Page 236 - ghosts-of-saltmarsh
P. 236

DROWNED  BLA DE                                   DROWNED MASTER
                                                                Medium undead, chaotic evil
              Assaulting the hermitage in Tammeraut's Fate, this bar-
              nacle-encrusted undead warrior fights with surprising   Armor Class 14  (natural armor)
              cunning. Starfish cling to its wispy beard, and its evil   Hit Points 157 (2ld8 + 63)
              rage is visible in its bloated gray eyes.         Speed 30 ft.

              DROWN ED MASTER                                     STR    DEX    CON      INT   WIS     CHA
              This waterlogged undead. bound to the Pit of  Hatred in   17 (+3)   12 (+l)   16 (+3)   9 (-1)   14 (+2)   12 (+l)
              Tammeraut's Fate. hovers menacingly over the bones of
              its victims. Its torso, arms, and head retain their former   Saving Throws Con +7, Wis +6
              shapes, but its legs have split into shadowy tentacles.   Skills Perception +10
                                                                Damage Immunities poison
              The drowned master is tethered to a source of  powerful   Condition Immunities poisoned
              magic that prevents it from traveling far. It commands   Senses darkvision 60 ft., passive Perception 20
              other drowned ones, compelling them to serve as agents   Languages understands the languages it knew in life but can't
              in its dark plots.                                 speak
                                                                Challenge 9 (5,000 XP)
              D ROWNED B LADE                                   Bound Together. The drowned master shares its mind with
              Medium undead, chootic evil
                                                                every other drowned one within l  mile of  it, and can commu-
                                                                nicate its thoughts and observations to them instantaneously
              Armor Class 10 (leather armor)                    and without limitation.
              Hit Points 45  (6d8 + 18)
              Speed 30 ft.                                      Cold Aura. At the start of  each of  the drowned master's turns,
                                                                each creature within 5 feet of it takes 5 (ldlO) cold damage. A
                STR    DEX     CON     INT    WIS    CHA        creature that touches the drowned master or hits it with a me·
               16 (+3)   8 (-1)   16 (+3)   3 (-4)   9 (-1)   5 (-3)   lee attack while within S feet of  it takes 5 (l dlO)  cold damage.

              Damage Immunities poison                          Undead Fortitude.  If damage reduces the drowned master to 0
              Condition Immunities poisoned                     hit points, it must make a Constitution saving throw with a DC
              Senses darkvision 60 ft., passive Perception 9    of  5 +the damage taken, unless the damage is radiant or from
              Languages understands the languages 1t knew in life but can't   a critical hit. On a success. the drowned master drops to l hit
               speak                                            point instead.
              Challenge 2 (450 XP)
                                                                ACTIONS
              Bottom Treader. The drowned blade cannot swim, and it sinks   Multiattack. The drowned master makes two attacks: one with
              to the bottom of  any body of  water. It takes no penalties to its   its greatsword and one with its Life-Draining Tentacle.
              movement or attacks underwater. It is immune to the effects of
              being underwater at a depth greater than 100 feet.   Greatsword. Melee Weapon Attack: +7 to hit,  reach 5 ft., one
                                                                target. Hit: 10 (2d6 + 3)  slashing damage plus 14  (4d6) cold
              Bound Together. The drowned blade shares its mind with every   damage, and the target must succeed on a DC 12 Constitution
              other drowned one within l  mile of  it, and can communicate its   saving throw or contract blue  rot (see the"  Bluerot" sidebar).
              thoughts and observations to them instantaneously and with·
              out limitation.                                   Life-Draining Tentacle. Melee Weapon Attack: +7 to hit, reach
                                                                15 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target
              Undead Fortitude. If damage reduces the drowned blade to 0   must succeed on a DC 15 Constitution saving throw or have its
              hit points, it must make a Constitution saving throw with a DC   hit point maximum reduced by an amount equal to the damage
              of 5 +the damage taken, unless the damage is radiant or from   taken. The target dies if this effect reduces its hit point maxi·
              a critical hit. On a success, the drowned blade drops to l hit   mum to 0. This reduction lasts until the target finishes a long
              point instead.                                    rest. On a failed save, the target also contracts bluerot (see the
                                                                "Bluerot" sidebar).
              ACTIONS
                                                                Necrotic Ink (Recharge 5- 6). The drowned master discharges
              Multiattack. The drowned blade makes two rusted long·
              sword attacks.                                    foul ink in front of  itself in a JO.foot cone. Each creature caught
                                                                1n the ink must make a DC 15 Constitution saving throw, taking
              Rusted Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,   27  (6d8)  necrotic damage on a failed save or half as much dam-
              one target. Hit: 7 (ld8 + 3) slashing damage, and the target   age on a successful one. A creature that fails this saving throw
              must succeed on a DC 12 Constitution saving throw or contract   1s blinded until the end of its next turn and contracts bluerot
              bluerot (see the "Bluerot" sidebar).              (see the "Bluerot" sidebar).

                                                                                 Al'l  lNIJIX (   ~lll:-.O"ffRS ... NI)  NI'•  !i
   231   232   233   234   235   236   237   238   239   240   241