature that doesn’t have all its hit points. At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
Innate Spellcasting. Fhenimore’s spellcasting ability is Wisdom 1/day each: Evard’s black tentacles, lightning bolt
(spell save DC 13, +5 to hit with spell attacks). She can innately
cast the following spells, requiring no material components: Actions
At will: command, create or destroy water Thunderous Touch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
3/day each: control water, darkness, water breathing, water walk one creature. Hit: 27 (5d10) thunder damage.
1/day each: Evard’s black tentacles, lightning bolt
Ink Cloud. While underwater, Whymsee can expel an ink cloud
Actions in a 20-foot radius. The cloud spreads around corners, and
that area is heavily obscured to creatures other than kraken
Multiattack. Fhenimore can attack once with her bite attack
priests or a kraken. Each creature other than a kraken priest
and once with Thunderous Touch.
or a kraken that ends its turn there must succeed on a DC 14
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Constitution saving throw, taking 9 (2d8) poison damage on
Hit: 8 (1d10 + 3) piercing damage. a failed save, or half as much damage on a successful one. A
strong current disperses the cloud, which otherwise disappears
Thunderous Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., at the end of Whymsee's next turn.
one creature. Hit: 27 (5d10) thunder damage.
Shell Defense. Whymsee withdraws into her shell. Until she
emerges, she gains a +4 bonus to AC and has advantage
on Strength and Constitution saving throws. While in her
shell, Whymsee is prone, her speed is 0 and can’t increase,
she has disadvantage on Dexterity saving throws, it can’t
take reactions, and the only action she can take is a bonus
action to emerge

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Young Kraken Sahuagin Blademaster
Huge monstrosity (titan), chaotic evil Medium humanoid (sahuagin), lawful evil

Armor Class 16 (natural armor) Armor Class 20 (plate armor, shield)


Hit Points 207 (18d12 + 90) Hit Points 97 (15d8 + 30)
Speed 20 ft., swim 50 ft. Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 20 (+5) 19 (+4) 15 (+2) 17 (+3) 19 (+4) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 17 (+3)

Saving Throws Str +12, Dex +5, Con +10, Int +9, Wis +7 Saving Throws Str +6, Con +5
Damage Immunities lightning; bludgeoning, piercing, and Skills Athletics +6, Intimidation +4
slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 10
Condition Immunities frightened, paralyzed Languages Sahuagin
Senses truesight 120 ft., passive Perception 14 Challenge 6 (2,300 XP)
Languages Abyssal, Celestial, Infernal, Primordial, Telepathy 60
ft. but can't speak Blood Frenzy. The sahuagin has advantage on melee attack
Challenge 14 (11,500 XP)
rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and
Amphibious. The kraken can breathe air and water.
water, but he needs to be submerged at least once every 4
Actions hours to avoid suffocating.

Multiattack. The kraken makes two tentacle attacks, each of Shark Telepathy. The sahuagin can magically command any
which it can replace with one use of Fling. shark within 120 feet of him, using a limited telepathy.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Actions
Hit: 20 (3d8 + 7) piercing damage. If the target is a Medium
Multiattack. The blademaster makes three attacks with
or smaller creature grappled by the kraken, that creature is
its wavecutter blade, or one attack with its bite and two
swallowed and the grapple ends. While swallowed, the creature
with its claws.
is blinded and restrained, it has total cover against attacks and
other effects outside the kraken, and it takes 21 (6d6) acid Wavecutter Blade. Melee Weapon Attack: +6 to hit, reach 5 ft.,
damage at the start of each of the kraken’s turns. One Medium one target. Hit: 12 (2d8 + 3) slashing damage.
or two smaller creatures can be swallowed at the same time.
If the kraken takes 35 damage or more on a single turn Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
from a creature inside it, the kraken must succeed on a DC 23 Hit: 8 (1d10 + 3) piercing damage.
Constitution saving throw at the end of that turn or regurgitate Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
all swallowed creatures, which fall prone in spaces within 10 Hit: 7 (1d8 + 3) slashing damage.
feet of the kraken. If the kraken dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using 10
feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one
target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target
is grappled (escape DC 20). Until the grapple ends, the target
is restrained. The kraken has ten tentacles, each of which can
grapple one target.
Fling. One Medium or smaller object held, or creature
grappled, by the kraken is thrown up to 40 feet in a random
direction and knocked prone. If a thrown target strikes a solid
surface, the target takes 3 (1d6) bludgeoning damage for
every 10 feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 13 Dexterity
saving throw or take the same damage and be knocked prone.
Lightning Strike. The kraken magically creates a bolt of
lightning, which can strike a target the kraken can see within 90
feet of it. The target must make a DC 18 Dexterity saving throw,
taking 22 (4d10) lightning damage on a failed save, or half as
much damage on a successful one.

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Sahuagin Deep Diver Sea Lion (Monstrosity)
Medium humanoid (sahuagin), lawful evil Large monstrosity, unaligned

Armor Class 15 (Natural Armor) Armor Class 15 (natural armor)


Hit Points 91 (14d8 + 28) Hit Points 90 (12d10 + 24)
Speed 30 ft., swim 40 ft. Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 12 (+1) 13 (+1) 9 (-1) 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

Saving Throws Con +4, Wis +3 Skills Perception +4, Stealth +5


Skills Perception +5, Stealth +5 Senses passive Perception 14
Senses darkvision 120 ft., passive Perception 15 Languages --
Languages Sahuagin Challenge 5 (1,800 XP)
Challenge 4 (1,100 XP)
Amphibious. The sea lion can breathe air and water.
Blood Frenzy. The deep diver has advantage on melee attack
rolls against any creature that doesn’t have all its hit points. Keen Smell. The sea lion has advantage on Wisdom
(Perception) checks that rely on smell.
Brine Lurker. The deep diver has advantage on Dexterity
(Stealth) checks made while submerged in water. Pack Tactics. The sea lion has advantage on an attack roll
against a creature if at least one of the sea lion’s allies is within
Limited Amphibiousness. The deep diver can breathe air and 5 feet of the creature and the ally isn’t incapacitated.
water, but he needs to be submerged at least once every 4
hours to avoid suffocating. Swimming Leap. With a 10-foot swimming start, the sea lion
can long jump out of or across the water up to 25 feet.
Lure. The deep diver can cause its lure to light up or darken
at will. While the lure is lit, the deep diver sheds bright light Actions
in a 30-foot radius centered on itself and dim light for an Multiattack. The sea lion makes three attacks: one bite attack
additional 20 feet. and two claw attacks.
Shark Telepathy. The deep diver can magically command any Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
shark within 120 feet of him, using a limited telepathy. Hit: 12 (2d8 + 3) piercing damage.
Actions Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Multiattack. The deep diver makes two attacks with its glaive, Hit: 12 (2d8 + 3) piercing damage.
or one attack with its bite and two with its claws.
Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 13 (2d10 + 2) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage.
Light of Sekolah. The deep diver pulses magical light from its
lure. Any creature within 30 feet of the deep diver that can see
the light must succeed on a DC 11 Wisdom saving throw or be
charmed until the end of its next turn. A creature charmed in
this way is incapacitated as it stares at the light.

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Shoalar Quaderil Water Elemental Myrmidon
Medium humanoid (water genasi), lawful evil Large elemental, neutral

Armor Class 11 (14 with mage armor) Armor Class 18 (plate)


Hit Points 75 (10d8 + 30) Hit Points 127 (17d8 + 51)
Speed 30 ft., swim 30 ft. Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 18 (+4) 18 (+4) 14 (+2) 15 (+2) 8 (-1) 10 (+0) 10 (+0)

Skills Arcana +5, Deception +7, Insight +3, Persuasion +7 Damage Resistances acid; bludgeoning, piercing, and slashing
Damage Resistances acid, lightning, thunder from nonmagical attacks
Senses passive Perception 10 Damage Immunities poison
Languages Aquan, Common Condition Immunities paralyzed, petrified, poisoned, prone
Challenge 6 (1,100 XP) Senses darkvision 60 ft., passive Perception 10
Languages Aquan
Amphibious. Shoalar can breathe air and water. Challenge 7 (2,900 XP)

Innate Spellcasting. Shoalar’s innate spellcasting ability is


Constitution (spell save DC 14, +6 to hit with spell attacks). He Magic Weapons. The myrmidon’s weapon attacks are magical.
can innately cast the following spells:
Actions
At will: shape water Multiattack. The myrmidon makes three trident attacks.
1/day: create or destroy water
Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
Spellcasting. Shoalar is a 7th-level spellcaster. His spellcasting
range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or
ability is Charisma (spell save DC 15, +7 to hit with spell
8 (1d8 + 4) piercing damage if used with two hands to make a
attacks). He knows the following sorcerer spells:
melee attack.
Cantrips (at will): acid splash, chill touch, light, prestidigitation,
Freezing Strikes (Recharge 6). The myrmidon uses Multiattack.
ray of frost
Each attack that hits deals an extra 5 (1d10) cold damage. A
1st level (4 slots): disguise self, mage armor, shield
target that is hit by one or more of these attacks has its speed
2nd level (3 slots): hold person, misty step
3rd level (3 slots): lightning bolt, tidal wave reduced by 10 feet until the end of the myrmidon’s next turn.
4th level (1 slot): watery sphere

Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

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Chase Higginbotham (Order #20859357)


Appendix B: Locathah Characters
Featured in Ghosts of Saltmarsh, these resilient and proud
fish-folk have endured war, slavery, and mistreatment at the
hands of other aquatic creatures. They dwell in submerged
tribal communities along seacoasts, and hunt both above
and below the water.

Locathah Traits
Your locathah character has an assortment of inborn abilities,
part and parcel of locathah nature.
Ability Score Increase. Your Strength score increases by 2 and
your Dexterity score increases by 1.
Age. Locathah mature to adulthood by the age of 10 but have
been known to live up to 80 years.
Alignment. Most locathah are true neutral or have some
aspect of neutrality in their alignment. They tend toward
good, coming from a culture where compassion for the
downtrodden is a commonality.
Natural Armor. You have tough, scaly skin. When you aren’t
wearing armor, your AC is 12 + your Dexterity modifier. You
can use your natural armor to determine your AC if the armor
you wear would leave you with a lower AC. A shield’s benefits
apply as normal while you use your natural armor.
Observant & Athletic. You have proficiency in the Athletics
and Perception skills.
Leviathan Will. You have advantage on saving throws against
being charmed, frightened, paralyzed, poisoned, stunned, or
put to sleep.
Limited Amphibiousness. You can breathe air and water, but
you need to be submerged at least once every 4 hours to
avoid suffocating.
Size. Locathah stand between 5 and 6 feet tall and average
about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a
swim speed of 30 feet.
Languages. You can speak, read, and write Aquan and
Common.

Locathah Rising | ©2019 Wizards of the Coast


24

Chase Higginbotham (Order #20859357)


Fighter 9 Defender
CLASS & LEVEL BACKGROUND PLAYER NAME
Barnacle
Locathah Lawful Good Milestone
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +1 30 ft.
18 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+4 PERSONALITY TRAITS

Hit Point Maximum 94


● +8 Strength
DEXTERITY +1 Dexterity

12 ● +8

+0
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

+1 +1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
18 9d10
● +5 Acrobatics (Dex) Total SUCCESSES
+4 +1 Animal Handling (Wis) FAILURES
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +8 Athletics (Str)

10 +1

+0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Fighting Style-Protection.
Crossbow, Light +5 1d8+1 piercing While wielding a shield and a creature you can see attacks a
target other than you within 5 ft., you can use your reaction to
+0 ● +5 Insight (Wis)
impose disadvantage on the attack roll.
● +5 Intimidation (Cha) +2 Trident +10 1d6+6 piercing Second Wind.
Once per short rest, you can use a bonus action to regain 1d10 +
WISDOM +0 Investigation (Int) 9 HP.
Unarmed Strike +8 5 bludgeoning
+1 Medicine (Wis)
12 +0 Nature (Int) Light Crossbow.
Action Surge.
You can take one additional action on your turn. This can be
used 1 times per short rest.
Range 80/320, Loading-bonus action
● +5 Perception (Wis) Indomitable.
+1 You can reroll a saving throw that you fail - you must use the
+1 Performance (Cha) Trident. new roll. You can use this 1 time per long rest.
Thrown Range 20/60, Versatile 1d8+6 piercing
+1 Persuasion (Cha) damage when held in two hands while attacking Know Your Enemy.
CHARISMA If you spend at least 1 minute observing or interacting with
+0 Religion (Int) another creature outside combat, you can learn information

12 +1 Sleight of Hand (Dex)


Extra Attack.
You can attack twice whenever you take the
about its capabilities compared to your own: Strength score,
Dexterity score, Constitution score, Armor Class, current HP,
total class levels (if any), fighter class levels (if any).
+1 Stealth (Dex) Attack action on your turn.
Combat Superiority.
+1 You learn maneuvers that are fueled by superiority dice.
● +5 Survival (Wis)
Maneuvers enhance an attack in some way. You have 5d8
superiority dice per short rest.
SKILLS ATTACKS & SPELLCASTING
Commander's Strike (Maneuver).
When you take the Attack action on your turn, you can forgo one
of your attacks and use a bonus action to direct an ally that can
15 PASSIVE WISDOM (PERCEPTION)
Shield see and hear you to strike using its reaction, adding the
superiority die to the damage roll.
CP
+1 Breastplate
Evasive Footwork (Maneuver).
Light Crossbow When you move, you can expend one superiority die, rolling the
Armor. SP +2 Trident die and adding the number rolled to your AC until you stop
moving.
All Armor and Shields Crossbow Bolts (20)
Crossbow Bolt Case Lunging Attack (Maneuver).
EP When you make a melee weapon attack on your turn, you can
Weapons. expend one superiority die to add the total to the damage roll
Martial Weapons, Simple Weapons and to increase your reach for that attack by 5 feet.
Backpack.
GP 10 Bedroll, Mess Kit, Rations (10 Riposte (Maneuver).
Tools. days), 50 ft. Hempen Rope,
When a creature misses you with a melee attack, you can use
your reaction and expend one superiority die to make a melee
Smith's Tools, Weaver's Tools, Woodcarver's
Keoghtom's Ointment weapon attack against it (add the superiority die to the attack’s
Tools PP damage roll on a hit).

Trip Attack (Maneuver).


Languages. When you hit with a weapon attack, you can expend one
Aquan, Common superiority die to add the total to the damage roll, and if the
target is Large or smaller, it must make a STR saving throw (DC
16). On failure, you knock the target prone.

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Chase Higginbotham (Order #20859357)
43 6 ft. 180 lbs.
AGE HEIGHT WEIGHT
Barnacle
Yellow Olive Green n/a
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Natural Armor.
When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. A shield’s benefits
apply as normal.

Limited Amphibiousness.
You can breathe air and water, but it needs to be submerged at least once every 4 hours to
avoid suffocating.

Athletic and Observant.


You have proficiency in both the Athletics and Perception.

Leviathan Will.
You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned,
stunned, or put to sleep.

Rustic Hospitality.
Since you come from the ranks of the common folk, you fit in among them with ease. You can
find a place to hide, rest, or recuperate among other commoners, unless you have shown
yourself to be a danger to them. They will shield you from the law or anyone else searching for
you, though they will not risk their lives for you.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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Chase Higginbotham (Order #20859357)
Barbarian 9 Marine
CLASS & LEVEL BACKGROUND PLAYER NAME
Bubbles
Locathah Chaotic Good Milestone
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +2 40 ft.
21 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+5 PERSONALITY TRAITS

Hit Point Maximum 95


● +9 Strength
DEXTERITY +2 Dexterity

14 ● +7

+0
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

+2 +2 Wisdom
+0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16 9d12
+2 Acrobatics (Dex) Total SUCCESSES
+3 ● +6 Animal Handling (Wis) FAILURES
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +9 Athletics (Str)

10 +0

+0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Rage (4/Long Rest).
Javelin +9 1d6+5 Piercing As a bonus action enter a rage for up to 1 minute (10
+0 +2 Insight (Wis) rounds). You gain advantage on STR checks and
saving throws (not attacks), +3 melee damage with
+0 Intimidation (Cha) +2 Pike +11 1d10+7 Piercing STR weapons, resistance to bludgeoning, piercing,
WISDOM +0 Investigation (Int) slashing damage.
Unarmed Strike +9 6 Bludgeoning
● +6 Medicine (Wis) You can't cast or concentrate on spells while raging.
14 +0 Nature (Int) Thrown Javelin.
Your rage ends early if you are knocked unconscious
or if your turn ends and you haven’t attacked a hostile
Range 30/120
creature since your last turn or taken damage since
● +6 Perception (Wis) then. You can also end your rage as a bonus action.
+2 +2 Pike.
+0 Performance (Cha) Heavy, Reach, Two-Handed
Unarmored Defense.
+0 Persuasion (Cha) Extra Attack. While not wearing armor, your AC equals 10 + DEX
CHARISMA You can attack twice, instead of once, whenever you take modifier + CON modifier + any shield bonus.
+0 Religion (Int) the Attack action on your turn.
10 +2 Sleight of Hand (Dex) Reckless Attack.
Danger Sense.
You have advantage on DEX saving throws against
When you make your first attack on your turn, you can effects that you can see while not blinded, deafened,
● +6 Stealth (Dex) decide to attack recklessly, giving you advantage on melee or incapacitated.
+0 weapon attack rolls using STR during this turn, but attack
● +6 Survival (Wis)
rolls against you have advantage until your next turn.
Feral Instinct.
SKILLS ATTACKS & SPELLCASTING You have advantage on initiative rolls. Also, if you are
surprised at the beginning of combat but not
incapacitated, you can act normally on your first turn if
you enter a rage before doing anything else.
16 PASSIVE WISDOM (PERCEPTION)
Dagger
CP Brutal Critical.
Javelins (4)
You can roll one additional weapon damage die when
+2 Pike determining the extra damage for a critical hit with a
SP Belt of Hill Giant Strength melee attack.
Armor.
Light Armor, Medium Armor, and Shields Backpack. Divine Fury.
While you’re raging, the first creature you hit on each
EP Bedroll, Mess Kit, Rations (10 of your turns with a weapon attack takes 1d6 + 4
Weapons. days), Potion of Superior radiant damage.
Martial Weapons, Simple Weapons Healing
GP 10 Warrior of the Gods.
If a spell to restore your life is cast on you, the caster
Tools. doesn't need material components for that spell.
Vehicles (Water) PP
Fanatical Focus.
If you fail a saving throw while you’re raging, you can
Languages. reroll it, and you must use the new roll. You can use
Aquan, Common, Elvish this ability only once per rage.

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Chase Higginbotham (Order #20859357)
32 5 ft. 10 in. 170 lbs.
AGE HEIGHT WEIGHT
Bubbles
Yellow Mud Green n/a
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Natural Armor.
When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. A shield’s
benefits apply as normal.

Limited Amphibiousness.
You can breathe air and water, but it needs to be submerged at least once every 4 hours
to avoid suffocating.

Athletic and Observant.


You have proficiency in both the Athletics and Perception.

Leviathan Will.
You have advantage on saving throws against being charmed, frightened, paralyzed,
poisoned, stunned, or put to sleep.

Steady.
You can move twice the normal amount of time (up to 16 hours) each day before being
subject to the effect of a forced march. Additionally, you can automatically find a safe
route to land a boat on shore, provided such a route exists.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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Chase Higginbotham (Order #20859357)
Monk 9 Fisher
CLASS & LEVEL BACKGROUND PLAYER NAME
Gl'ulp
Locathah Lawful Good Milestone
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
19 +4 45 ft.
10 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+0 PERSONALITY TRAITS

Hit Point Maximum 66


● +4 Strength
DEXTERITY ● +8 Dexterity

18 +2

+0
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

+4 +3 Wisdom
+0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 9d8
● +8 Acrobatics (Dex) Total SUCCESSES
+2 +3 Animal Handling (Wis) FAILURES
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +4 Athletics (Str)

10 ●
+0

+4
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Unarmored Defense.
Dagger +8 1d6+4 Piercing While not wearing armor and not using a shield, your AC equals
10 + DEX modifier + WIS modifier.
+0 ● +7 Insight (Wis)
Martial Arts.
+0 Intimidation (Cha) Net +4 0 Bludgeoning While you are unarmed or wielding only monk weapons and you
aren’t wearing armor or wielding a shield, you can use DEX
WISDOM +0 Investigation (Int) instead of STR for the attack and damage rolls, you can roll your
Unarmed Strike +8 1d6+4 Bludgeoning Martial Arts damage die in place of the normal damage, and
+3 Medicine (Wis)
16 +0 Nature (Int) Thrown Dagger.
when you use the Attack action on your turn, you can make one
unarmed strike as a bonus action.
Range 20/60 KI.
● +7 Perception (Wis) You can spend Ki Points to fuel ki features. You have 9 points
+3 Thrown Net. per short rest and your Ki save DC is 15.
● +4 Performance (Cha) Range 5/15, DC 10 Strength to break free, 5 slashing
damage (AC 10) also frees the creature Flurry of Blows (KI).
+0 Persuasion (Cha) After you take the Attack action on your turn, you can spend 1 ki
CHARISMA point to make two unarmed strikes as a bonus action.
+0 Religion (Int) Extra Attack.
You can attack twice, instead of once, whenever you
10 +4 Sleight of Hand (Dex) take the Attack action on your turn.
Patient Defense (KI).
You can spend 1 ki point to take the Dodge action as a bonus
action on your turn.
+4 Stealth (Dex) Ki-Empowered Strikes.
Your unarmed strikes count as magical for the purpose Step of the Wind (KI).
+0 You can spend 1 ki point to take the Disengage or Dash action
● +7 Survival (Wis) of overcoming resistance and immunity.
as a bonus action on your turn, and your jump distance is
doubled for the turn.
SKILLS ATTACKS & SPELLCASTING
Deflect Missiles (KI).
You can use your reaction to deflect or catch the missile when
you are hit by a ranged weapon attack. When you do so, the
17 PASSIVE WISDOM (PERCEPTION)
Dagger damage you take from the attack is reduced by 1d10 + 4 + 9. If
you reduce damage to 0 and have a free hand, you can spend 1
CP
Net ki point to make a ranged attack (as with a monk weapon) with
range 20/60.
Bracers of Defense
SP Stunning Strike (KI).
Weapons. Traveler's Clothes When you hit with a melee weapon attack, you can spend 1 ki
point to make the target stunned until the end of your next turn if
Shortsword, Simple Weapons it fails a CON saving throw (DC 15).
EP Backpack.
Slow Fall.
Tools. Bedroll, Fishing Tackle, You can use your reaction when you fall to reduce any falling
Brewer's Supplies, Weaver's Tools Mess Kit, Rations (10 damage you take by 45.
GP 10 days), 50 ft. Hempen Rope, Evasion.
When you are subjected to an effect that allows you to make a
Languages. Alchemy Jug, Driftglobe, DEX saving throw to take only half damage, you instead take no
Aquan, Common, Elvish PP Potion of Vitality damage if you succeed on the saving throw, and only half
damage if you fail.

Stillness of Mind.
You can use an action to end one effect on yourself that is
causing you to be charmed or frightened.

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Chase Higginbotham (Order #20859357)
50 5 ft. 4 in. 140 lbs.
AGE HEIGHT WEIGHT
Gl'ulp
Yellow Seaweed Green n/a
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Unarmored Movement Improvement.


You can move along vertical surfaces and across liquids on your turn without falling during the move.

Drunken Technique.
Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 ft. until the
end of the current turn.

Tipsy Sway.
When you’re prone, you can stand up by spending 5 ft. of movement, rather than half your speed. When a creature misses you with a
melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker,
that you can see within 5 ft.

Natural Armor.
When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. A shield’s benefits apply as normal.

Limited Amphibiousness.
You can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Athletic and Observant.


You have proficiency in both the Athletics and Perception.

Leviathan Will.
You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Harvest the Water.


You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you
can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people
each day.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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Chase Higginbotham (Order #20859357)
Cleric 9 (Eldath) Anthropologist
CLASS & LEVEL BACKGROUND PLAYER NAME
Sandlot
Locathah Neutral Good Milestone
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +2 30 ft.
12 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+1 PERSONALITY TRAITS

Hit Point Maximum 66


+1 Strength
DEXTERITY +2 Dexterity

14 +2

+1
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

+2 ● +8 Wisdom
● +4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 9d8
+2 Acrobatics (Dex) Total SUCCESSES
+2 ● +8 Animal Handling (Wis) FAILURES
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +5 Athletics (Str)

12 +0 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
● +5 Spellcasting-Divine Domain (Nature).
Light Crossbow +6 1d8+2 Piercing You can cast prepared cleric spells using WIS
+1 ● +8 Insight (Wis)
as your spellcasting modifier (Spell DC 16,
+0 Intimidation (Cha) Dagger +6 1d4+2 Piercing Spell Attack +8) and prepared cleric spells as
+1 Investigation (Int)
rituals if they have the ritual tag. You can use a
WISDOM
Unarmed Strike +5 2 Bludgeoning holy symbol as a spellcasting focus.
● +8 Medicine (Wis)
18 +1 Nature (Int) Light Crossbow.
Channel Divinity (2/Short Rest).
You can channel divine energy to fuel magical
● +8 Perception (Wis) Range 80/320, Loading-bonus action effects.
+4
+0 Performance (Cha) Thrown Dagger. Channel Divinity-Turn Undead.
+0 Persuasion (Cha) Range 20/60 As an action, you present your holy symbol
CHARISMA
and speak a prayer censuring the undead.
● +5 Religion (Int)
Each undead that can see or hear you within
10 +2 Sleight of Hand (Dex) 30 feet of you must make a Wisdom saving
throw. If the creature fails its saving throw, it is
+2 Stealth (Dex)
turned for 1 minute or until it takes any
+0 +4 Survival (Wis) damage.

SKILLS ATTACKS & SPELLCASTING Destroy Undead (CR 1).


When an undead fails its saving throw against
your Turn Undead feature, it is instantly
18 PASSIVE WISDOM (PERCEPTION) Shield destroyed if its CR is 1 or lower.
CP
Dagger
Light Crossbow Channel Divinity-Charm Animals and Plants.
Crossbow Bolts (20) As an action, you can use Channel Divinity
SP
Armor. Crossbow Bolt Case and present your holy symbol to charm for 1
All Armor and Shields Scale Mail of Lightning Resist. minute each beast or plant creature that can
Periapt of Wound Closure see you within 30 ft. if it fails a WIS saving
EP
Traveler's Clothes throw (DC 16).
Weapons.
Simple Weapons Bag of Holding. Dampen Elements.
GP 10 Rations (10 days), Alms Box, When you or a creature within 30 ft. takes acid,
Languages. Vestments, Holy Symbol cold, fire, lightning, or thunder damage, you
can use your reaction to grant resistance to the
Aquan, Common, Deep Speech, Elvish PP
creature against that instance of the damage.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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Chase Higginbotham (Order #20859357)
55 5 ft. 8 in. 140 lbs.
AGE HEIGHT WEIGHT
Sandlot
Yellow Mud Brown n/a
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Natural Armor.
When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. A shield’s benefits
apply as normal.

Limited Amphibiousness.
You can breathe air and water, but it needs to be submerged at least once every 4 hours to
avoid suffocating.

Athletic and Observant.


You have proficiency in both the Athletics and Perception.

Leviathan Will.
You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned,
stunned, or put to sleep.

Adept Linguist.
You can communicate with humanoids who don’t speak any language you know. You must
observe the humanoids interacting with one another for at least 1 day, after which you learn a
handful of important words, expressions, and gestures—enough to communicate on a
rudimentary level.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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Chase Higginbotham (Order #20859357)
Sandlot Wisdom 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Guidance ● Plant Growth

Mending ● Wind Wall

Sacred Flame Dispel Magic

Spare the Dying Revivify

Shape Water Spirit Guardians

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

● Animal Friendship

Speak with Animals



4 3
Bless

Cure Wounds ● Dominate Beast


SPELLS KNOWN

Healing Word ● Grasping Vine

Protection from Evil and Good Control Water

Freedom of Movement

2 3
● Barkskin

● Spike Growth

Augury
5 1
Lesser Restoration

Prayer of Healing Insect Plague



9
● Tree Stride

Mass Cure Wounds

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Chase Higginbotham (Order #20859357)
Bard 9 Sage
CLASS & LEVEL BACKGROUND PLAYER NAME
Shanty
Locathah Neutral Good Milestone
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +4 30 ft.
12 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+1 PERSONALITY TRAITS

Hit Point Maximum 57


+1 Strength
DEXTERITY ● +6 Dexterity

14 +1

+3
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

+2 +0 Wisdom
● +7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
12 9d8
● +6 Acrobatics (Dex) Total SUCCESSES
+1 +2 Animal Handling (Wis) FAILURES
● +7 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +5 Athletics (Str)

16 +5 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
● +11 Spellcasting.
Dagger +6 1d4+2 Piercing You can cast known bard spells using CHA as
+3 +2 Insight (Wis)
your spellcasting modifier (Spell DC 15, Spell
+5 Intimidation (Cha) Unarmed Strike +5 2 Bludgeoning Attack +7) and known bard spells as rituals if
● +7 Investigation (Int)
they have the ritual tag. You can use a musical
WISDOM
instrument as a spellcasting focus.
+2 Medicine (Wis)
10 ● +11 Nature (Int)
Thrown Dagger.
Bardin Inspiration (3/Short Rest).
As a bonus action, a creature (other than you)
+0
● +4 Perception (Wis) Range 20/60 within 60 ft. that can hear you gains an
inspiration die (1d8). For 10 minutes, the
+5 Performance (Cha)
creature can add it to one ability check, attack
● +7 Persuasion (Cha) roll, or saving throw. This can be added after
CHARISMA
seeing the roll, but before knowing the
● +7 Religion (Int)
outcome.
16 +4 Sleight of Hand (Dex)
Song of Rest.
● +6 Stealth (Dex)
If you or any friendly creatures who can hear
+3 +2 Survival (Wis) your performance regain hit points at the end
of the short rest by spending one or more Hit
SKILLS ATTACKS & SPELLCASTING Dice, each of those creatures regains an extra
1d8 hit points.

14 PASSIVE WISDOM (PERCEPTION)


Daggers (2) Countercharm.
CP As an action, you can perform until the end of
Common Clothes your next turn. During that time, you and any
friendly creatures within 30 ft. that can hear
SP
Armor. Backpack. you gain advantage on saving throws against
Light Armor Bedroll, Mess Kit, Rations being frightened or charmed.
EP (10 days), 50 ft. Hempen
Weapons. Cutting Words.
Hand Crossbow, Longsword, Rapier,
Rope, Shawm, Small Knife, As a reaction when a creature (that's not
Shortsword, Simple Weapons Horn of Blasting, Pipes of immune to being charmed) you can see within
GP 15 Haunting, Elixer of Health 60 ft. makes an attack roll, ability check, or
Tools. damage roll, you can expend one use of
Flute, Horn, Shawn PP
Bardic Inspiration, roll the die, and subtract the
number from the creature's roll. You can do so
Languages. after the roll but before knowing the result.
Aquan, Common, Deep Speech, Elvish

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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Chase Higginbotham (Order #20859357)
25 5 ft. 8 in. 150 lbs.
AGE HEIGHT WEIGHT
Shanty
Yellow Kelp Green n/a
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Natural Armor.
When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. A shield’s benefits apply as
normal.

Limited Amphibiousness.
You can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid
suffocating.

Athletic and Observant.


You have proficiency in both the Athletics and Perception.

Leviathan Will.
You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned,
stunned, or put to sleep.

Researcher.
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know
where and from whom you can obtain it. Usually, this information comes from a library, scriptorium,
university, or a sage or other learned person or creature. Your DM might rule that the knowledge you
seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an adventure or even a whole campaign.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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Chase Higginbotham (Order #20859357)
Bard
Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Light Catnap

Message Dispel Magic

Vicious Mockery

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Cure Wounds

Dissonant Whispers
4 3
Identify

Shield Charm Monster


SPELLS KNOWN

Dimension Door

2 3
Cloud of Daggers

Misty Step

See Invisibility
5 1
Shatter

Hold Monster
9
Synaptic Static

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Chase Higginbotham (Order #20859357)
Ranger 9 Outlander
CLASS & LEVEL BACKGROUND PLAYER NAME
Undertow
Locathah Chaotic Good Milestone
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +3 30 ft.
12 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+1 PERSONALITY TRAITS

Hit Point Maximum 76


● +5 Strength
DEXTERITY ● +7 Dexterity

16 +2

+1
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

+3 +3 Wisdom
+0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 9d10
+3 Acrobatics (Dex) Total SUCCESSES
+2 ● +7 Animal Handling (Wis) FAILURES
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +5 Athletics (Str)

12 +0

+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Favored Enemy (Beasts).
Hand Crossbow +7 1d6+3 Piercing You have advantage on Survival checks to track your favored
enemies, as well as on INT checks to recall information about
+1 +3 Insight (Wis)
them. You also learn one language of your choice that is spoken
by your favored enemies, if they speak one at all.
+0 Intimidation (Cha) +2 Shortsword +9 1d6+7 Piercing
Natural Explorer (Coast, Swamp).
WISDOM ● +5 Investigation (Int) You have favored terrain types. Your proficiency bonus is
Unarmed Strike +5 2 Bludgeoning doubled for proficient skills when you make an INT or WIS check
+3 Medicine (Wis)
16 ● +5 Nature (Int) Hand Crossbow.
related to it. While traveling for an hour or more in your chosen
terrain, difficult terrain doesn’t slow your group’s travel, your
group can’t become lost except by magical means, you remain
Range 30/120, Loading-bonus action alert to danger even when you are engaged in another activity,
● +7 Perception (Wis) you can move stealthily at a normal pace (while alone), you find
+3 Extra Attack. twice as much food while foraging, and while tracking creatures,
+0 Performance (Cha) You can attack twice whenever you take the Attack you learn the exact number, sizes, and how long ago they
action on your turn. passed through the area.
+0 Persuasion (Cha)
CHARISMA Primeval Awareness.
+1 Religion (Int) Fighting Style (Dueling). As an action, you can expend one ranger spell slot (1 minute per
When you are wielding a melee weapon in one hand and
10 +3 Sleight of Hand (Dex) no other weapons, you gain a +2 bonus to damage rolls
with that weapon (already figured in).
level of spell slot) to sense whether any aberrations, celestials,
dragons, elementals, fey, fiends, or undead are present within 1
mile of you (or within up to 6 miles if you are in your favored
● +7 Stealth (Dex) terrain). This feature doesn’t reveal the creatures’ location or
number.
+0 ● +7 Survival (Wis)
Land's Stride.
Moving through nonmagical difficult terrain costs you no extra
SKILLS ATTACKS & SPELLCASTING movement and you can also pass through nonmagical plants
without being slowed by them and without taking damage from
them. You have advantage on saving throws against plants that
are magically created or manipulated to impede movement.
17 PASSIVE WISDOM (PERCEPTION)
+1 Shield Ranger's Companion.
CP
Hand Crossbow You gain a beast companion that accompanies you on your
adventures and is trained to fight alongside you. The beast
+2 Shortsword obeys your commands and takes its turn on your initiative. On
Armor. SP Crossbow Bolts (20) your turn, you can command the beast where to move (no action
required by you) or take the Attack, Dash, Disengage, or Help
Light Armor, Medium Armor, and Shields Crossbow Bolt Case action. If you don't issue a command, the beast takes the Dodge
action.
EP
Weapons. Backpack. You can make one weapon attack yourself when you command
Martial Weapons, Simple Weapons the beast to take the Attack action. If you are incapacitated or
Bedroll, Mess Kit, Rations (10 absent, the beast acts on its own, focusing on protecting you and
GP 10 days), 50 ft. Hempen Rope, itself. The beast never requires your command to use its
Tools. Goggles of Night
reaction, such as when making an opportunity attack.
Herbalism Kit, Poisoner's Kit Exceptional Training.
PP On any of your turns when your beast companion doesn’t attack,
you can use a bonus action to command the beast to take the
Languages. Dash, Disengage, or Help action on its turn. In addition, the
Aquan, Common, Deep Speech, Elvish, beast's attacks now count as magical for the purpose of
Sahuagin overcoming resistance and immunity to nonmagical attacks and
damage.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Chase Higginbotham (Order #20859357)
28 6 ft. 2 in. 170 lbs.
AGE HEIGHT WEIGHT
Undertow
Yellow Venom Green n/a
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Natural Armor.
FLUFFER (Sea Lion) When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. A shield’s benefits apply
Large beast, unaligned as normal.

Armor Class 20 (natural armor) Limited Amphibiousness.


Hit Points 36 (2d10+4) You can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid
Speed 15 ft., swim 30 ft. suffocating.

STR DEX CON INT WIS CHA Athletic and Observant.


17(+3) 10(+0) 14(+2) 5(-3) 10(+0) 12(+1) You have proficiency in both the Athletics and Perception.

Saving Throws DEX +6, CON +8 Leviathan Will.


Skills Athletics +9, Perception +6 You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned,
Senses Passive Perception 16 stunned, or put to sleep.
Languages --
Wanderer.
Hold Breath. The sea lion can hold its breath You have an excellent memory for maps and geography, and you can always recall the general
for 15 minutes. layout of terrain, settlements, and other features around you. In addition, you can find food and
fresh water for yourself and up to five other people each day, provided that the land offers berries,
Actions small game, water, and so forth.
Fluffer may either attack with its bite OR with
its claws at Sandlot's direction.
ADDITIONAL FEATURES & TRAITS
Bite. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 1d8 + 7 piercing damage.

Claws. Melee Weapon Attack: +9 to hit,


reach 5 ft., one target. Hit: 1d4 + 7 slashing
damage, and the target is pushed up to 5
feet away from the sea lion.

Possessions.
Collar of Water Breathing (acts like the cap
of the same name)

$1,0$/&203$1,21 TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Chase Higginbotham (Order #20859357)
Ranger Wisdom 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Conjure Animals

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Hunter's Mark

Speak with Animals


4
Zephyr Strike
SPELLS KNOWN

2 3
Lesser Restoration

Pass without Trace

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Chase Higginbotham (Order #20859357)

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