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View Full Version : D&D 5e/Next Miscellaneous Aquatic Creatures



sandmote
2019-07-27, 07:50 PM
This page on the Homebrewery (https://homebrewery.naturalcrit.com/share/Bkuvgr9Gr)

The Dragonfly, Oarbug, Puffer, Sea Hare, and Skate are intended to be options chosen with the Find Familiar spell.

The Giant Sea Hare is intended as an option with Find Steed. Who wrote that spell without listing the Giant Sea Horse as an option, by the way? The Manta could be used as a much larger pack animal underwater, although I'd limit it to (at least) Find Greater Steed.

Except for the Awakened Kelp, the rest of these are intended for use by druids. I also suggest allowing all druids to chose between land and sea at 2nd level. Druids that choose land work by raw, while druids that choose sea can transform only into beasts with a challenge up 1/4 with a swim speed and a land speed of 5 or less.


Large plant, unalighned

Armor Class 13
Hit Points 104 (8d8+16)
Speed 10 ft., 20 ft. swim

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 10 (+0) 10 (+0) 6 (-2)

Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Sliver
Senses passive Perception 11
Languages One language known by its creator
Challenge 1 (2,900 XP)

False Appearance. While the otterweed remains motionless, it is indistinguishable from ordinary kelp.

Thickening Vines. If the kelp creeper uses its constrict against a target it is already grappling, it deals an additional 13 (3d8) bludgeoning damage.

Actions
Multiattack. The kelp creeper makes two constrict attacks against two different targets.

Constrict. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 18 (4d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the kelp creeper can't constrict another target.
Awakened Plant Variants:
An Awakened Mangrove uses the stats of an Awakened Tree, except that it can make two slam attacks, and is CR 3.
An Awakened Reed uses the statistics of an Awakened Bush, except that is has a Dexterity of 14 and is CR 1/8.

tiny beast, unalighned

Armor Class 13 (natural armor)
Hit Points 1 (1d4-1)
Speed 0 ft., 40 ft. fly

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (+0) 3 (-5) 15 (+2) 5 (-3)

Skills Acrobatics +4, Perception +4
Senses Darkvision 30 ft., passive Perception 14
Languages —
Challenge 0 (10 XP)

Flyby. The dragonfly doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Sight. The dragonfly has advantage on Wisdom (Perception) checks that rely on sight.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 1 piercing damage

Large beast, unalighned

Armor Class 13 (natural armor)
Hit Points 78 (12d10+12)
Speed 10 ft., 30 ft. swim

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 1 (-5) 11 (+0) 3 (-4)

Senses Blindsight 30 ft., passive Perception 10
Languages —
Challenge 2 (450 XP)

Amphibious. The oarbug can breathe air and water.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d10+2) piercing damage and 10 (4d4) acid damage.

Medium beast, unalighned

Armor Class 12 (natural armor)
Hit Points 64 (10d8+20)
Speed 0 ft., 20 ft. swim

STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 14 (+2) 1 (-5) 11 (+0) 8 (-1)

Skills Intimidation +3
Senses Darkvision 30 ft., passive Perception 10
Languages —
Challenge 1 (200 XP)

Water Breathing. The puffer can breathe only underwater.

Spines. A creature that touches the puffer or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d4+1) piercing damage

Puff Up (Recharges after a Short or Long Rest). The puffer blows up to massive size if it is underwater, and can stay in this state for up to 10 minutes. While puffed up, the puffer counts as one size category larger, it cannot use its bite, and the damage from its spines increases to 13 (2d12) piercing damage. The puffer can expel water to end this state as a bonus action.

Large beast, unalighned

Armor Class 11
Hit Points 30 (4d10+8)
Speed 15 ft., 35 ft. swim

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 14 (+2) 2 (-4) 8 (-2) 5 (-3)

Senses passive Perception 9
Languages —
Challenge 1/8 (25 XP)

Hold Breath. While out of water, the sea hare can hold its breath for 1 hour.

Partially Amorphous. The sea hare can choose to count as one one size smaller for the purpose of squeezing through small spaces.

Stomach Color. The sea hare turns the same color as the seaweed or algae it eats.

Water Breathing. The sea hare can breathe only underwater.

Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6+1) bludgeoning damage.

Ink Cloud (Recharges after a Short or Long Rest). A 10-foot-radius cloud of mucus extends all around the sea hare if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the mucus. After releasing the ink, the sea hare can use the Dash action as a bonus action.

Huge beast, unalighned

Armor Class 12 (natural armor)
Hit Points 95 (10d12+30)
Speed 0 ft., 45 ft. swim

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 17 (+3) 3 (-3) 12 (+1) 5 (-3)

Condition Immunities Blinded
Senses Blindsight 30 ft., passive Perception 11
Languages —
Challenge 3 (700 XP)

Water Breathing. The stingray can breathe only underwater.

Actions
Tail. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 12 (1d12+6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 9 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Tiny beast, unalighned

Armor Class 12 (natural armor)
Hit Points 1 (1d4-1)
Speed 5 ft., 20 ft. swim

STR DEX CON INT WIS CHA
2 (-4) 12 (+1) 8 (-1) 1 (-5) 11 (+0) 3 (-4)

Senses Blindsight 30 ft., passive Perception 10
Languages —
Challenge 0 (10 XP)

Amphibious. The oarbug can breathe air and water.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 1 piercing damage and 2 (1d4) acid damage.
Oarbug Swarm
A swarm of oarbugs uses the statistics of a swarm of insects, but has a walking speed of 5 feet, a swim speed of 20 feet, and no climbing speed.

Small beast, unalighned

Armor Class 12
Hit Points 7 (2d6)
Speed 20 ft., 35 ft. swim

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 11 (+0) 5 (-4) 11 (+0) 9 (-1)

Senses Darkvision 30 ft., passive Perception 10
Languages —
Challenge 1/8 (25 XP)

Hold Breath. The otter can hold its breath for 15 minutes.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4+2) piercing damage

Medium beast, unalighned

Armor Class 12
Hit Points 18 (4d8)
Speed 0 ft., 30 ft. swim

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 3 (-3) 12 (+1) 7 (-2)

Condition Immunities Blinded
Senses Blindsight 30 ft., passive Perception 11
Languages —
Challenge 1/4 (50 XP)

Water Breathing. The parrotfish can breathe only underwater.

Mucus Shield. During a short or long rest, the parrotfish can envelop itself in mucus, making itself invisible to creatures relying on darkvision or blindsight.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6+1) piercing damage

Tiny beast, unalighned

Armor Class 12 (natural armor)
Hit Points 2 (1d4)
Speed 0 ft., 20 ft. swim

STR DEX CON INT WIS CHA
5 (-3) 12 (+1) 11 (+0) 1 (-5) 11 (+0) 3 (-4)

Skills Intimidation +0
Senses Darkvision 30 ft., passive Perception 10
Languages —
Challenge 0 (10 XP)

Water Breathing. The puffer can breathe only underwater.

Spines. A creature that touches the puffer or hits it with a melee attack while within 5 feet of it takes 1 piercing damage.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 1 piercing damage

Puff Up (Recharges after a Short or Long Rest). The puffer blows up to several times its size if it is underwater, and can stay in this state for up to 10 minutes. While puffed up, the puffer counts as one size category larger, it cannot use its bite, and the damage from spines increases to 2 (1d4) piercing damage. The puffer can expel water to end this state as a bonus action.

Tiny beast, unalighned

Armor Class 10
Hit Points 2(1d4)
Speed 5 ft., 30 ft. swim

STR DEX CON INT WIS CHA
3 (-4) 11 (+0) 10 (+0) 1 (-5) 7 (-2) 4 (-3)

Senses passive Perception 8
Languages —
Challenge 0 (10 XP)

Hold Breath. While out of water, the sea hare can hold its breath for 15 minutes.

Partially Amorphous. The sea hare can squeeze through spaces a narrow as 3 inches wide without squeezing.

Stomach Color. The sea hare turns the same color as the seaweed or algae it eats.

Water Breathing. The sea hare can breathe only underwater.

Actions
Pseudopod. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 1 bludgeoning damage.

Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of mucus extends all around the sea hare if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the mucus. After releasing the ink, the sea hare can use the Dash action as a bonus action.

Small beast, unalighned

Armor Class 11
Hit Points 2 (1d6-1)
Speed 0 ft., 35 ft. swim

STR DEX CON INT WIS CHA
5 (-3) 12 (+1) 9 (-1) 3 (-3) 11 (+0) 7 (-2)

Condition Immunities Blinded
Senses Blindsight 30 ft., passive Perception 10
Languages —
Challenge 0 (10 XP)

Flyby. The skate doesn't provoke opportunity attacks when it swims out of an enemy's reach.

Water Breathing. The skate can breathe only underwater.

Actions
Tail. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 1 piercing damage

Medium beast, unalighned

Armor Class 12
Hit Points 28 (5d8+5)
Speed 0 ft., 40 ft. swim

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 3 (-3) 12 (+1) 7 (-2)

Condition Immunities Blinded
Senses Blindsight 30 ft., passive Perception 11
Languages —
Challenge 1/2 (100 XP)

Water Breathing. The stingray can breathe only underwater.

Actions
Tail. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.