94828-2 RAA Outer Seas TEXT R1 Proof

The Outer Seas

weapon they can find. Often Trench Stalkers will discard a weapon of legendary renown when they come across something they see as more beautiful. Trench Stalkers do not call upon any enchantments or curses within the weapons they wield, seeing them

as purely items of aesthetic beauty to be treasured and cherished. Those who excel at weaponcraft and smith ing have on occasion traveled along side a Trench Stalker, discussing the finer points of the craft and how one may elevate their skills as a weapon master.

The Drowned Ones Medium Undead (Merfolk), Lawful Evil

STR

DEX

CON INT

WIS

CHA

16 (+3)

14 (+2)

16 (+3)

10 (+0)

12 (+1)

16 (+3)

a Constitution Saving Throw DC 14 or have their speed halved for 1 minute. Reactions Shroud Lash. When a creature starts its turn or moves within 10 ft. of the Drowned One, it may use a reaction to attack with its Shroud Lash. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage. Description Drowned Ones are skeletons of merfolk animated by negative energy and wrapped in remnants of sails from ships sunk during storms charged with strange eldritch ener gies. They wield swords that seem to be made of the absence of space in their bone hands, and the shrouds that cling to their skeletal forms flut ter about them on ethereal winds, animated by the screams of millions of lost souls seeking vengeance for lives cut short by the strange tides of the Outer Seas. About When the strange storms that roll across the waves of the Outer Seas mingle with the bones of the dead

Armor Class 16 (natural armor) Hit Points 90 (12d8+36) Speed 30 ft., swim 60 ft.

Saving Throws Wis +4, Chat +6 Damage Resistance necrotic and radiant as well as blud geoning, piercing, and slash ing from nonmagical attacks Damage Immunities poison, necrotic, radiant Condition Immunities exhaustion, poisoned Senses Truesight 90 ft., Passive Perception 11 Languages Understand Shanx (Common) but can’t speak it Challenge Rating 9 (5,000 XP) Abilities Frightful Presence. Each creature of the Drowned One’s choice that is within 30 ft. of it and aware of it must make a Wisdom Saving Throw DC 14 or become fright ened for 1 minute. Actions Negative Energy Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 10 (2d6+3) necrotic damage. Touch of Entropy. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target must make

48

Made with FlippingBook - Share PDF online