94828-2 RAA Outer Seas TEXT R1 Proof
The Outer Seas
creature within 5 ft. of them. The target must make a Strength Sav ing Throw DC 16 or be grappled (escape DC 16). While grappled, the creature takes 7 (2d6) piercing dam age at the start of each of its turns as long as it remains grappled. Chain Lightning Spit (Recharge 5–6). The Gesseret may use an action to spit a bolt of crackling lightning in a 60-foot line that is 5 ft. wide. Each creature in that line must make a Dexterity Sav ing Throw DC 16, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a suc cessful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. If the now ignited item is suburged in water the flame goes out at the end of the Gesseret’s next turn.
Description Elapso Gesseret are long-spined merfolk that resemble the twisted blending of a cobra, humanoid, and some strange thorned thing created in a land where nightmares fear to tread. About Across the seas of Ryn, the Gesseret are feared not only for their worrying appearance but also their habit of wrapping themselves around prey and cooking it alive with wave after wave of the lightning their bodies produce. Cannibalistic and unpre dictable, the Gesseret are avoided by all who call the Outer Seas home—for fear of becoming their next meal.
Elapso Venom Charmer Medium Humanoid (Elapso Merfolk), any alignment
STR
DEX
CON INT
WIS
CHA
12 (+1)
16 (+3)
16 (+3)
10 (+0)
12 (+1)
14 (+2)
Armor Class 14 (natural armor) Hit Points 75 (10d8+30) Speed 30 ft., swim 40 ft.
Poisoned Arrows. Once per turn, when the Venom Charmer hits a creature with a ranged weapon attack, that creature must make a Constitution Saving Throw DC 12. Upon a failed save, the Venom Charmer may apply one of the two poisons to the target: Bleeding Poison. The target takes an additional 5 (1d10) piercing damage at the start of its turn for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Slowing Poison. The target’s speed is halved, and it has disadvantage on Dexterity checks for 1 minute. The target can repeat the saving throw at the end of each of its turns, end ing the effect on itself on a success.
Saving Throws Dex +5, Cha +4 Damage Immunities poison Skills Stealth +5, Survival +3 Senses Darkvision 60 ft., Pas sive Perception 13 Languages Shanx (Common), Elapso Challenge Rating 4 (1,100 XP) Abilities Amphibious. Elapso Merfolk can breathe both air and water. Charm Serpent. The Venom Charmer has advantage on Charisma (Per suasion) checks made to interact with snake or snake-like creatures.
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