Voyages On The Scattersea

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ECHOES OF PL ANEGEA

VOYAGES ON
THE

SCATTER-

5
SEA Magic items, spells, and monsters from the restless waves in
the prehistoric world of Planegea. BY BECKWITH & GABLE
THE SECRET OF SHELL SHRINE | SOMERVILLE
VOYAGES on the SCATTERSEA
––––———————–—— Magic items, spells & monsters from the rugged archipelago west of the Sea Empire —————————–––––

The waves of Scattersea never Underwater Breathing. You can breathe underwater.
rest—nor do its islands, which swim
Living Tentacles. You can use your action to control up
through the warm water in to 8 of the tentacles. You can use the tentacles to
unpredictable patterns, shifting like manipulate an object, open an unlocked door or
the stars above. On these sunlight container, stow or retrieve an item from an open
waves, blessed by the whale goddess container, or pour the contents out of a vial. The
tentacles have a reach of 20 feet. Each tentacle can't
Mala Long-Song, catamarans surge Attack, activate magical items, or carry more than 10
from shore to shore, navigating by pounds.
instinct and the memories of elders.
Here, great beasts of the deep lurk, Additionally, you have advantage on ability checks made
to escape from nonmagical restraints, such as rope
and every island jungle is filled with
bindings or a creature that is grappling you.
threat and promise. Those who dare
to sail over these seas might Camouflage. The cloak’s coloration shifts to match its
encounter the items, magic, and surroundings. You gain a +5 bonus to Dexterity (Stealth)
monsters told of in this month’s checks.

Echoes of Planegea. Propel. While underwater, the cloak’s tentacles aid your
movement. You gain a swim speed of 30 feet, or if your
Magic Items swim speed is already 30 or greater, it instead increases
by 10.

CEPHALON’S EMBRACE
Ink Cloud. You can use your bonus action to release a
Wondrous item (cloak), very rare (requires attunement).
cloud of black fog and move up to half your speed. The
fog which fills a 20-foot radius centered on you. The
This cloak is comprised of 8 rubbery tentacles,
fog’s area is heavily obscured for all creatures except
connected by a skin membrane and attached to a collar
you, and lasts until the end of your next turn. This
and hood. The tentacles are slightly damp to the touch,
property can be used twice, and regains all uses daily at
and they occasionally twitch and curl, as if alive. You
dawn.
gain the following benefits while wearing this cloak:

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 1


CLAMPJAW GAUNTLETS FINNED DART
Wondrous item, rare. Weapon (dart), rare.

Unarmed strikes made with these gauntlets deal an A pair of fins have been carved along the spine of this
additional 1d4 bludgeoning damage. dart. When you call the word “feast” and release this
dart, it streaks towards a target that you can see within
Whenever you attempt to grapple a creature or maintain 60 feet, or 120 feet if both you and your target are
a grapple, you can roll a d6, adding the number rolled to underwater. Upon reaching the target, the dart
the check’s total. transforms into a shark, which immediately bites the
target, making a melee weapon attack against it with a
As a bonus action, you can crush a creature you’re +9 bonus to hit and dealing 22 (4d10) piercing damage.
grappling. Make a Strength (Athletics) check contested If the target is a creature that does not have all its hit
by the creature’s Strength (Athletics) or Dexterity points, this attack is made at advantage.
(Acrobatics). On a success, the creature takes damage
as if it were hit by your unarmed strike. Hit or miss while out of water, the shark then transforms
back into a dart, and the dart then loses its magical
properties, becoming ordinary.
DEEPLIGHT STONE
Wondrous item, common Hit or miss while in water, the shark then lands prone in
an unoccupied space within 5 feet of the target. This
While submerged in water, this stone glows orange, shark is hungry, and hostile to all nearby creatures. This
emitting bright light in a 20-foot radius, and dim light for shark uses the Hunter Shark statblock.
an additional 20 feet.

MASK OF THE SHARK


Wondrous item (mask), rare (requires attunement).

This angular blue-black mask lets you harness the


hunter spirit of a shark. When you expend a charge, you
can choose one of the effects:

Sense Wounds. Until the start of your next turn, you


become aware of the exact location of any creature that
does not have all of its hit points within 300 feet.

Bite. The spectral maw of a shark rises out of the mask


and bites down on a target you can see within 5 feet.
Make a melee weapon attack with a +7 bonus to hit.
This attack has advantage if the target is a creature that
does not have all its hit points. On a hit, the target takes
3d10+4 piercing damage.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 2


REEF RUNNER’S REED SNAGGING SPEAR
Wondrous item, common Weapon (spear), rare (requires attunement).

Small holes have been drilled through this short length You have a +1 bonus to attack and damage rolls made
of reed tube, which has been sealed at both ends and with this magic weapon. A 60-foot length of magic rope
fashioned into a mouthpiece. is fused with the haft of this spear, and it is not perfectly
clear where the rope ends and the spear begins. The
While wearing this reed over your mouth, you can rope is visible, but intangible, and physical interactions
breathe underwater up to depths of 90 feet. with the rope, such as attempts to cut or tear it, are
futile.

When you hit a creature with an attack using this


REEFWARDEN ARMOR weapon, you can choose to embed the spear in the
Armor (any heavy armor), very rare (requires creature. While it remains embedded, you cannot use
attunement). the spear to make attacks, and you and the speared
creature can move no more than 60 feet away from
The plates of shell and coral that make up this armor are each other. If you or the speared creature attempt to do
carved with depictions of life, growth, and the ocean’s so, you spend 2 feet for every 1 foot of movement
bounty. traveled as you drag the other with you. A creature
cannot drag a creature two or more sizes larger than it.
You have a +1 bonus to AC while wearing this armor.
At the start of a speared creature’s turn, they take 1d6
Enduring. While your current hit points are equal to or piercing damage as the spear magically digs deeper.
less than half your hit point maximum, you regain 1d4 The speared creature or another creature within reach
hit points at the start of each of your turns as restorative can attempt to remove the spear as an action, making a
algae grows over your injuries. This feature of the armor DC 15 Strength check to successfully extract it. Whether
doesn’t function while you have 0 hit points. the check succeeds or fails, the creature takes 1d6
piercing damage from the attempt as the spear resists
Rampant Growth. As a bonus action, you can draw upon removal.
the magic of the armor to warp the terrain of your
surroundings. A field of spectral, reef-like terrain As a bonus action, you can manipulate the spear in the
appears superimposed over the area in a 60-foot radius following ways:
centered on you, lasting for 1 minute. Any other
creature than yourself that moves through the area Lunge. You pull yourself up to 30 feet towards a speared
must spend 3 feet of movement for every 1 foot it creature without provoking attacks of opportunity.
moves. Once used, this property of the armor can't be
used again until the next dawn. Reel. You attempt to pull a speared creature towards
you. The speared creature must succeed on a DC 15
Strength saving throw or be pulled up to 30 feet towards
you. A huge or larger creature automatically succeeds
on this saving throw.

Rip. You rip the spear out of the speared creature. The
creature takes 2d6 piercing damage and you reel the
spear up to 30 feet towards you.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 3


STAFF OF RISING TIDES STINGING TRIDENT
Staff, legendary (requires attunement). 4 lbs. Weapon (trident), rare (requires attunement).

While you hold this staff, you have advantage on ability You have a +1 bonus to attack and damage rolls made
checks and saving throws to resist being knocked prone with this magic weapon, which deals an extra 1d8
or moved against your will. poison damage equal to the weapon’s damage die on a
hit.
This staff can be wielded as a +3 quarterstaff that deals
an extra 1d6 acid or cold damage (your choice). It also Once per turn, when you hit a target with a weapon
has the following additional properties. When one of attack, it must succeed on a DC 15 Constitution saving
these properties is used, it can't be used again until the throw or become poisoned until the start of your next
next dawn. turn.

Burning Brine. When you hit with a melee attack using


the staff, you can cause the target to take an extra 4d6
acid damage, and any nonmagical armor or weapons VENOMSPINE SHIELD
they’re wearing completely corrode, effectively Armor (shield), rare.
destroying them.
While holding this shield, you have a +1 bonus to AC.
Frozen Current. When you hit with a melee attack using This bonus is in addition to the shield's normal bonus to
the staff, you can deliver a cold shock. The target you hit AC.
must succeed on a DC 18 Constitution saving throw or
become paralyzed until the end of your next turn. When you successfully shove a creature, you can
choose to strike them with the shield as part of the
Corrosive Spout. You can use an action to cause a spout same action. The creature takes 1d4 piercing damage
of corrosive seawater to spray from the staff's tip in a and 1d4 poison damage.
60-foot cone. Each creature in the area must make a DC
18 Dexterity saving throw, taking 12d6 acid damage on
a failed save, or half as much damage on a successful
one. VOYAGER’S KNIFE
Weapon (dagger), uncommon.
Brutal Tide. You can use an action to cause the staff to
project a grasping claw made of water, which swipes at You have a +1 bonus to attack and damage rolls made
a creature you can see within 60 feet. The creature with this magic weapon.
must make a DC 18 Strength saving throw. On a failure,
they take 6d10 bludgeoning damage and are moved up When you tap the dagger against mundane knots and
to 120 feet in a horizontal direction of your choice. On a bindings of rope or similar material, they immediately
success, they take half as much damage and are pushed come undone, bindings loosening and knots
only 30 feet. Huge or larger creatures have advantage disentangling themselves.
on their saving throw.

Touch of the Depths. You can use an action to use the


Burning Brine and Frozen Current properties at the
same time. Doing so doesn't expend the daily use of
those properties, only the use of this one.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 4


WAVESPLITTER
Weapon (greataxe), very rare (requires attunement).

You have a +2 bonus to attack and damage rolls made


with this magic weapon, which deals an extra 1d6
slashing damage on a hit.

This weapon has 3 charges, and regains all expended


charges daily at dawn. When you make an attack with
this weapon, you can expend a charge to cause one of
the following effects:

Splitting Strike. The attack targets all creatures in a


30-foot line that is 5 feet wide that extends out from
you. Make an attack, comparing the attack roll’s total to
the AC of each creature in the area, and deal damage as
normal to each creature you hit.

Whirling Strike. The attack targets all creatures in a


10-foot radius around you. Make an attack, comparing
the attack roll to the AC of each creature in the area,
and deal damage as normal to each creature you hit.

WEAKENING WEAPON
Weapon (any), rare (requires attunement).

You have a +1 bonus to attack and damage rolls made


with this magic weapon.

Once per turn, when you hit a creature with an attack


using this weapon, you can weaken it until the start of
your next turn. A weakened creature’s speed is reduced
by 10 feet, and whenever it makes an attack roll, ability
check, or saving throw that uses Strength or Dexterity, it
must roll a d4 and subtract the result from the roll’s
total.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 5


Spells Brine Spout
4th level evocation

Aqueous Form Casting Time: 1 action


2nd level transmutation Range: Self (60-foot line)
Components: V, S, M (A seashell smeared with ash)
Casting Time: 1 Action Duration: Instantaneous
Range: Touch Classes: Druid, Sorcerer, Warlock, Wizard
Components: V, S, M
Duration: Concentration, up to 1 hour You form a nozzle with your hands and release a spout
Classes: Bard, Wizard of acidic water in a 90-foot line that is 5 feet wide. All
creatures in the line must succeed on a Strength saving
You transform a willing creature you touch, along with throw, taking 1d8 bludgeoning damage and 5d8 acid
everything it's wearing and carrying, into a watery damage, or half as much on a success. A large or
puddle for the duration. The spell ends if the creature smaller creature that fails its saving throw is pushed up
drops to 0 hit points. An incorporeal creature isn't to 15 feet away.
affected.
At Higher Levels: When you cast this spell using a spell
While in this form, the target's only method of slot of 5th level or higher, the acid damage increases by
movement is a swimming speed of 10 feet. The target 1d8 for every slot level above 4th.
can enter and occupy the space of another creature. The
target has resistance to nonmagical damage, and it has
advantage on Strength, Dexterity, and Constitution
saving throws. The target can pass through small holes, Caressing Mist
narrow openings, and even mere cracks. 4th level transmutation

While in the form of a watery puddle, the target can't Casting Time: 1 bonus action
talk or manipulate objects, and any objects it was Range: 60
carrying or holding can't be dropped, used, or otherwise Components: V, S, M (A chunk of dried coral)
interacted with. The target can't attack or cast spells. Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Druid

You create a 15-foot radius cloud of gentle mist


centered on a point you can see within range. The mist
spreads around corners. Creatures that start their turn
in the mist regain a number of hit points equal to 1d4 +
your spellcasting ability modifier, and one of the
following conditions affecting them ends: blinded,
deafened, paralyzed, or poisoned.

As a bonus action, you can move the mist up to 20 feet.


If you start your turn more than 60 feet away from the
mist, the spell ends.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 6


Coralform Weapon Endowment of the Waves
4th level transmutation 6th level transmutation

Casting Time: 1 bonus action Casting time: 1 action


Range: Touch Range: Self
Components: V, S, M (A chunk of dried coral) Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
Classes: Druid, Ranger, Sorcerer, Wizard Classes: Druid, Sorcerer, Warlock, Wizard

Spectral barnacles and coral growths appear on a Until the spell ends, your body is surrounded by ribbons
weapon you touch. Until the spell ends, the weapon of flowing water, and you gain the following benefits:
deals an additional 2d6 poison damage and a creature
hit by this weapon is poisoned until the end of its next ● You are immune to acid damage and have
turn. If the weapon is nonmagical, it becomes magical resistance to cold damage.
for the duration. ● You gain a swimming speed of 60 feet. In
addition, you can breathe underwater.
● You can use your action to magically shoot
water in a 30-foot line that is 5 feet wide
Geyser extending from you in a direction you choose.
2nd level evocation Each creature in the line must make a Dexterity
saving throw. A creature takes 4d6 bludgeoning
Casting Time: 1 action damage on a failed save and, if it is Huge or
Range: 60 feet smaller, is pushed up to 10 feet away from you
Components: V, S, M (A hint of lime) and knocked prone. On a success, a target takes
Duration: Instantaneous half the bludgeoning damage, but is neither
Classes: Druid, Sorcerer, Wizard pushed or knocked prone.

The ground rumbles before a geyser of scalding water


erupts from the ground, filling a 10-foot radius, 30-foot
high cylinder centered on a point you can see within
range. Each creature in the geyser’s area must succeed
on a Dexterity saving throw, taking 2d4 bludgeoning
damage and 2d4 fire damage on a failure, or half as
much on a success. A creature that fails its saving throw
is launched 30 feet into the air by the geyser before
landing 1d4 x 5 feet away, suffering the effects of falling
as normal. A launched creature’s horizontal launch
direction determined by the DM. A creature with a hover
speed is launched, but does not fall.

At Higher Levels: When you cast this spell using a spell


slot of 3rd level or higher, the bludgeoning and fire
damage increases by 1d4 each for every slot level above
2nd.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 7


Healing Wave Rip Tide
3rd level evocation 1st level evocation (Druid, Sorcerer, Wizard)

Casting Time: 1 action Casting time: 1 action


Range: 30 feet Range: Self (30 foot cone)
Components: V, S Components: V, S
Duration: 1 round Duration: Instantaneous
Classes: Bard, Druid, Sorcerer, Wizard
You conjure up a wave of water 3 feet in height with a
You create a stream of rejuvenating water, and send it swift and jarring current which sweeps out from you.
towards a creature you can see within range. The Each creature on the ground in a 30 foot cone
creature regains a number of hit points equal to 1d6 + originating from you must make a Strength saving throw
your spellcasting ability modifier. The stream then leaps or fall prone and be pushed back until they are 30 feet
from the target to another creature of your choice within away from you. The water then spreads out across the
30 feet of it, repeating the healing, and then leaps from ground in all directions, extinguishing unprotected
that creature to another of your choice within 30 feet, flames in its area and within 30 feet of it, and then it
repeating the healing once more. vanishes.

At Higher LevelS: When you cast this spell using a spell


slot of 4th level or higher, the stream jumps one
additional time for each slot level above the 3rd. Thalassophobia
5th level illusion (Bard, Sorcerer, Warlock, Wizard)

Casting time: 1 action


Locate Land Range: 60 feet
2nd level divination (ritual) Components: S
Duration: Concentration, up to 1 minute
Casting time: 1 action
Range: Self You attempt to convince a creature that it is deep
Components: V, S, M (a crow’s feather) underwater. One creature you can see within range
Duration: Instantaneous must make an Intelligence saving throw. The target
Classes: Bard, Druid, Ranger succeeds automatically if it can breathe underwater. On
a failed save, the target believes that it is drowning deep
Concentrating on the voice of nature in your underwater. It becomes blinded and frightened for the
surroundings, you learn the direction and distance to duration of the spell, and believes itself to have run out
the closest solid land within 10 miles, if any is present. of breath and be suffocating, causing it to not open its
mouth to speak or perform verbal components of spells.
If the spell’s effects last for a number of rounds equal to
the creature’s Constitution modifier, the creature
believes itself to be drowning and falls unconscious
until the spell ends or it takes any damage. At the end of
each of the target's turns before the spell ends, the
target makes another Intelligence saving throw. On a
successful save, the spell ends.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 8


Waveform
2nd level transmutation

Casting Time: 1 reaction, which you take in response to


taking damage from an attack or spell effect.
Range: Self
Components: V, S
Duration: 1 round
Classes: Bard, Druid, Sorcerer, Wizard

In response to taking damage, you briefly transform into


a wave of surging water. You gain resistance to all
damage (including the triggering damage) until the start
of your next turn, and move up to your speed in a
straight line without triggering attacks of opportunity.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 9


Monsters Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 22 (3d8 + 9) piercing damage. If the target is
a Large or smaller creature, it must succeed on a DC 19
Cerulean Worm
Dexterity saving throw or be swallowed by the worm. A
An aquatic cousin of the purple worm, this
swallowed creature is blinded and restrained, it has
blue-carapaced worm slithers through the inky depths
total cover against attacks and other effects outside the
of the sea, using its many barbed tongues to catch prey
worm, and it takes 21 (6d6) acid damage at the start of
and reel them into its hungry maw. When food grows
each of the worm's turns.
scarce in the deep, the cerulean worm rises to the
If the worm takes 50 damage or more on a single turn
shallows, bringing disaster to coastal and island
from a creature inside it, the worm must succeed on a
communities with its terrible appetite.
DC 21 Constitution saving throw at the end of that turn
or regurgitate all swallowed creatures, which fall prone
Cerulean Worm
in a space within 10 feet of the worm. If the worm dies,
Gargantuan monstrosity, unaligned
a swallowed creature is no longer restrained by it and
Armor Class 17 (natural armor)
can escape from the corpse by using 20 feet of
Hit Points 264 (16d20 + 96)
movement, exiting prone.
Speed 10 ft., swim 40 ft.

Thrash. The worm writhes about, threatening to crush


STR DEX CON INT WIS CHA
its environment. Each creature within 10 feet of the
28 (+9) 9 (-1) 22 (+6) 2 (–4) 9 (-1) 5 (-3)
worm must succeed on a DC 19 Dexterity saving throw,
taking 23 (4d6 + 9) bludgeoning damage on a failure, or
Saving Throws Con +11, Wis +4 half as much on a success. Creatures that fail their
Damage Resistances acid, cold saving throw are knocked prone.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 9 Devour (Recharge 6). The worm makes a single bite
Languages-- attack against all creatures in a 10-foot cube centered
Challenge 16 (15,000 XP) on a point within 10 feet, comparing the attack roll’s
total to the AC of each creature in the area.
Water Breathing. The worm can breathe only
underwater.

ACTIONS

Multiattack. The worm uses Barbed Tongues and then


makes a bite or uses Thrash.

Barbed Tongues. The worm chooses up to three


creatures it can see within 30 feet. Each creature must
succeed on a DC 19 Strength saving throw, taking 19
(3d6 + 9) slashing damage on a failure, or half as much
on a success. A larger or smaller creature that fails its
saving throw is pulled into an unoccupied space within
10 feet of the worm.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 10


Depth Reaver ACTIONS
A massive species of toothed whale, the Depth Reaver is
among the largest of the apex predators of the Multiattack. The reaver makes two attacks: one with its
boundless seas. Able to hold its breath for extended bite and one with its tail. It can't make both attacks
periods of time and capable of using echolocation to against the same target.
navigate lightless waters, the reaver hunts in the deep
ocean, preying upon the strange, tentacular beasts that Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one
reside there. When summoned to the surface or twisted target. Hit: 36 (8d6 + 8) piercing damage, and if the
by malice, the reaver can devastate vessels and shallow target is a large or smaller creature, must succeed on a
reefs, using its astounding bulk to crush through such DC 19 Dexterity saving throw or be swallowed by the
obstructions without fear of harm. reaver. While swallowed, the creature is blinded and
restrained, it has total cover against attacks and other
Depth Reaver effects outside the reaver, and it takes 14 (4d6) acid
Gargantuan monstrosity, unaligned damage at the start of each of the reaver's turns. If the
Armor Class 17 (natural armor) reaver takes 40 damage or more on a single turn from a
Hit Points 264 (16d20 + 96) creature inside it, the reaver must succeed on a DC 18
Speed 5 ft., swim 40 ft. Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in a
STR DEX CON INT WIS CHA space within 10 feet of the reaver. If the reaver dies, a
26 (+8) 10 (0) 22 (+6) 7 (–2) 15 (+2) 12 (+1) swallowed creature can escape from the corpse by
using 20 feet of movement, exiting prone.

Saving Throws Dex +5, Int +3, Cha +6


Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one
Skills Perception +7
target. Hit: 26 (4d8 + 8) bludgeoning damage, or 52
Senses blindsight 60 ft., darkvision 120 ft., passive
(8d8 + 16) bludgeoning damage if the target is an
Perception 17
object. If the target is a large or smaller creature, it must
Languages Primordial
succeed on a DC 21 strength saving throw or be pushed
Challenge 13 (10,000 XP)
up to 30 feet away, where it falls prone.

Hold Breath. The reaver can hold its breath for 1 hour.
Crushing Breach (Recharge 5-6). The reaver moves up
to its speed. If this movement brings it to the surface of
Blind Senses. The reaver can't use its blindsight while
a body of water, it rises out of the water before dropping
deafened.
into a devastating breach. The reaver chooses a 25-foot
square within 5 feet. Each creature in the area must
Keen Hearing. The reaver has advantage on Wisdom
succeed on a DC 19 Dexterity saving throw.
(Perception) checks that rely on hearing.
On a successful save, the creature can choose to be
pushed into an unoccupied space within 5 feet of one of
the square's outside faces. A creature that chooses not
to be pushed or does not have the space to be pushed
suffers the consequences of a failed saving throw, as
the reaver's bulk is too great to avoid otherwise. On a
failed save, a creature takes 44 (8d10) bludgeoning
damage and falls prone. Objects in the area that are not
worn or carried take 88 (20d10) bludgeoning damage.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 11


Hammerclaw ACTIONS
A monstrous shrimp-like species, the hammerclaw
hunts in the massive coral reefs that dot the Scattersea, Multiattack. The hammerclaw uses its Warping Gaze
preying upon whatever creatures it can catch in its and then makes two pincer attacks or uses Deadly
pincers before reducing it to pulp with a powerful strike Strike, if available.
from its club-like appendages. Whether it be from
strange evolution or twisted experimentation, the Pincer. Melee Weapon Attack: +11 to hit, reach 10 ft.,
hammerclaw possesses supernatural sight, capable of one target. Hit: 23 (3d10 + 7) bludgeoning damage, and
peering through illusory magics and into the realm of the creature is grappled (escape DC 15). While grappled
the ethereal itself. So powerful is its sight that it can see in this way, a large or smaller creature is restrained. The
the strands of life magic that connect all things, and tug hammerclaw has two pincers, each of which can
at these invisible threads to produce effects in the grapple only one target.
physical realm.
Warping Gaze. The hammerclaw chooses a creature it
Hammerclaw can see within 60 feet and subjects it to one of the
Huge monstrosity, unaligned following effects:
Armor Class 16 (natural armor)
Hit Points 184 (16d12 + 80) Fold Space The creature must succeed on a DC
Speed 30 ft., swim 40 ft. 17 Charisma saving throw or be magically
teleported, along with any equipment it is
STR DEX CON INT WIS CHA wearing or carrying, up to 30 feet to an
24 (+7) 8 (-1) 20 (+5) 2 (–4) 14 (+2) 5 (-3) unoccupied space the hammerclaw can see. As
part of this action, the hammerclaw can also
teleport up to 30 feet in the same manner.
Skills Perception +10, Stealth +7
Senses darkvision 120 ft., truesight 30 ft., passive
Suppress Presence The creature must succeed
Perception 20
on a DC 17 Wisdom saving throw or have their
Languages--
perception magically restricted. For 1 minute,
Challenge 11 (5,900 XP)
the hammerclaw is invisible to the affected
creature. The creature can repeat the saving
Keen Sight. The hammerclaw has advantage on
throw at the end of each of its turns, ending the
Wisdom (Perception) checks that rely on sight.
effect on itself on a success.

Optical Weakness. The hammerclaw has disadvantage


Deadly Strike (Recharge 6). Melee Weapon Attack: +11
on saving throws against blinding effects.
to hit, reach 5 ft., one target. Hit: 59 (8d12 + 7)
bludgeoning damage, and the target must succeed on a
Reef Imitation. While the hammerclaw remains
DC 19 Constitution saving throw or be stunned until the
motionless, it appears as a mundane, if huge, coral
end of the hammerclaw’s next turn. A creature that fails
formation. A DC 20 Wisdom (Perception) check or
their saving throw by 5 or more drops to 0 hit points,
Intelligence (Investigation) check can determine the
and one of their limbs is blasted off, with the effect of
hammerclaw’s true nature.
such loss determined by the DM.

Weird Sight. The hammerclaw can see into the ethereal


plane out to a range of 90 feet.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 12


The Hermit
A hermit crab grown to massive size over the centuries, Legendary Resistance (3/day). If the Hermit fails a
the Hermit, as it is now called, resides deep in the heart saving throw, it can choose to succeed instead.
of a labyrinthine coral reef somewhere in the
Scattersea. There are rumors that this reef shifts and ACTIONS
moves, expanding and contracting as if it were a living
thing itself. The rumors also say the Hermit has seen Multiattack. The Hermit makes two claw attacks and
and heard many secret things over its long life, and if it uses Spout. Alternatively, the Hermit uses Crushing
could be coaxed into conversation, such secrets may Slam and Spout.
come to light...
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft.,
The Hermit one target. Hit: 17 (3d6 + 7) bludgeoning damage, and
Huge monstrosity, neutral evil the target is grappled (escape DC 17). While grappled in
Armor Class 20 (natural armor), 15 while prone or this way, a medium or smaller creature is restrained.
shell-less The Hermit has two claws, each of which can grapple
Hit Points 207 (18d12 + 90) only one target.
Speed 40 ft., swim 40 ft.
Crushing Slam. The Hermit slams creatures grappled
STR DEX CON INT WIS CHA by it into each other or a solid surface. Each creature
24 (+7) 10 (0) 20 (+5) 7 (–2) 14 (+2) 12 (+1) must succeed on a DC 20 Constitution saving throw or
take 25 (4d8 + 7) bludgeoning damage and be stunned
until the end of the Hermit’s next turn. On a successful
Saving Throws Dex +5, Con +10, Wis +7, Cha +6
save, the target takes half the bludgeoning damage and
Skills Insight +7, Perception +12, Stealth +5
isn't stunned.
Damage Resistances acid
Senses blindsight 60 ft., darkvision 120 ft., passive
Spout. The Hermit spits a jet of water at a creature it
Perception 22
can see within 60 feet. That creature must succeed on a
Languages Common, Primordial
DC 20 Strength saving throw, taking 14 (2d6 + 7)
Challenge 14 (11,500 XP)
bludgeoning damage on a failure, or half as much on a
success. A creature that fails its saving throw is pushed
Amphibious. The Hermit can breathe air and water.
up to 30 feet away, where it falls prone.

Reflective Shell. The Hermit has advantage on saving


Brine Spray (Recharge 5-6). The Hermit breathes a
throws against spells and other magical effects, and
briny mixture in a 30-foot cone. creatures in the area
ranged spell attacks against the Hermit are made at
must succeed on a DC 20 Dexterity saving throw, taking
disadvantage. When the Hermit succeeds on a saving
33 (6d10) acid damage on a failure, or half as much on a
throw against a line spell or a ranged spell attack misses
success. A creature that fails its saving throw is covered
it, the spell or attack reflects off the Hermit's shell, and
in burning brine, and takes 11 (2d10) acid damage at
a random creature within range becomes the new target
the start of each of their turns. As an action, a creature
of the attack or spell as if it originated from the Hermit.
can scrape or wash the acid off itself or another
creature within reach.
The Hermit’s shell can be attacked and destroyed (AC
22; hp 80; resistance to slashing and piercing damage;
vulnerability to thunder damage; immunity to poison
and psychic damage). When the shell is reduced to 0 hit
points, it is effectively destroyed, and the Hermit’s
Reflective Shell feature ceases functioning until the
Hermit finishes a long rest in a new shell.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 13


LEGENDARY ACTIONS Lancefin
The Hermit can take 3 legendary actions, choosing from A creature resembling a monstrous swordfish, the
the options below. Only one legendary action can be Lancefin hunts in open water, skewering prey on its
used at a time and only at the end of another creature's long, blade-like snout before slashing them to ribbons.
turn. The Hermit regains spent legendary actions at the
start of its turn. Lancefin
Large beast, unaligned
Claw. The Hermit makes a claw attack. Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30)
Scuttle. The Hermit moves up to half its speed without Speed 5 ft., swim 50 ft.
provoking opportunity attacks.
STR DEX CON INT WIS CHA
Spout. The Hermit uses Spout. 20 (+5) 11 (0) 17 (+3) 3 (–4) 12 (+1) 5 (-3)

Claw Slam (Costs 2 Actions). The Hermit uses Claw


Senses darkvision 30 ft., passive Perception 11
Slam.
Languages--
Challenge 5 (2,900 XP)
LAIR ACTIONS
The coral-coated surfaces of the lair grow jagged and
Piercer. If the lancefin moves at least 20 feet straight
sharp. Any creature that collides with a hard surface
toward a target and then hits it with a stab attack on the
within the lair as a result of forced movement takes 10
same turn, the target takes an extra 13 (2d12) piercing
(3d6) slashing damage. Additionally, for every 5 feet
damage and must make a DC 16 Constitution saving
moved across such a surface, a creature takes 3 (1d6)
throw or begin bleeding from a deep wound. At the start
slashing damage. The Hermit is immune to these
of a wounded creature’s turn, they lose 7 (2d6) hit
effects. This effect lasts until initiative count 20 of the
points due to blood loss. Each time the lancefin hits the
next round.
wounded target with this attack, the damage dealt by
the wound increases by 7 (2d6). Any creature can take
A spectral anemone colony briefly appears at a point on
an action to stanch the wound with a successful DC 14
the ground that the Hermit can see within 120 feet,
Wisdom (Medicine) check. The wound also closes if the
lashing out at nearby creatures with stinging
target receives magical healing.
appendages. The anemone makes an attack against all
creatures within 10 feet with a +8 to hit and dealing 7
Water Breathing. The lancefin can breathe only
(2d6) poison damage. A creature hit by this attack must
underwater.
succeed on a DC 16 Constitution saving throw or
become poisoned until initiative count 20 of the next
ACTIONS
round. While poisoned in this way, a creature is
Multiattack. The Lancefin makes two attacks, only one
paralyzed. After attacking, the anemones disappear.
of which can be a stab.

The ambient magic of the lair forms a buffer around the


Stab. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Hermit's shell, bolstering its reflective properties. Until
target. Hit: 18 (2d12 + 5) piercing damage.
initiative count 20 of the next round, whenever the
Hermit makes a saving throw against a spell or magical
Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., two
effect, or is targeted by a ranged spell attack, it rolls a
targets within reach. Hit: 12 (2d6 + 5) slashing damage.
d8, adding the result to its save or subtracting the result
from the attack roll's total, respectively.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 14


Reef Golem ACTIONS
Cobbled from fused chunks of coral reef, the aptly
named reef golem is favored by aquatic kin and others Multiattack. The golem makes two attacks: one with its
who make their home by the sea. Imbued with magics coral blade and one with its toxic slam.
from the sea, the coral golem can move through water
unimpeded by its own weight, and project a corrosive Coral Blade. Melee Weapon Attack: +7 to hit, reach 10
brine that erodes all weapons and armor except those ft., one target. Hit: 14 (3d6 + 4) slashing damage, and
warded by magic. the target has disadvantage on Constitution saving
throws until the end of the golem’s next turn.
Reef Golem
Large construct, unaligned Toxic Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Armor Class 14 (natural armor) one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 4
Hit Points 114 (12d10 + 48) (1d8) poison damage, and the target must succeed on a
Speed 30 ft., swim 30 ft. DC 15 Constitution saving throw or become poisoned
for 1 minute.
STR DEX CON INT WIS CHA
19 (+4) 11 (0) 19 (+4) 3 (–4) 8 (-1) 1 (-5) Biting Mist (Recharge 5-6). The golem exhales a
stream of corrosive mist, which settles in a 20-foot
radius sphere centered on a point it can see within 60
Damage Resistances acid; bludgeoning, piercing, and
feet. When a creature enters the area for the first time
slashing from nonmagical attacks
on a turn or starts its turn there, that creature must
Damage Immunities poison, psychic
make a DC 15 Constitution saving throw, taking 14 (4d6)
Condition Immunities charmed, exhaustion,
acid damage on a failure, or half as much on a success.
frightened, paralyzed, petrified, poisoned
Success or failure, all nonmagical armor and weapons
Senses darkvision 120 ft., passive Perception 10
worn or carried by the creature deteriorate, taking a
Languages understands the languages of its creator but
permanent and cumulative -1 penalty to the AC it offers
can't speak
if it is armor, or a -1 penalty attack and damage rolls if it
Challenge 7 (2,900 XP)
is a weapon. This mist lasts for 1 minute or until the
golem is reduced to 0 hit points or dismisses it as a
Aqueous Rejuvenation. The golem regains 15 hit points
bonus action.
at the start of its turn if it is submerged in at least 3 feet
of salt water.

Immutable Form. The golem is immune to any spell or


effect that would alter its form.

Jagged Exterior. A creature that touches the golem or


hits it with a melee attack while within 5 feet of it takes
3 (1d6) slashing damage.

Magic Resistance. The golem has advantage on saving


throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are


magical.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 15


Rockjaw
A hulking species of fish with leathery, shark-like skin Rockjaw
and thick plates of bone that protect its body from Huge monstrosity, unaligned
physical harm, the rockjaw is a living bulwark: slow Armor Class 17 (natural armor)
moving, yet fiercely tenacious. When defending itself or Hit Points 161 (14d12 + 70)
hunting prey, the rockjaw clamps down with a vice-like Speed 5 ft., swim 30 ft.
bite and batters its opponent with the bony plates
across its body, cracking shell and crushing through
STR DEX CON INT WIS CHA
flesh and bone.
23 (+6) 10 (0) 20 (+5) 7 (–2) 14 (+2) 12 (+1)

Senses darkvision 60 ft., passive Perception 12


Languages--
Challenge 9 (5,000 XP)

Heavy Plating. Any bludgeoning, piercing, or slashing


damage the rockjaw receives is reduced by 4.

Bulky. The rockjaw has disadvantage on ability checks


and saving throws that use Dexterity.

ACTIONS

Multiattack. The rockjaw makes two attacks: one with


its slam and one with its bite.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one


target. Hit: 17 (2d10 + 6) piercing damage plus 11
(2d10) bludgeoning damage. If the target is a Medium
or smaller creature, it is grappled (escape DC 16). Until
this grapple ends, the target is restrained, and the
rockjaw can't bite another target.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one


target. Hit: 15 (2d8 + 6) bludgeoning damage, and if the
target is a large or smaller creature, it must succeed on
a DC 18 Strength saving throw or be knocked prone.

VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 16


Credits
Voyage on the Scattersea
Magic Items and Monsters by Dan Gable
Spells by Adam Beckwith and Dan Gable
Development by Fin Prindle
Layout by Adam Beckwith

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VOYAGE ON THE SCATTERSEA | BECKWITH, GABLE & PRINDLE 17

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