94828-2 RAA Outer Seas TEXT R1 Proof

The Outer Seas

these deep dwelling beasts to manip ulate tools and cast spells or make use of large crushing pincers when the need arises. About Towering giants clad in shell-like armor, the Deep Claw Centurions scuttle across the sea floor on massive crab-like legs as they guard places of power for masters who may have passed from this world in ages long past. As guardians of tombs, temples, and places that contain vast amounts of arcane text and treasures, the Deep Claw Centurions often find them selves engaged in combat with liches and other powerful undead who seek to expand their spell libraries. Because of this, these hulking enti ties despise undead and will seek out and destroy any and all traces of them; they are quick to target and strike down those who make use of the necromantic arts.

Reaction Disintegrate Undead (Recharge 5–6). When an undead comes within 60 ft. of a Deep Claw Centurion it must make a Constitution Sav ing Throw DC 15 or take 22 (4d10) radiant damage. If the creature has 25 hit points or fewer after taking this damage, it is instantly destroyed. Otherwise, it has dis advantage on attack rolls and sav ing throws until the end of its next short rest. Description The Deep Claw Centurion is a massive humanoid crustacean hybrid with the upper body of an armored human and the lower body of a giant crab. The forearms of these terrifying titans of the deep have both gigantic claws and humanoid hands that can extend or retract into a membranous pocket within the claw, allowing

Trench Stalker Medium Humanoid (Merfolk), Lawful Neutral

STR

DEX

CON INT

WIS

CHA

20 (+5)

14 (+2)

16 (+3)

10 (+0)

12 (+1)

10 (+0)

Armor Class 16 (natural armor) Hit Points 133 (14d122+42) Speed 40 ft., swim 20 ft. Saving Throw Str +9, Con +6 Damage Resistances blud geoning, piercing, and slash ing from nonmagical attacks Damage Immunities cold Skills Athletics +9, Perception +5 Senses Darkvision 120 ft., Passive Perception 15 Languages Shanx (Common) Challenge Rating 8 (3,900 XP) Abilities Amphibious. Merfolk can breathe both air and water.

Deep Rage (3 times a Day). On their turn, the Trench Stalker can enter a primordial rage. While raging they gain the following benefits: • Advantage on Strength Checks and saving throws. • When the Trench Walker makes a melee weapon attack they may add +3 to their damage. • The Trench Walker gains immunity to all non-gold slashing damage. Sense Ensorcellement. Trench Stalk ers can sense any magical item they have seen within 30 miles of them at all times.

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