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The Outer Seas
TABLE OF CONTENTS
Welcome to the Outer Seas....................................................................................1 Introduction .............................................................................................................2 Using This Zine .......................................................................................................2 The Valcora...............................................................................................................3 Valcora Salt Sentinel ............................................................................................5 Clear Knife Cutthroat ..........................................................................................6 Valcora Brine Dancer ...........................................................................................8 The Eyes of Valcora ............................................................................................10 Fist of Valcora .....................................................................................................13 Salt Smith .............................................................................................................14 Eldritch Entity Profile - Valcora ..........................................................................17 The Court of the Collector Queen ......................................................................20 Grim Spear ..........................................................................................................21 Hull Breaker........................................................................................................22 Raid Captain Reaver ..........................................................................................23 Atlas Wheelbreaker ............................................................................................25 Atlas Mastcrawler ..............................................................................................26 Cursed Oracle: Seline Tidewalker ...................................................................27 Icon of the Outer Seas: The Collector Queen .................................................30 The Elapso ..............................................................................................................34 Elapso Reef Stalker.............................................................................................35 Elapso Gesseret...................................................................................................37 Elapso Venom Charmer ....................................................................................38 Elapso Fate Bender.............................................................................................40 Strange Tides .........................................................................................................43 Bloom Shepard ...................................................................................................43 Deep Claw Centurion........................................................................................45 Trench Stalker .....................................................................................................46 The Drowned Ones ............................................................................................48 Torpa Sword Scout.............................................................................................50 Fate Brokers ........................................................................................................51 An Archy in the Outer Seas .................................................................................54 Archy ....................................................................................................................55 Credits & OGL .......................................................................................................59
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WELCOME TO THE OUTER SEAS
“The ocean is endless; you can chase the horizon but it will always be just out of reach.” ~Anton the Storyteller
Across the endless waters of Ryn, a world where the very oceans themselves threaten to swallow up all who dare sail upon them, there are those who traverse the waves, seeking far shores and lost treasures in the name of glory, greed, and high adventure. This is a world of salt and sea, a place of ancient mysteries and forbidden secrets, where the shifting tides conceal forgotten treasures and unimaginable terrors. A world where in moments, calm seas can turn against those who dare to defy them and blood tinged waves crash against the hulls of ships like the fists of angry gods. On this world, survival is not just a matter of physical strength, but of cunning and intelligence. The sailors who navigate these treacherous waters must be quick with a blade and quicker with their wits, for every tide brings new dangers. So prepare to set sail. Sharpen your swords and steel yourself for a voyage unlike any other. You are about to enter the Outer Seas, where the winds of fate shift as unpredictably as the ocean currents. Where the Living Gods vie for power and fame and the Dead Gods plot their bloody and glorious return. This is a place only the most resilient and resourceful can hope to endure. It is a world of boundless adventure and ancient secrets, where danger lurks beneath every wave and the wealth of countless lost civilizations lies waiting to be claimed. Weigh anchor, look toward the unreachable horizon, and let the strange tides and winds of fortune carry you to an ocean of endless possibility!
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INTRODUCTION The Outer Seas is a strange place where many traditional fantasy elements are missing, changed, or wildly unlike what you may have experienced or read about in other works. If you’ve come to Val Carter’s Guide to Merfolk from an Outer Seas adventure (such as The Clawing Chaos), you’re already familiar with this water-covered world, with its gods—both living and dead—and the ruins beneath the waves. You’ve seen a wandering island that lives on the back of a massive leviathan, flying manta rays, and tree octopuses. (Octopi? Perhaps Val Carter knows which plural works best!) If you’re new to the Outer Seas, know that this is a world of endless ocean, where resources are scarce. And yet, people build cities and settlements on the strangest of places: natural islands, yes, but also floating shanty towns, fleet cities, multileveled eyries inhabited by bird people, and underwater wonders where sharkfolk known as Hakarl reside. It is in these underwater realms, beneath the surface of what the air-breathers see, where much of this zine takes place. And once your appetite is whet—join us on these waters again. We have many adventures to come. USING THIS ZINE The Outer Seas is a hydropunk fantasy setting designed with the ruleset for the world’s most popular role-playing game in mind. However as we are lovers of homebrewers and rule-breakers, we understand that the mechanical rules presented in this book do not have to be nailed down to a single system. If you enjoy the setting but the rules do not fit the system your table is using, take the ideas presented here and apply your own rules to them. Twist the math and metrics in a way that best fits your table; ultimately we just hope you enjoy the setting and that it serves you in having a good time with your friends and loved ones. After all, that is why the Storyteller tells stories in the first place. Some suggested rule sets are D&D 5e, the default for this Zine, or D&D 3.0/3.5, Pathfinder 1, Pathfinder 2, and Symbaroum which can be applied with some homebrew work on your Storytellers end. All that being said, Welcome to the Outer Seas.
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THE RECORDS,NOTES, AND LOOSE LEAF PAGES OF VELLUM THAT MAKE UP THE OBSERVATIONS OF ONE VALDER J. CARTER, DENIZEN OF THE OUTER SEAS.
The Valcora
Call me Valder I never know how to start these things. “Dear journal” sounds like some thing my adopted sister would write, and “From the desk of Valder J. Carter” sounds far too formal. The bit struck out above was how an old raft city teacher used to start his response to strangers who asked for his name. He was normally stoic and kept to himself, but every once in a while, he would drink a little too much and start telling wild stories that most of the people who called the raft city home said were the best stories they had ever been told. He had one about an albino leviathan that a captain he served under supposedly obsessed over, and another about sailing the seas in a coffin that I found way more interesting than the thing about the whale. The reason I bring up Teach, as I would come to call him, is because it was he that first told me about the Valcora Merfolk. As the story goes, Teach was serving as a tutor on a merchant lord’s estate barge. He had been brought on to teach the lord’s children about accounting and tradecraft, so they could eventually take over their mother’s business. A crew of pirates boarded the vessel, slaughtering almost all of the crew, and taking the kids, Teach, and a retainer named Old Barnabus hostage. Allegedly, the pirates were asked to only take Teach, so he could keep the children occupied while their employer negotiated terms for the children’s bounty. But Old Barnabus, being of considerable size and very politely soft-spo ken, informed the kidnappers that if they took him along with the kids and Teach, he would not have to kill the vast majority of them with his bare hands.
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The pirates, after a bit of deliberation—and after watching a particularly bold swordsman named Ivan get his head crushed by a cannonball Old Barnabus had tossed when they kicked down the door to the children’s quarters—felt that bringing him along to avoid further bloodshed made the most sense. However, this would prove to be their undoing, as after Barnabus ensured the children were all settled on the mercenary ship and as comfortable as possible, he removed the salt crystal charm hanging from a necklace he had never been seen without and drove the hook-shaped object into his cheek. Teach said that Old Barnabus did this without a grimace or foul word, and as Teach watched the salt crystal hook soak through with blood, he said Old Barnabus bit the thing in half, promptly swallowed part of it, and spit the other bit overboard into the sea. As dawn broke, Teach was awakened by screams from the decks above, or so he said. Old Barnabus sang jaunty tunes to the children to keep them laughing and calm, and soon after the screaming started, it quickly stopped. The sound of running feet could be heard outside the door of the room where they were being held. A bloodied pirate burst into the room and bid Teach, Old Barnabus, and the children follow him, as they were to be promptly freed. Once topside, Teach said, they saw the deck was littered with salt crystals and the broken bodies of the pirates who had captured them not hours before. However, the twisted borns and torn flesh of their captors and errant piles of salt were not what held the old man’s attention. Humanoids with the head, arms, and torso of muscular warriors and the lower bodies of brightly colored fish sat coiled about the deck. Some wielded massive war hammers made of salt crystal, others picked errant shards of bone from the flesh of their knuckles while blood ran freely down the channels of great salt discs encircling their wrists. The most fascinating of the details of Teach’s story were of the merfolk there who commanded beasts made of salt crystal, which prowled the deck, menacing the surviving pirates. I would learn from Old Barnabus that these were merfolk who served an eldritch entity known as Tide Queen Valcora, whose favor he had gained sail ing in his youth. The Valcora merfolk would craft a small ship of salt for the children and Tech to return to the merchant lords’ fleet, while Old Barnabus would stay with the Valcora merfolk and return to the merchant fleet a few days later with half the pirate vessel’s hold worth of treasure. Before he left the service of the merchant lord and settled on the raft city, Teach said Old Barnabus passed from this place to the next, and when his body was lowered into the sea, his physical form instantly crystallized into salt before sinking below the waves. I’ve been collecting as much as I can on the Valcora since I first heard that story, and am including what I’ve learned from research, stories, and second-hand accounts in my notes below. VAL
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Valcora Salt Sentinel Medium Humanoid (Valcora Merfolk), Neutral Good
STR
DEX
CON INT
WIS
CHA
16 (+3)
14 (+2)
16 (+3)
10 (+0)
12 (+1)
10 (+0)
Abilities Amphibious. Valcora Merfolk can breathe both air and water. Pillar of Salt. When a Valcora Salt Sentinel dies, they becomes a pillar of salt that bursts into a cloud of razor sharp salt crystals if disturbed. If anyone touches the remains of a dead Valcora Salt Sen tinel, all creatures within 20 ft. of
Armor Class 14 (natural armor) Hit Points 52 (7d8+21) Speed 30 ft., swim 40 ft. Skills Athletics +6, Perception +4 Senses Darkvision 60 ft., Passive Perception 14 Languages Shanx (Common), Valcora Challenge Rating 2 (450 XP)
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the pillar of salt must make a Dex terity Saving Throw DC 13. Upon a failed save, the creature takes 10 (3d6) slashing damage, or half as much on a successful save. Actions Multiattack. The Valcora Salt Senti nel may make two attacks a turn, one with their Salt Hammer and one with their tail. Salt Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10+3) bludgeoning damage. Upon a critical hit, the target must make a Constitution Saving Throw DC 12. On a failed save, salt crystal shards break from the edges of the hammer and embed themselves into the target. The target takes 5 (2d4) piercing damage from these shards at the start of each of their turns until it dies, receives magical healing, or a successful Medicine Check DC 12 is performed on it to remove the shards. Tail Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10+3) slashing damage. Tail Wrap (Recharge 5–6). The Val cora Salt Sentinel may attempt to
wrap their tail around a solid crea ture within 10 ft. The target must make a Strength Saving Throw DC 13 or be restrained until the end of the Valcora Salt Sentinel’s next turn. Description The Valcora Salt Sentinels are mer folk whose long, fishlike tails typically present in shades of blue and white with black or violet markings. These muscular warriors are seldom with out their massive hammers crafted from crystalized sea salt. Those who have served Valcora the longest have patches of salt crystal armor that seemingly grow on their flesh and scales, a result of their constant contact with their Salt Hammers. About Valcora Salt Sentinels are the stead fast guardians of the sacred spaces, communities, and areas of interest that Valcora has deemed part of her kingdom. Serving as wardens and watchdogs, these warriors wield massive salt crystal hammers with deadly accuracy and crush all those who would oppose the will of their living god.
Clear Knife Cutthroat Medium Humanoid (Valcora Merfolk), Chaotic Good
STR
DEX
CON INT
WIS
CHA
10 (+0)
16 (+3)
11 (+0)
12 (+1)
10 (+0)
10 (+0)
Abilities Amphibious. Valcora Merfolk can breathe both air and water. Brine Burst. When a Clear Knife Cut throat reaches 0 hit points, their body releases a poisonous cloud that spreads out from them in a 10 ft. radius centered on the Clear Knife Cutthroat’s location. Each
Armor Class 13 (natural armor) Hit Points 33 (5d8) Speed 30 ft., swim 45 ft. Skills Perception +2, Stealth +5 Senses Darkvision 60ft., Passive Perception 12 Languages Shanx (Common), Valcora Challenge Rating 1 (200 XP)
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creature that enters the cloud or starts their turn within the cloud
Weapon Attack: +5 to hit, reach 5 ft., or range
20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. Reaction
must make a Constitution Saving Throw DC 13. Upon a failed save, the creature takes 7 (2d6) poison damage, or half as much on a suc cessful one. The cloud lasts for 1 minute in the air or 3 minutes in the water. Action Multiattack. The Clear Knife Cut throat may make two Salt Dagger attacks. Salt Dagger. Melee or Ranged
Cunning Dodge. The Clear Knife Cutthroat may dodge the first nonmagical ranged attack made against them. Description Assassins and disruptors in the service of Valcora, Clear Knife Cut throats are typically deployed when a
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quick surgical strike is needed against an opposing force’s leadership or critical target whose death will result in sewing chaos and causing strife among any forces Valcora views as enemies or a threat to her rule. Valcora Brine Dancer Medium Humanoid (Valcora Merfolk), Neutral Good STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 18 (+4) 14 (+2) 12 (+1) 10 (+0) Armor Class 15 (natural armor)
1 ft. thick. The wall lasts for up to 1 minute and provides three-quar ters cover. If the wall is conjured underwater, it maintains the posi tion it was summoned in, staying suspended in the water until it is destroyed or its duration expires. The wall has an AC of 15 and 30 hit points. Salt Shards: Salt crystal shards erupt from the weapons of creatures within 30 ft. of the Valcora Brine Dancer. Each creature within range must make a Dexterity Saving Throw DC, taking 21 (6d6) pierc ing damage on a failed save, or half as much damage on a successful one. Brine Threads: The Valcora Brine Dancer may conjure coral barbs in a 15-ft. sphere centered on a point within 60 ft. that they can see. The area becomes difficult terrain, and each creature that enters the area for the first time on a turn or starts its turn within the area of effect must make a Strength Saving Throw DC 14 or be restrained until the spell ends. Brine Threads require concentra tion and last up to 1 minute. Brine Bolt: The Valcora Brine Dancer may launch arcane-infused bolts of salt crystal at up to three targets they can see within 120 ft. Each target takes 5 (1d4+3) slashing damage. Death Throes: When the Valcora Brine Dancer reaches 0 hit points,
Hit Points 72 (9d8+36) Speed 30 ft., swim 40 ft.
Skills Perception +3, Stealth +5 Senses Darkvision 60 ft., Passive Perception 13 Languages Shanx (Common), Valcora Challenge Rating 4 (1,1000 XP) Abilities Amphibious. Valcora Merfolk can breathe both air and water. Spellcasting The Valcora Brine Dancer is con sidered a 5th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Valcora Brine Dancers may have the following wizard spells prepared: • Cantrip (at will): brine skin shards*, shape water • 1st level (4 slots): color spray, create or destroy water • 2nd level (3 slots): aqua orb*, blur • 3rd level (2 slots): blink Spell-Like Abilities The Valcora Brine Dancer may use the following abilities, each once per day: Wall of Brine: The Valcora Brine Dancer conjures a wall of salt crys tal up to 30 ft. long, 10 ft. high, and
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their body transforms into a cloud of corrosive salt water that fills a 10-ft.-radius sphere centered on their location. Each creature in that area must make a Dexterity Saving Throw DC 14, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Actions Multiattack: The Valcora Brine Dancer may use a spell-like ability and make one claw attack a turn. Claw: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4+3) slashing damage. Description Valcora Brine Dancers are long and
lean with tails that present in shades that range from stark white to a warm pink. Their eyes, larger than those of other Valcora, are typically covered with a thick black membrane that reflects all light shone upon them. The skin of the Valcora Brine Danc ers are tattooed with labyrinth-like geometric lines, creating intricate pat terns that match the strange angular shape their spell-like effects conjure while casting. About Valcora Brine Dancers serve as the spellcasting guards and war dens of areas of arcane importance within the waters Valcora claims as
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her own. Valcora born with arcane aptitude strive to learn the languages of spellcasting, tattooing the labyrin thian weaves of magic onto their skin as flawlessly as they can, in hopes of being noticed by the Eyes of Valcora and invited to join the ranks of the Brine Dancers. There, their skills can be put to use in the service of their living god. Brine Skin Shards Evocation Cantrip Casting Time: 1 action Range: 5 ft. Components: V, M (salt water) Duration: Instantaneous You draw interlinking squares in the space before you and speak the old worlds of magic, causing a cloud of small salt crystals to burst forth from your skin. Each creature of your choice that you can see within range must make a Constitution Saving Throw or take 4 (1d6) slashing damage. At Higher Levels: The spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6). Spell Lists: Cleric, Sorcerer, Wizard
Aqua Orb 2nd-Level Conjuration
Casting Time: 1 action Range: 60 ft. Components: S Duration: 12 hours
You may create an orb of water around the head or gills of a willing creature you can see within range. The orb is filled with fresh or salt water that lasts until the spell ends. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of water for each slot level above 2nd. Spell Lists: Artificer, Druid, Ranger, Sorcerer, Wizard
The Eyes of Valcora Medium Humanoid (Valcora Merfolk), Lawful Neutral STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 10 (+0) Armor Class 15 (natural armor)
Languages Shanx (Common), Valcora Challenge Rating 5 (1,800 XP) Abilities Amphibious. Valcora Merfolk can breathe both air and water. Astral Projection. The Eyes of
Hit Points 90 (12d8+36) Speed 30 ft., swim 30 ft.
Skills Medicine +7, Religion +4, Insight +7 Senses Darkvision 60 ft., Passive Perception 13
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visual illusions and succeed on saving throws against them, and perceive the original form of any shapechanger or a creature that is transformed by magic. Spellcasting The Eyes of Valcora are considered a 7th-level spellcaster. Their spellcast ing ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The Eyes of Valcora typically have the following clerical spells prepared: • Cantrip (at will): brine skin shards*, guidance, light • 1st level (4 slots): bless, cure wounds, detect magic, protection from good or evil
Valcora may enter the Astral Plane along with up to eight willing crea tures within 5 ft. of them for up to 1 hour before they are returned to the Outer Seas. Statue of Salt. When the Valcora Merfolk dies, their body trans forms into a statue of salt. Vision of Valcora. Eyes of Valcora have made a powerful sacrifice to see things as they truly are. The Vision of Valcora extends up to 120 ft. from them, and they may see in normal and magical dark ness, see invisible creatures and objects, automatically recognize
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• 2nd level (4 slots): aid, lesser resto ration, spiritual weapon • 3rd level (3 slots): mass healing word, remove curse • 4th level (3 slots): divination, guard ian of faith • 5th level (1 slots): crushing vortex* Spell-Like Abilities The Eyes of Valcora may use the following ability three times per day: Healing Wave. The Eyes of Valcora may call upon the curative powers of the Outer Seas to heal up to six creatures they can see within 60 ft. Each target regains 18 (3d8+4) hit points. Actions Sacred Staff of Valcora: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8+2) bludgeoning damage plus 3 (1d6) fire damage. If the target is wear ing a flammable object or is made of flammable material, it ignites and takes 3 (1d6) fire damage at the start of each of its turns until someone takes an action to douse the fire. Description The Eyes of Valcora are long and lean with tails that present in varying shades of blue with black geomet ric markings. The Eyes of Valcora are almost always in possession of a long staff of salt crystal capped with the holy symbol of the followers of Valcora: a circle bifurcated with a straight line. The Eyes of Valcora are also typically seen with a white cloth wrapping over their right eye, an indication of the sacrifice made to Valcora. About The Eyes of Valcora are devout
followers of the living god of the Valcora Merfolk. These priests of Val cora spend the first twenty to thirty years of life learning the teachings of Valcora and serving the various communities of the Valcora Merfolk. They strive to be of service to any of the Valcora Merfolk in need. At some point during their service to the Valcora Merfolk, a Brine Beast sent by Valcora herself will visit an Eye of Valcora. If she finds them truly dedicated to her, normally something that is indicated by the initiate by a sacrifice of an eye, finger, or tail fin, the Eye of Valcora will gain their spell-like abilities and be led by the Brine Beast to where Valcora feels their skills are needed the most. Crushing Vortex 5th-Level Evocation Casting Time: 1 action Range: 60 ft. Components: V,S,M (sacred staff of Valcora) Duration: Instantaneous You cause a column of crush ing water to form in a twisting cylindrical vortex in a location you can see within 60 ft. of you. Each creature in a 10-ft. radius, 60-ft,-high cylinder centered on a point within range must make a Dexterity Saving Throw . On a failed saving throw, a creature takes 28 (8d6) force damage and is knocked prone. On a success ful save the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the force damage increases by 7 (2d6) for each slot level above 5th. Spell Lists: Cleric
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Fist of Valcora Medium Humanoid (Valcora Merfolk), Chaotic Neutral STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 8 (-1)
Armor Class 15 (natural armor) Hit Points 90 (12d8+36) Speed 30 ft., swim 40 ft.
Rage of Valcora (2 times a day). As a bonus action, the Fist of Valcora can enter a rage for up to 1 min ute. While raging, they gain the following benefits: • Advantage on Strength Checks and saving throws. • When the Fist of Valcora makes a melee weapon attack using Strength, they deal an extra 2 (1d4) damage. • Resistance to bludgeoning, pierc ing, and slashing damage.
Skills Athletics +7, Perception +3 Senses Darkvision 60 ft., Pas sive Perception 13 Languages Shanx (Common), Valcora Challenge Rating 4 (1,100 XP) Abilities Amphibious. Valcora Merfolk can breathe both air and water.
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Bloody Tide. While raging, the Fist of Valcora’s wounds bleeds a caustic black blood that burns like acid. Any creature that hits a Fist of Valcora with a melee attack while they are raging takes 7 (2d6) acid damage. Valcora’s Obsidian Tide. When the Fist of Valcora reaches 0 hit points, all of their scars reopen into fresh wounds and their black blood transforms into a cloud of corro sive acid that fills a 30-foot-radius sphere centered on their location. Each creature in that area must make a Dexterity Saving Throw DC 14, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. This cloud lasts for 2 (1d4) days. Actions Multiattack. The Fist of Valcora makes two attacks: one with their tail and one with their fists. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage. Tail Crush. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength sav ing throw or be knocked prone.
Reaction Furious Deflection: The Fist of Valcora may deflect the first nonmagical ranged attack made against them. Description Fists of Valcora are imposing hulk ing merfolk with dark blue tails often dappled with white patches of scales. Often the Valcora Merfolk’s bodies are covered in the scars of past battles that they wear as badges of honor, forgoing any clothing or armor to display them proudly. The Fists of Valcora wear large salt crystal discs around their wrists that give them additional weight to their strikes. About The Fists of Valcora are fierce com batants, feared by those who have run afoul of them in combat. Serving as brutal shock troops in the service of Valcora, these warriors are tireless in their quest to crush all who oppose the will of their living god. In large scale warfair, the Fists of Valcora are deployed in large schools, ensuring that even if they are cut down, the waters in which they fight are tainted by their acidic black blood.
Salt Smith Medium Humanoid (Valcora Merfolk), Lawful Neutral STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 10 (+0) 18 (+4) 10 (+0) Armor Class 17 (wisdom mod ifier + dexterity modifier + natural armor) Senses Darkvision 60 ft., Pas sive Perception 17 Languages Shanx (Common), Valcora Challenge Rating 5 (1,800 XP) Hit Points 63 (9d8+18) Speed 40 ft., swim 50 ft.
Skills Acrobatics +7, Athletics +4, Perception +7, Stealth +7
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a failed save, the weapon takes 2d8 bludgeoning damage and becomes damaged. A damaged weapon has disadvantage on attack rolls until it is repaired. Weapon Enchantment. As an action, the Salt Smith can touch a non-magical weapon and infuse it with magical energy. The weapon gains a +1 bonus to attack and dam age rolls for 1 hour or until the Salt Smith uses this ability again. Actions Multiattack. The Salt Smith makes two unarmed strikes. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage. Salt Lash (Recharge 5–6). The Salt Smith creates a whip-like tendril of
Abilities Amphibious. Valcora Merfolk can breathe both air and water. Unarmored Defense. While not wearing armor, the Salt Smith’s Armor Class equals 10 + their Dexter ity modifier + their Wisdom modifier. Evasion. When the Salt Smith is subjected to an effect that allows them to make a Dexterity Saving Throw to take only half damage, they instead take no damage if they suc ceed on the saving throw, and only half damage if they fail. Weapon Breaking. As an action, the Salt Smith can make an unarmed strike against a weapon held by a creature within 5 ft. of them. On a hit, the target creature must make a Strength Saving Throw DC 15. On
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salt water and makes a ranged spell attack against a creature they can see within 30 ft. of them. On a hit, the target takes 14 (4d6) slashing damage and must make a Strength Saving Throw DC 15. Upon a failed save the creature is pulled up to 20 ft. toward the Salt Smith. Description Valcora Salt Smiths typically have tails that present in shades of blue with jagged scale patterns of black or tails that present in semitranspar ent shades of iridescent grey. These merfolk typically wear their hair in long braids, only cutting it when a blade they have forged has broken in combat, giving those with longer coils of hair higher status amongst this most prized conclave of creators. Salt Smiths are seldom seen outside the salt crystal caves their homes and workshops reside within, but when they do find need to travel, they typ ically do so laden down with their crafting tools and accompanied by at least two retainers with considerable combat prowess. About While there are many merfolk who pledge loyalty to Valcora, the ones she prizes the most are her beloved Salt Smiths. These merfolk have mastered the art of forging deadly weapons of war from the very salt of the seas they swim within. Salt Smiths are normally joyful, charm ing individuals who have a lust for life and a passion for creating. They are seldom swayed by the words and deeds of others, only seeking to create or destroy as the inspiration strikes them. There are many powerful individ uals across the Outer Seas who wield salt crystal blades forged by a Salt Smith; a thousand score more have been cut down by them.
Salt Crystal Blade melee weapon (martial, sword)
Category: Items Damage: 1d8 Damage Type: Slashing Item Rarity: Rare Properties: Versatile Weight: 4 lb. Ability
Brine Bite. When a creature is dealt damage with a Salt Crystal Blade, it must make a Constitution Saving Throw DC 14. Upon a failed save, the creature’s swim speed is reduced by half, and they must make all Constitution Saving Throws with disad vantage for the next hour. Salt Sunder. When a wielder of the Salt Crystal Blade rolls a 1 on a d20 while making an attack roll, they must make a Charisma Saving Throw DC 14. Upon a failed save, the Salt Crystal Blade explodes into a storm of crystal shards, deal ing 3d10+10 Slashing Damage to all creatures within 5 ft. of the blade. Description A Salt Crystal Blade is a roughly forged blade made of raw salt crystal. Its many facets pulse with a warm pink to white inner light. The handle of the blade is typically wrapped in shark skin or bands of alchemi cally treated seaward; the cross guards of the blades typically are formed into a shape that resembles a stylized wave.
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Val Carter’s Guide to Merfolk
ELDRITCH ENTITY PROFILE Valcora Demigod of salt, conflict, conquest; lawful neutral
Alternative Names The Ruthless Queen, Salt Warden, Queen of Brine Favored Weapon Salt Crystal Sword, Water Whips Symbol A circle with a vertical line running through it Temple Salt crystal mines, salt falls, brine flats Worshipers Valcora Merfolk, Warriors, Mercenaries, Raiders, spell Swords Domains Destruction, War Across the vast salt flats nearly a mile below the waves of Ryn is a kingdom carved from massive salt crystals and ruled by a powerful entity known as Valcora. Valcora’s physical form, when she chooses to manifest in the material world, is that of a large female merfolk with salt white skin and blue scales with black jagged markings that seem to shift slightly, always maintaining geometric patterns with sharp angles, but never quite remaining still as she effortlessly drifts through the salt rich waters of her kingdom. Valcora surrounds herself with a menagerie of creatures that mimic the various lifeforms found within the Outer Seas, but are constructed of powdered salt crystal and ancient magical energies. These creatures swim and scuttle alongside her as she travels through her kingdom or holds court in one of the many temples her devoted Valcora Merfolk have built to honor her. These sacred buildings form and dissolve as her will whims it in unnerving displays of creation and destruction. An entity known for her love of conquest and acquisition, Valcora her self does not seem to manifest with any weapons of her own, choosing to rely on the strength of those who love her so deeply they will sacrifice everything for her ideals. These followers would launch armies to engage in bloody campaigns across the waters of Ryn, solely to see Valcora’s wish to own more and more sea fulfilled. Valcora’s true form is anchored to a transdimensional space within the center of a massive pyramid of salt crystal known as Triaprima. Within the ever-shifting corridors and seemingly endless rooms of this labyrin thian dimension, there are all manner of creatures and constructs made of salt crystal wandering freely, feeding on any who would enter witout Valcora’s invitation. It is believed that there are hoards of treasures from a multitude of worlds hidden within the confines of his extradimensional space. But those who say they have been within the strange halls and sur vived are seldom believed—and rarely heard from after telling stories of what happens there.
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Val Carter’s Guide to Merfolk
Salt Beast Elemental Template
Prerequisite: The creature must be a beast Hit Points: The creature’s hit dice increase by 1 Salt Traits
Salt Shards: When the creature makes a successful attack, it deals an additional 1d6 Slashing Damage. Seaborn: The creature gains the ability to breathe underwater and their swim speed becomes equal to their highest speed if they do not already have a swim speed. Altered Appearance: Salt Beasts appear to be living collections of salt crystals formed into the creatures they are emulating, though they may appear to have more crystalized forms than their normal counterparts. A Salt Beast Shark may have smooth skin made up of finely ground down salt crystals with semi transparent salt crystal teeth filling its oversized maw, while a salt crab may scuttle along long thin crystalline legs with needle sharp tips that seem to glow with an odd inner light.
Blood Hook Summoner Wondrous item (amulet)
Category: Items Item Rarity: Very Rare
Ability
Valcora’s Favor. When the owner sacrifices a permanent hit point of blood onto the amulet, the salt crystal soaks up the blood and takes on a crim son appearance for seven sunrises. During that time, if more than half of the amulet is cast into a salt water sea located anywhere across time and space, the strange tides will notify Valcora herself that her favor is being requested, the individual who is requesting it, and the location they are in at the time of making the request. Valcora may then choose to respond as she sees fit. Description
A Blood Hook Summoner typically appears to be a hook-shaped amulet. They are crafted from sea salt and carved with the alchemical symbol for salt.
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The Court of the Collector Queen T here are so many mysteries and wild personalities across the endless waters of Ryn. Because of the ever-changing tides and the boundless horizons, those who have any kind of fame or infamy outside a fleet community, island kingdom, or raft city are few and far between. There are certainly grand organizations like the Black Tower Buccaneers, who conduct strange experiments in their monolithic citadels, or the Hermetic Order of the Crimson Hand, who sail the waters of Ryn providing aid to all in need. But those are large groups with ever-growing numbers who actively recruit from the ranks of seaborn and those who find themselves adrift on the tides. So for an individual to be known—and what’s more feared—even in darkened corners of the most dangerous fleet barge taverns, that person’s reputation must be truly legendary. The Collector Queen is such an individual of legendary renown. Known for her unslakable hunger for objects and oddities of power, it’s said that the ruler of the underwater city of Atlas has caused the sinking of tens of thousands of vessels for no other reason than to add items to her ever-growing hoard. The young ruler has only served as sovereign over Atlas for a decade, but in that time she has launched a bloody campaign that has spread near and far, with her seemingly endless forces dragging down and destroying ships of varying sizes, doing more damage and sowing more fear than even the largest of levi athans or powerful of storms. What’s more worrying to all those who sail the Outer Seas is that her moti vations seem to be purely based on acquisition, not needing the things she has her forces claim. She merely wants them to fulfill some kind of need to make the whole of the world above the waves part of her world deep below. Many a merchant lord has found his fortune and fleet shattered to sinking timber as the armies of Atlas have boarded them and laid claim to the cargo—and lives of those who would not bend their knee or pay tribute demanded by the Collector Queen.
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Val Carter’s Guide to Merfolk
Grim Spear Medium Humanoid (Atlas Merfolk), Chaotic Evil
STR
DEX
CON INT
WIS
CHA
11 (+0)
14 (+2)
10 (+0)
10 (+0)
10 (+0)
8 (-1)
Actions Multiattack. The Grim Spear may make two attacks a round, one with their barbed spear and one ranged attack with their barbed spear. Barbed Spear (Melee). Melee Weapon Attack: +2 to hit, reach 5 ft., one tar get. Hit: 4 (1d8) piercing damage. Barbed Spear (Ranged). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit 5 (1d8+2) piercing damage. If the target is a creature, it must make a Strength
Armor Class 13 (natural armor) Hit Points 9 (2d8) Speed 30 ft., swim 40 ft. Skills Perception +2, Stealth +4 Senses Darkvision 60 ft., Passive Perception 12 Languages Shanx (Common), Atlantian Challenge Rating 0.5 (100 XP) Abilities
Amphibious. Atlas Merfolk can breathe both air and water.
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Saving Throw DC 10 or it becomes restrained until the end of the Grim Spear’s next turn. Description Grim Spears are mighty merfolk warriors clad in rusted metal chains and decorative armor crafted from the wreckage of sunken vessels. These shark-like merfolk grow their hair out into wild manes and file their teeth into points to further enhance their intimidating appearance.
About The merfolk who call the kingdom of Atlas home are trained to use a spear from a very young age. Those of recent generations have been raised under the rule of the Collec tor Queen and, as such, have seen their Matriarch celeb rate the most destructive and bold of their peers, causing all Grim Spear to seek glory in conflict and the conquest of any who have goods they can bring back to their ruler’s ever-growing hoard.
Hull Breaker Medium Humanoid (Atlas Merfolk), Chaotic Evil
STR
DEX
CON INT
WIS
CHA
14 (+2)
12 (+1)
12 (+1)
10 (+0)
10 (+0)
8 (-1)
Armor Class 15 (spiked armor) Hit Points 22 (4d8+4) Speed 30 ft., swim 40 ft.
Senses Darkvision 60 ft., Passive Perception 12 Languages Shanx (Common), Atlantian Challenge Rating 1 (200 XP)
Skills Athletics +4, Perception +2
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Throw DC 12 or be pushed back up to 15 ft. and knocked prone. Description Hull Breakers are muscular mer folk with shark-like tails and hair less hammer-shaped skulls, giving them an imposing appearance above and below the waves. Clad in armor crafted from sunken ships and almost always in possession of their massive Wrecker Mauls, these merfolk are seldom seen without wreckage in their wake. About Hull Breakers are celebrated agents of destruction across the kingdom of Atlas and often serve as the first wave of an assault by the Collector Queen, using their powerful Wrecker Mauls to slow ships and sink small vessels below the sea to make looting their cargo holds even easier for the Atlas forces.
Abilities Amphibious. Atlas Merfolk can breathe both air and water. Shatter Strike. If the Hull Breaker makes a successful attack against a construct or object with their Wrecker Maul, they may deal double damage to the object or structure. Actions Multiattack. The Hull Breaker may make two attacks: one with their Wrecker Maul and one with their Hammer Rush. Wrecker Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8+2) bludgeoning damage. Hammer Rush. If the Hull Breaker moves at least 20 ft. toward a crea ture and then hits with a melee attack on the same turn, the tar get must make a Strength Saving
Raid Captain Reaver Large Humanoid (Atlas Merfolk), Chaotic Evil
STR
DEX
CON INT
WIS
CHA
20 (+5)
10 (+0)
16 (+3)
8 (-1)
12 (+1)
8 (-1)
Armor Class 15 (spiked armor) Hit Points 85 (10d10+30) Speed 30 ft., swim 40 ft.
can inspire nearby allies, grant ing them advantage on their next attack roll or saving throw. Once an ally uses this inspiration, they may not do so again until the end of their next short rest. Actions Anchor. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8+5) bludgeoning damage. Crushing Grapple. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6+5) bludgeoning damage. If the target is a Medium
Skills Athletics +4, Perception +2 Senses Darkvision 60 ft., Passive Perception 12 Languages Shanx (Common), Atlantian Challenge Rating 4 (1,100 XP) Abilities Amphibious. Atlas Merfolk can breathe both air and water. Imposing Inspiration. As a bonus action, the Raid Captain Reaver
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or smaller creature, it is grappled (DC 15 Escape). Until this grapple ends, the target is restrained, and the Raid Captain Reaver may not use their Shockwave attack. Shockwave. As an action, the Raid Captain Reaver sweeps their anchor with dizzying speed, caus ing a shockwave to ripple out from them in a 15 ft. radius. Each crea ture in the area of the shockwave must make a Strength Saving Throw DC 14, taking 18 (1d4) force damage and becoming stunned until the end of their next turn on a failed save, or half as much dam age and not becoming stunned on a successful one. Description The largest among the ranks of the forces of Atlas are the Raid Captain Reavers. These hulking merfolk are typically clad in armor made from bent and shaped metal collected from sunken ships. The Raid Cap tain Reavers wield anchors as melee
weapons, often discarding smaller anchors for larger ones in a constant effort to wield the most ornate or prestigious offerings from the world above the waves. About Raid Captain Reavers are rare, and when they appear amongst the communities across the kingdom of Atlas, they are celebrated and seen as a sign of things to come. It is said that the dead father of the Collec tor Queen was the child of a mer folk and a giantess, and that union was responsible for his imposing size. Due to the folklore surround ing the father of their matriarch, all larger offspring are taught by the most prominent of strategists and equipped with armor and anchors pulled from ships of great renown. They often find themselves clad in the wreckage of ships belonging to famed merchant lords and even, in some cases, members of the crimson court. This results in their weapons
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and armor maintaining strange enchantments or curses, depending on the vessels they have been stolen from. These celebrated merfolk see the destruction of all those who do not freely offer their worldly possessions to the Collector Queen. Atlas Wheelbreaker Medium Humanoid (Atlas Merfolk), Chaotic Evil STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 10 (+0) Armor Class 15 (natural armor)
Actions Multiattack. The Atlas Wheelbreaker may make two attacks: one with each of their cudgels. Cudgel. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage. Disarm. If the Atlas Wheelbreaker hits a creature with a Cudgel attack, they can use their bonus action to attempt to disarm the target. The target must make a
Hit Points 75 (10d8+30) Speed 30 ft., swim 40 ft. Skills Acrobatics +8, Percep tion +6, Stealth +8 Senses Darkvision 60 ft., Passive Perception 16 Languages Shanx (Common), Atlantian Challenge Rating 5 (1,800 XP) Abilities Amphibious. Atlas Merfolk can breathe both air and water.
Strength Saving Throw DC 14. On a failed save the
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creature must drop an item of the Atlas Wheelbreaker’s choice that it is holding. Leaping Strike. As a bonus action, if above water, the Atlas Wheel breaker can leap up to 30 ft. to an unoccupied space they can see. If they land in a position that will allow them to flank an opponent, they may make their next attack against the target with advantage. Stunning Strike. When the Atlas Wheelbreaker hits another crea ture with a melee weapon attack, if the target has less than half their max hit points, it must make a Constitution Saving Throw DC 14. On a failed save, it is stunned until the end of the Atlas Wheel breaker’s next turn. Description Atlas Wheelbreakers are shark-like merfolk with wide pupil-less eyes, diminished noses, and wispy silver
hair. These merfolk wear pilfered ship wheels across their backs, lashed on by anchor chains stolen from ves sels they have disabled and left adrift. About Atlas Wheelbreakers are long-range scouts of the Collector Queen, hunting down vessels that they discover have full holds or valuable cargo onboard, disabling their captain and navigator, stealing their ship wheel, and then slipping back below the waves and waiting for reinforcements to arrive to aid in the sinking of the vessel. These agents of destruction take pleasure in the fear and chaos they cause and often stick close to the vessels they disable, listening to the crews’ laments as they are helplessly adrift on the waters of Ryn. There have even been rumors of Atlas Wheelbreakers sneak ing aboard the ship and singing songs or telling twisted stories about the fates of those who have no means of survival on the seas.
Atlas Mastcrawler Medium Humanoid (Atlas Merfolk), Chaotic Evil
STR
DEX
CON INT
WIS
CHA
14 (+2)
16 (+3)
14 (+2)
10 (+0)
12 (+1)
8 (-1)
Armor Class 13 (natural armor) Hit Points 65 (10d8+20) Speed 30 ft., swim 40 ft.
attacks against creatures who don’t have all their hit points. Tireless. Atlas Mastcralwers do not require rest and may enter a mind less state while continuing to walk or swim in a straight line. Actions Multiattack. The Atlas Mastcrawler may make one bite attack and two claw attacks a turn. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) piercing damage. Claw. Melee Weapon Attack: +5 to
Skills Perception +3, Stealth +5 Senses Darkvision 60 ft., Passive Perception 13 Languages Understand Shanx (Common) and Atlantian but can’t speak them Challenge Rating 3 (700 XP) Abilities Amphibious. Atlas Merfolk can breathe both air and water. Bloody Frenzy. An Atlas Mast cralwer has advantage on melee
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