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  1. See the Monster Manual for the creature’s stat block — the name of which is given in bold in the keyrune’s The head resembles the shell of a sea creature. On command, the keyrune turns into a category 1 krasis (see chapter 6 for the stat block) that has the Grabber and Stabilizing Legs adaptations.

  2. The sea serpent swims its base movement rate, without provoking opportunity attacks. Tail Slap (Costs 2 Actions). The sea serpent makes a melee attack: +11 to hit, reach 20 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage, and the target must make a DC 19 Strength saving throw.

    • 15 Kuo-Toa
    • 14 Harpy
    • 13 Merrow
    • 12 Deep Scion
    • 11 Wereshark
    • 10 Skum
    • 9 Kraken Priest
    • 8 Aboleth
    • 7 Morkoth
    • 6 Marid

    Kuo-Toas are small fish-like amphibious humanoids that used to live in coastal areas, but human settlements drove them deeper into the ground. Because of this, your party is likely to find them in isolated coastal caves or underground bodies of water. With their low stats and CR, these creatures are not a real challenge in small numbers. But their ...

    Sailors tell legends about the irresistible songs of the harpies and the many seafarers who have succumbed to a grim end once the singing starts. Harpies are iconic monsters in many works of fiction, and they make for challenging and memorable encounters in your D&D game. Although they only have a challenge rating of one, if your players fail to re...

    Merrows are the classic fish people in D&D, even before 5e. These large monstrosities hunt lost sailors, attack and capture ships with their fast swimming speed and their large harpoons, and are a constant threat in any aquatic campaign. Even though they are mostly an enemy for the early game, they can still be used very effectively at high levelsa...

    Terrifying though they may be, deep scions were once regular humanoids that carried out normal lives. They come about through an ancient and well-guarded ritual known to powerful deep-dwelling beings who offer a life of servitude to souls lost to the sea in exchange for preventing them from drowning. Unfortunately for those who take this deal, the ...

    Lycanthropes are fascinating monsters to include in your D&D game, and if your game is set in an aquatic setting, then weresharks can be a great inclusion in your encounters. They can be menacing pirates, memorable NPCs, or terrifying hunters who roam the seas. These lycanthropes can have a rich backstory and connection to important deities (so the...

    Some monsters are so powerful that even their minions can be a challenge for most players. We will talk about the intimidating aboleth later, but their minions, skum, can be a challenging and terrifying encounter before your party has to come face to face with their master. Even alone, a skum can be deadly with its Mind-Breaking Touch. But if paire...

    If your party is not ready to face the mighty Kraken, a Kraken priest is a perfect choice to give them a decent challenge, and a taste of what is to come. Unique to 5e, these worshipers of the legendary monster can be used alone or with a whole group of cultists and other sea monsters. They could command merrow to attack your players' ship if they ...

    Aboleths are terrifying aberrations that live deep underwater. Their lair will affect a large area of the waters they live in, and discovering and killing an aboleth can be a complete adventure on its own. With a strong charm effect, they can force other creatures to become their minions, as we saw with the skum. With the help of their minions, and...

    The morkoth is similar in appearance to a kraken with the notable difference that its body contains the vast treasures that it hoards. Morkoths are also directly tied to the mobile islands that they rule. Most often, the morkoth has no ability to control where the island it reigns over moves. Furthermore, morkoths were originally formed from the fl...

    Genies are an integral part of any campaign that revolves around elemental planes, and if you are planning a campaign revolving around water, marids will be a natural fit. Water Genies can be unique and memorable characters for your players to face. As marids are not inherently evil, they can also be fun NPCs or allies to include in your game, but ...

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  3. Sea Monsters (5E) Anemone, Deep Tiger: creature: Legendary Games: Sea Monsters (5E) Anemone, Dire Seastar: creature: Legendary Games: Sea Monsters (5E) Asquenti: creature: Legendary Games: Sea Monsters (5E) Bone Ship: creature: Legendary Games: Sea Monsters (5E) Bunyip: creature: Legendary Games: Sea Monsters (5E) Cephalina: creature: Legendary ...

  4. Young sea serpents are agile hunters. They use reefs and natural camouflage to hide before they strike, picking off members of a ship's crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water.

  5. Sea Hag. Medium fey, Chaotic Evil. Armor Class 14 (Natural Armor) Hit Points 52 (7d8+21) Speed 30 ft., swim 40 ft. STR. 16 (+3) DEX. 13 (+1) CON. 16 (+3) INT. 12 (+1)

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