Th e Bu c c a n e e r ’s Bestiary

A GUIDE TO MONSTERS OF THE DARK CARIBBEAN

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is Sampleused with permission under the Community Content Agreement for Dungeon Mastersfile Guild. Original material in this work is copyright 2016 by Aaron Infante-Levy and published under the Community Content Agreement for Dungeon Masters Guild.

by Aaron “Quickleaf” Infante-Levy

Art Credits Design and Layout: Aaron “Quickleaf” Infante-Levy Cover Art: Orc Pirate Shouting Orders, by Jeshields, purchased thru drivethrurpg.com. Modified by adding Pirate Flag, by wesd440, created on 6-16-2015, openclipart.org.

All interior illustrations used in THE BUCCANEER’S BESTIARY are within the Public Domain.

Parchment Background: Chris Fiedler,pixabay.com, CC-0 Public Domain. Pirates with a Box (p. 4): by j4p4n, openclipart.org, 5-12-2015. The Merry Monarch: (p. 5): The comic history of England, Gilbert Beckett, 1897. Posted by Firkin, openclipart.org, 2015-07-29. King of Death: Humorous Poems, Thomas Hood, 1893. Posted by Firkin, openclipart.org, 7-20-2015. Port Saint Louis (p. 7): Rambles on the Riviera by Francis Miltoun, 1906. Posted by johnny_automatic, openclipart.org, 2-27-2008. Dutch Ship (p. 13): The Romance of Navigation, by Henry Frith, 1893. Posted by Firkin, openclipart.org, 7-18-2015. Splat (p. 14 & 44): by liftarn, openclipart.org, 9-92014. Octopus Anchor (p. 16): by Rejon, openclipart.org, 2015-04-01. Jolly Tars (p. 17): Lily’s scrapbook, by Mrs. Barker Sale, 1877. Posted by johnny_automatic, openclipart.org, 9-29-2007. Compass (p. 18): A black and white 3-D compass, Posted by ipurush, openclipart.org, 4-10-2008. Island of Neverland (p. 20): Posted by j4p4n, openclipart.org, 2-8-2016. Rock Skull (p. 23): Posted by johnny_automatic, openclipart.org, 12-10-2006. Old Map (p. 23): Posted by conte magnus, openclipart.org, 1-27-2013. Anchor (p. 26): Posted by j4p4n, openclipart.org, 2-8-2016. Sleeping Mermaid (p. 28): Songs for Little People, Norman Gale, 1896. Posted by Firkin, openclipart.org, 1-1-2016. Treasure Chest (p. 29): Posted by j4p4n, openclipart.org, 1-10-2015. Old Man with a Corncob Pipe (p. 34): Bisbee Daily Review, Nov. 26, 1914, Posted by johnny_automatic, openclipart.org, 7-16-2014. Ship’s Wheel (p. 37): Posted by johnny_automatic, openclipart.org, 10-30-2007. Blemmyae (p. 41): Nuremberg Chronicle by Hartman Schedel, 1493. Thingtacles (p. 42): by jpneaok, openclipart.org, 10-18-2014. Scallop Shell (p. 44): Line and Form, by Walter Crane, 1914. Posted by johnn_automatic, openclipart.org, 10-26-2007. Fucoid (p. 44): Our Earth and its Story, by Robert Brown, 1893. Posted by Firkin, openclipart.org, 11-4-2015. Wastrilith (p. 45): Destruction of Leviathan, engraving by Gustave Doré, 1865. Squid Silhouette (p.46): Narrative of an Expedition to explore the river Zaire, James Tuckey, 1818. Posted by Firkin, openclipart.org, 10-22-2015. Spooky Frame (p.47): by liftarn, openclipart.org, 8-7-2013. Zombie (p. 48): by j4p4n, openclipart.org, 6-2-2015. Painted Skull (p. 48): The Pygmies, by Frederick Starr, 1895. Giant Anemone (p. 50): donated by Pearson Scott Foresman to Wikimedia Commons. Giant Anglerfish (p. 50): Popular Science Monthly, vol. 8, 1875. Giant Eel (p. 50): donated by Pearson Scott Foresman to Wikimedia Commons. Giant Nautilus (p. 52): donated by Pearson Scott Foresman to Wikimedia Commons. Giant Starfish (p. 53): The Half Hour Library of Travel, Nature and Science for young readers, by James Nisbet & Co, 1896. Posted by Firkin, openclipart.org, on 11-29-2015. Whale Upends Whalers (p. 54): The Story of Our Merchant Marine, by Willis J. Abbot, 1919. Posted by johnny_automatic, openclipart.org, on 1-12-2008. The deep sea fish eurypharynx pelecanoides (p. 55): Popular Science Monthly, vol. 23, 1883. Jenny Hanniver (p. 55): Feejee Mermaid, by P.T. Barnums, 1842. Kelpie (p. 56): Dictionnaire classique d’histoire naturelle (Vol. 5), 1822. Incan Dog (p. 56): by OpenClipartVectors, CC0 Public Domain, from pixabay.com. The Scaly Fishman (p. 59): The Animal Book, by Pietro Candido Decembrio, 1460. Seal (p. 63): Posted by yves_guillou, openclipart.org, 10-24-2014. Woman’s Eyes (p. 63): Posted by molumen, openclipart.org, 10-19-2006. The Laughing Gull (p. 64): US Fish and Wildlife Service, by Bob Hines. Posted by ryanlerch, openclipart.org, 12-14-2006. The Siren (p. 65): The Siren, oil on canvas, by Edward Armitage, 1888. Transparent Mermaid Silhouette (p. 65): by GDJ, openclipart.org, 2-16-2016. Dancing Skeletons (p. 66): by johnny_automatic, openclipart.org, 10-29-2007. Fiddler Crabs (p. 66): When Life is Young, by Mary Dodge, 1894. Skum (p. 67): Krewe of Proteus Costume, New Orleans Mardi Gras, by Bror Anders Wikstrom, 1907. Monkey Rides a Jellyfish (p. 68): Posted by j4p4n, openclipart.org, 6-22-2015. Glitch Frog (p. 69): Posted by Lazur URH, openclipart.org, 7-24-2015. Castle (p. 70): Old French Fairy Tales, by Comtesse De Segur, 1920. Posted by johnny_automatic, openclipart.org, 9-26-2007. Real SampleSea Monster (p. 71): by j4p4n, openclipart.org, 3-18-2012. file Grim Reaper Waits for No One (p. 72): by j4p4n, openclipart.org, 9-4-2011. Dr. Death (p. 73): by liftarn, traced from old Dr. Death comic, openclipart.org, 12-25-2015. Skull & Crossbones (p. 74): from the Pieces of Eight free font, by Steve Ferrera.

Not for resale. Permission granted to print or photocopy this document for personal use only. 2 Table of Contents

THE DAR K CAR I B BE AN ...... 4 BEASTIES ...... 42 Blemmyae (CR 1/2) 42 THE ENCOUNTER TABLES ...... 6 Caller from the Deeps (CR 8) 43 Port Encounters ...... 6 Carnivorous Scallop (CR 1) 44 Port Encounter Table 6 Coelenite (CR 1/2) 44 Pirate Ports 7 Deepspawn (CR 8) 45 Neutral Ports 7 Demon, Wastrilith (CR 14) 46 Hostile Ports 7 Port Beasties 9 Dire Squid (CR 6) 47 Sea Encounters ...... 12 (CR 1) 48 Sea Encounter Table 12 Dread Zombie (CR 1) 49 Ship Tables 13 Giant Anglerfish (CR 4) 50 Sea Beasties 15 Giant Anemone (CR 5) 50 Crew Conflicts 18 Giant Eel (CR 3) 52 Navigation Hazards 19 Giant Nautilus (CR 13) 52 Special Encounter 20 Giant Sea Urchin (CR 1) 53 Island Encounters ...... 21 Island Features 21 Giant Starfish, Sunstar (CR 3) 53 Island Beasties 24 Giant Whale, Leviathan (CR 9) 54 Undersea Encounters ...... 28 Gulper (CR 1) 55 Undersea Encounter Table 28 Jenny Hanniver (CR 1/8) 55 Kelp Beds 29 Kelpie — hazard 56 Sunken Shipwrecks 29 Lycanthrope, Seawolf (CR 3 & CR 7) 57 Special Encounters 29 Morkoth (CR 4) 58 Abyss Encounters ...... 32 Seaclaimed Creature — template 59 Abyssal Features Abyssal Beasties Seaclaimed Warrior (CR 3) 63 Selkie (CR 1/2) 63 NPCS (CREW) ...... 34 Sinister Seagull (CR 1/8) 64 Sailor (CR 1/8) 34 Siren (CR 3) 65 Old Salt (CR 1/4) 34 Skeleton, Dry Bones — template 66 Buccaneer (CR 1/2) 35 Skull Crab (CR 1/8) 66 Midshipman (CR 1/2) 35 Skum (CR 1/2) 67 Pirate (CR 1/2) 36 Su-Monkey, Signifying Monkey (CR 1/2) 67 Royal Marine (CR 1/2) 36 Swarm of Jellyfish (CR 2) 68 Swarm of Leeches (CR 1/4) 68 NPCS (OFFICERS) ...... 37 Tona (CR 3) 69 Warrant Officer (CR 1/2) 37 Triton (CR 1) 70 Lieutenant (CR 1) 38 Viperfish (CR 6) 71 Naval Captain (CR 2) 38 Wyste (CR 3) 71 Pirate Captain (CR 2) 39 Yugoloth, Marraenoloth (CR 7) 72 Commodore (CR 3) 39 Zombie Lord, Le Grand Zombi (CR 5) 73

NPCS (SPE LLCASTERS) ...... 40 INDEX OF MONST ER S & N PCS BY CR 74 Bokor (CR 2) 40 Houngan/MamboSample (CR 2) 40 file Shantyman (CR 2) 41 Ship Mage (CR 2) 41

Not for resale. Permission granted to print or photocopy this document for personal use only. 3 THE DAR K CAR I B BE AN

The “Dark Caribbean” is a fantasy setting during The monsters and NPCs presented in THE the Golden Age of Piracy, blending real-world BUCCANEER’S BESTIARY are designed with the history, popular conceptions of legendary Dark Caribbean setting in mind, but can be pirates, and a reinterpreted D&D mythos. While readily adapted to suit any fantasy setting where swashbuckling adventures and whimsical pirates, cannons, colonial powers, and - scallawags abound, there are also ruthless devouring horrors might fit in. corsairs, frightening spells, and political intrigues aplenty. Most of the magic has a distinct Voodoo feel to it, with the caveat there there exist no reliable spells to raise the dead (i.e. raise dead, resurrection, and true resurrection do not exist). The action is centered in the Caribbean (also called the Spanish Main or the West Indies), though there may be opportunities to visit the Americas, Europe, or even otherworldly realms like the Shores of Death or the watery Abyss. European powers like Britain, France, the Netherlands, and Spain struggle to maintain control of their colonies amidst rampant privateering and piracy, slave uprisings, and dark magic. Characters spend equal time aboard ships as they do breaking into Spanish garrisons, exploring cursed islands, and infiltrating masquerade balls. The traditional dungeon- delving of D&D takes a backseat to swashbuckling adventure and intrigue.

Recommended Resources Birds of Prey by Wilbur Smith. Captain Blood by Rafael Sabatini. Master and Commander series by Patrick O’Brien. On Stranger Tides by Tim Powers. The Pirate Hunter by Richard Zachs. Pirate Spirit by Jeffery Williams. Seawolf by Jack London. Treasure Island by Robert Louis Stevenson. Under the Black Flag by David Cordingly. Skull & Crossbones d20 game from Green Ronin. Buccaneers and Bokor: Treasure Chest supplements from Adamant Entertainment. Black Sails TV series from Starz. CrossbonesSample TV series from NBC. file Pirates of the Caribbean films from Walt Disney. Monkey Island video games from LucasArts.

Not for resale. Permission granted to print or photocopy this document for personal use only. 4 Monsters in the Dark Caribbean Dragons Dragons are unheard of, save for the jungles of Monster types in the Dark Caribbean have South America where flightless dragons are slightly different connotations from a standard believed to have once ruled over man. D&D game. In particular, there is a class of monster known as djab (dark spirits) in Voodoo that typically only responds to summoning. The Fey djab may appear as celestials, elementals, fey, Local nature spirits often don’t fit neatly into one fiends, undead or even possessing a mortal. They category. Thus, some fey have a second type (e.g. the are not as strictly bound to one form as most douen are undead fey) reflecting differing views of ordinary monsters. When creating a djab, give it natives and colonists about their origins. a clear place in the story and consider giving it legendary actions and/or lair actions. Fiends Some monsters like constructs, giants, Devils are the adversaries and tempters of monstrosities, and plants have no substantive mankind as defined by , and most changes. However, even with these monsters you can use disguise self or alter self at will. Demons can give them a maritime-themed appearance, are creatures spawned by the watery Abyss and like an iron golem attached to a rusty anchor all demons are amphibious or water breathing. chain or a minotaur with a bull shark’s head. Humanoids Aberrations Goblinoids form marauding pirate ships of their Aboleth, beholder, mind flayers, and their own, with hobgoblins as officers, goblins as crew servitors like chuul and skum, hail from cursed and powder crews, and bugbears sent ashore at waters and the terrible marine Abyss. They are night to murder and press-gang. Orcs are the “horrors man was not meant to know” and devolved island cannibals or savage corsairs seek to supplant humanity, herald a great deluge, revering the eye-patch wearing Grumsh. Trolls or other mad schemes. are usually amphibious saltwater scrags.

Beasts Oozes Some beasts, like the leviathan, occupy an Oozes, like aberrations and demons, originate in ambiguous ground between beast and monstrosity, the Abyss and are amphibious. depending whose story a sailor . Undead Celestials Undead are distinguished by two types. First, Almost unheard of in the Dark Caribbean, the those missing their gros--ange (big soul or life rare celestial that did make an appearance would force) lack morality but have traces of their past almost certainly be a mysterious djab in mortal personality. This includes dread zombies, zombie guise, or a Loa forced to take on mortal flesh. lords, ghosts and most intelligent undead. Second, those missing their ti-bon-ange (little Elementals soul) and are devoid of personality with only the Air elementals tend to be associated with the barest glimmer of sentience. This includes djab called Badessy the Wind, and many can use skeletons, regular zombies, and most non- control weather. Water elementals, on the other intelligent undead. hand, are associated with a djab known as AilusiraadSample, and many can use control water. file

Not for resale. Permission granted to print or photocopy this document for personal use only. 5 THE ENCOUNTER TABLES (2) …spending time with family, loved ones, or the bottle. Port Encounters (3) …engaging in an embarrassing hobby. Port encounters can occur however frequently (4) …in an argument with another NPC. the DM wishes, though no more than once per (5) …puzzling over a dilemma. day is a good guideline. When determining a port (6) …in danger! encounter, roll d20 on the PORT ENCOUNTER 6. Contest (d6) TABLE. Roll d8 on the NPC TABLE as needed. (1) Bounty on a specific pirate from a port governor, trading company, or noble. Port Encounter Table (d20) (2) Contest from port governor to present most wondrous treasure in one month. 1. Port Beastie. Roll a d20 on the PORT BEASTIES (3) Sailing or horseback race around island. table below. (4) Pirate’s contest to see who can kill the 2. Announcement (d6) most of a particular sea beastie. (1) A captain is hiring, or new crew seek out the (5) Gentleman’s wager who can win a bonny PCs to be hired. lass’ affections. (2) Governor makes an unpopular announcement (6) Eccentric European noble’s request to (e.g. raising taxes or outlawing debauchery). devise a mysterious contraption (3) Governor makes a popular decision (e.g. according to wild specifications. freeing a popular criminal or investing in the public good). 7. Corpse (d6) (4) Announcement of an upcoming celebration. (1) Unidentifiable sea monster. (5) Crier with dire news from overseas. (2) Corpse whose circumstance of death (6) Messenger seeking out the PCs personally with implicates one of the PCs. a portent of doom or request from aid from an (3) A prominent NPC. ally or contact. (4) A pirate with a clue tattooed on his body. 3. Brawl (d6) (5) One of the PC’s contacts or allies. (1) 2d6 sailors* and a warrant officer* in a (6) A corpse dramatically killed with a bit of friendly naval rivalry. message carved into or pinned on its chest. (2) 2d4 bitter old salts* who fought on 8. Criminal Intent (d6) the PCs are targeted by… different sides of the war. (1) 2d4 pirates* or thugs in a press-gang. (3) 2d4 buccaneers* or pirates* to deep in (2) 3d4 bandits trying to pickpocket or mug their cups to care who gets hurt. them, possibly with a trained baboon. (4) 2d4 royal marines* blowing off steam. (3) A spy fleeing pursuers who tries to plant (5) A spy using the PCs as a distraction. something on them. (6) A drunken ship mage*. (4) A shantyman* who tries to con them. 4. Challenger (d6) one of the PCs is challenged to… (5) An NPC working with the authorities to (1) A traditional fencing or pistol duel, entrap or incriminate them. following strict rules of engagement. (6) An NPC who intends to blackmail them. (2) An “anything goes” pirate-style duel. 9. Enemy (d6)… (3) A bout of fisticuffs or wrestling. (1) …doing their job. (4) “Insult ______” (e.g. arm wrestling, (2) …spending time with family, loved ones, or sword-fighting, expectorating). the bottle. Sample(5) A drinking contest. (3) …engaging in an embarrassingfile hobby. (6) A gambling match or game of wits. (4) …in an argument with another NPC. 5. Contact or Ally (d6)… (5) …after the PCs! (1) …doing their job. (6) …in danger!

Not for resale. Permission granted to print or photocopy this document for personal use only. 6 10. Fire. A building or ship catches fire, 17. Slice of Life (d6) threatening the PCs’ ship, lodging, or allies. (1) Lost child caterwauling. 11. Found Item (d6) (2) Children playing at “pirates and (1) Trinket. commodores.” (2) Art object or gem. (3) Herd animals blocking the street amid (3) Murder weapon. much yelling. (4) Document or letter of significance. (4) Singing pirates who just won’t stop. (5) Map or navigation chart. (5) Chatty and flirtatious washer women. (6) Treasure or heirloom sought by an NPC. (6) Crazy old coot with wild fish tales. 12. Harassment from Authorities (d4) 18. Spectacle (d8) (1) A group of 1d4 royal marines* attempt to (1) Shantyman. extort the PCs with trumped up charges. (2) Puppet show. (2) A group of 2d4 royal marines* making (3) Carnival. fun of one or more PCs. (4) Hanging. (3) A group of 2d4 thugs acting as hired (5) Monster menagerie. enforcers for a port governor who needs a (6) Miracle worker or preacher. dirty deed handled discretely. (7) Snake oil salesman. (4) A group of 1d4 pirates* disguised as royal (8) Two NPCs engaging in a brawl, duel, or marines with a hidden agenda. battle of wits. 13. Gathering (1d6) 19. (d8) (1) Busy market with shipment of exotic (1) Fixer dealing in stolen and illegal goods. goods that just arrived. (2) Underground boxing match with high- (2) Angry mob chasing someone out of town, profile NPCs in attendance. protesting against the governor, or (3) Opium den. committing a hate crime. (4) Counterfeiters and coin-cutters. (3) Procession of monks. (5) Cockatrice or death dog fighting ring. (4) A raucous wedding. (6) Gambling den operating behind a front. (5) A more raucous funeral. (7) Smugglers and rum-runners. (6) Something unique to the community like (8) Shady bokor* with gruesome spell a clam bake, grunion run, sack race, etc. components for sale. 14. Mistaken Identity. One or more PCs are 20. Port-specific encounter. Roll a d6 on the mistaken for an NPC, and there is a personal appropriate table below. A “PIRATE PORT” element to the confusion (e.g. the mistaken welcomes pirates or is otherwise lawless. A identity is in debt or a scorned lover). “NEUTRAL PORT” is one where the PCs don’t 15. Prisoner (d6) have a Letter of Marque and haven’t attacked. (1) Escaped prisoner who the PCs can either A “HOSTILE PORT” is one where the PCs have help or turn in. attacked vessels of the nation controlling the (2) Dog carrying prison keys in its mouth. port (or is overseen by a governor obsessed (3) Chain gang being led to dungeon or to with eradicating piracy). their execution at the gallows. (4) Message from a prisoner who tries to recruit the PCs in some venture, either with honest appeal or blackmail. (5) An ally or contact taken prisoner. (6) Prisoner has information the PCs need. 16. SampleProminent Personage. An important or file historical NPC from the Golden Age of Piracy.

Not for resale. Permission granted to print or photocopy this document for personal use only. 7 NPC Table (d8) 3. Seller’s Market. All sale prices are 20% 1. Colonist higher than normal, rare trade goods are 2. Criminal available, and smuggling increases due to a 3. Indentured Servant limited supply. 4. Native 4. Buyer’s Market. All sale prices are 20% lower 5. Pirate than normal, bulk discounts are available, 6. Sailor and greater regulation of transactions may 7. Slave be enforced. 8. Upper Class 5. Recognized. (d6) An NPC recognizes the PCs, but what do they do? (1) Seeks revenge on one of the PCs who Pirate Port (d6) killed their loved one. 1. Murder (d6) the PCs witness a murder-in- (2) Reports the PCs to the authorities. progress… (3) Spies on the PCs. (1) Prostitute and client. (4) Blackmails the PCs. (2) Murderer clearly trying to implicate one (5) Tries to seduce a PC or win their favor. of the PCs. (6) Offers to hire the PCs. (3) Prominent NPC and mysterious assassin. 6. Attack! The port is attacked by the opposing (4) Pirate* vs. pirate* or royal marine*. side during Queen Anne’s War. (5) One of the PCs’ allies or contacts is attacked by agents of their enemy. Hostile Port (d6) (6) A PORT BEASTIE attacking an innocent person…or are they? 1. Arrest. 3d4 royal marines* led by an NPC 2. Hijack. 3d4 buccaneers* led by a bandit constable attempt to arrest the PCs so they captain attempt to take the PCs’ ship. can be tried and convicted. 3. Seller’s Market. All sale prices are 20% 2. Secret Meeting. The PCs are summoned to a higher than normal, rare trade goods are secret meeting with a commodore* or naval available, and smuggling increases due to a captain* or other powerful NPC to discuss a limited supply. discrete offer of employment involving shady 4. Buyer’s Market. All sale prices are 20% lower dealings the NPC can’t be tied to. than normal, bulk discounts are available, 3. Execution. A scheduled execution involves and greater regulation of transactions may on the PCs or one of their allies or contacts. be enforced. 4. Navy. Naval warships of the port’s colonial 5. Parlay. The PCs are summoned to meet the power arrive, trapping the PCs in port until the captain and officers of another pirate they can find a sneaky way out. ship to discuss offers of partnership or 5. Recognized. (d6) An NPC recognizes the PCs, resolution of disputes. but what do they do? 6. Attack! The port is attacked by the opposing (1) Seeks revenge on one of the PCs who side during Queen Anne’s War. killed their loved one. (2) Reports the PCs to the authorities. (3) Spies on the PCs. Neutral Port (d6) (4) Blackmails the PCs. 1. Press Gang. 3d4 sailors* and 2d4 royal (5) Tries to seduce a PC or win their favor. marines* attempt to force the PCs into (6) Offers to hire the PCs. service of whatever crown they serve. 6. Attack! The port is either raided by pirates or 2. Marque Offer. The PCs are summoned to a attacked by the opposing side during Queen Samplemeeting with the island’s Governor to discuss file Anne’s War. terms of being granted a Letter of Marque against the Governor’s enemies.

Not for resale. Permission granted to print or photocopy this document for personal use only. 8 Port Beasties (d20) 5. Creepy Beasties (d6) (1) 2d4 douen* playing pranks and luring 1. Animals (d6) children away from home into the jungle. (1) 4d6 giant rats fouling provisions, eating (2) A group of duergar as cursed or foreign pets, and spreading disease. dwarves in league with the powers of Hell. (2) A pack of mastiffs on the trail of a (3) A flumph as a floating jellyfish that wounded beastie. appears at night to warn of danger posed (3) A trained baboon chittering excitedly over by aberrations. However its eerie insights something it recently stole. (or the promise of capturing a live flumph) (4) A parrot heckling passersby. turn folk against it. (5) Flock of seagulls with a sinister seagull* (4) A marraenoloth come to ferry a soul among them looking for ships to vex. whose time is overdue to the Shores of (6) A trio of succarath (su-monkeys)* playing Death, but willing to negotiate. a dangerous game of charades with dock (5) 2d6 nothics as cloaked fortune-tellers workers. twisted by Abyssal pacts into macabre 2. Apparitions (d4) known as duppies (Jamaica) voyeurs. They often foretell hangings or or jumbos (Monseratt). drownings, and are unable to resist hiding (1) A banshee mourning her love’s betrayal. in the crowd during a public execution. (2) A ghost that only appears in the light of (6) 2d6 will-o’-wisps floating at the outskirts an oil lamp hung off an old ship’s prow. at night whispering of lost hopes and (3) A specter haunting the governor’s manor. ancient despair. (4) A wraith who comes each night to collect 6. Devils (d6) the of debtors from prison. (1) A barbed devil covered in fish hooks 3. Constructs (d4) colloquially known as “the gunpowder (1) Animated objects with a nautical theme, devil” because it acts as a gun smuggler to possibly with a shantyman* or gnomish the desperate. It may be accompanied by inventor responsible for the strangeness. 2d4 spined devils. (2) A flesh golem fleeing a mad bokor*. (2) A bearded devil disguised as an old (3) 2d4 gargoyles on a church or voodoo hut whaler in a heavy coat coaxing sailors to animate to go on a killing spree due to the commit violence at any slight and mutiny light of an eclipse, a curse come to against weak captains. fruition, or awakened by a wicked priest (3) A bone devil as an incarnation of the Jolly to retrieve something stolen. Roger able to merge with a black flag to (4) 2d4 scarecrows as voodoo effigies given hide itself and feast on the crew. sinister life to take a mambo’s* revenge. (4) A chain devil disguised as a slave, 4. Cursed Men (d4) provoking slave-owners to commit (1) 2d4 seaclaimed berserkers* attacking the atrocities and slaves to seek bloody port led by their mind flayer captain. revenge. (2) A group of sailors* or pirates* with the (5) An erinyes who can polymorph herself shadow dragon template (minus bite and into a ship’s figurehead, luring captains shadow breath) as men who ventured too and officers to conquer the weak. close to the Shores of Death and are (6) An imp acting as a warlock or bokor’s* sworn to deliver souls to a marraenoloth*. ingratiating familiar, urging seekers of (3) A naval captain* who doesn’t realize he forbidden lore with hints of secret has been cursed by Aztec gold and turns treasure… at a price. Sampleinto a quaggoth at the sight of blood. file (4) A group of commoners transformed into some sort of animals like dire wolves, but retaining their ability to speak.

Not for resale. Permission granted to print or photocopy this document for personal use only. 9 7. Djab (dark spirits) (d4) (3) A sea hag disguised as a hideous crone (1) A shadow demon hunting down those rumored to be a man-eating witch comes who slew its original form and prevented to port looking to buy some roses. it from returning to the Abyss (4) A sea hag haunts the port at night, (2) A shadow summoned by power-hungry drowning drunken sailors whose bodies bokor* to kill a specific target. are hung garishly in the rigging the next (3) 2d6 shadows attempting to drive out morning. Strangely, the governor isn’t colonial powers from the Caribbean by doing anything about her. the foulest of means. 11. Kenku (d6) called “keeteels” in the Dark (4) A water weird. Caribbean, they come in varied colorful 8. Doppelgänger (d6) assumes the role of a plumage much like tropical birds. prominent NPC who has been… (1) A bright green parrot-like bookie for a (1) Killed. gambling ring which involves cockatrice (2) Held for ransom. fighting. (3) Press-ganged. (2) A sleek dark metallic purple smuggler of (4) Turned over to an enemy faction. firearms, drugs, and arcane contraband (5) The NPC hired the doppelgänger as his or with a shipwreck lair turned roost for a her replacement. swarm of ravens. (6) The NPC died of natural causes a while (3) White and colorfully crested entertainers ago and the doppelgänger honors their running a scam on the crowd. dead friend’s memory. (4) Brown keeteels conduct a ritualized 9. Goblinoids (d4) punishment wherein one of their fellows (1) A gang of 4d6 goblins raid the port for is forced to wear heavy wooden wings as supplies, and rum in particular. others jeer at him. (2) A ship full of hobgoblin slavers who (5) Rare black-feathered “crows”, often indiscriminately abduct freemen attempt sought by pirates to be tied to the crow’s to disguise their presence at port. They are nest as superstition maintains they grant led by a cruel hobgoblin captain known luck spotting treasure ships. as a scourge of the seas. (6) Red and grey flamboyantly crested keeteels (3) 2d6 hobgoblin headhunters, known for and cultists belong to a demon cult led by wearing the shrunken heads of their foes. a vrock. (4) A bugbear mercenary press-gang working 12. Lycanthropes (d6) loosely for a colonial power. Terrifying (1) A jackalwere disguised as a beggar or tales are told of them “dragging daddy down-on-his-luck sailor seeking to lure away in the dead of night.” victims to his lamia master on an island. 10. Hag (d4) (2) 2d4 seawolves* disguised as whalers prey (1) A green hag disguised at a tavern or on innocents, press-gang sailors, and trading house hinting at hopeless sabotage ships. ventures and revealing in despairing (3) A seawolf provocateur attempting to use sailors or luring a lovestruck noblewoman the PCs for a distraction so it can break to her doom. into the armory and signal its fellows (2) A night hag known as La Diablesse offshore. corrupting mortals or leading a coven of (4) 2d6 wererats disguised as smugglers evil witches. However, her disguise always operate from sewers and abandoned ships. has a single flaw like a cloven hoof or (5) A weretiger disguised as a trapper or Samplebackwards facing feet that reveals her fisherman visiting port.file true nature.

Not for resale. Permission granted to print or photocopy this document for personal use only. 10 (6) A werewolf as a Loup Garou who gained 17. Vampire (d4) The vampire of the Dark its lycanthropy thru a deal with the Devil Caribbean is called a Soucoyant; it sheds its and is required to spill blood each night. skin like clothes when assuming mist form, 13. Ogre (d4) and is vulnerable to salt which affects it like (1) An ogre gang led by a half-ogre trying to holy water. make them a better class of criminal. (1) Along with 2d6 wolves, swarms of bats (2) Brought to port as part of a civilizing and swarm of rats plague the port. effort by a or scientist. (2) Physician can’t treat a woman who, (3) Working as a longshoreman and fighting unbeknownst to the physician, is soon to in ring at night to make ends meet. arise as a vampire spawn. (4) An oni disguised as a traveler or colonist (3) A vampire spawn carrying out the seeking ship’s passage, planning to instructions of its master. slaughter the crew one by one. (4) The vampire disguised as a noble friend 14. Revenant (d4) of the governor’s, property owner, or head (1) A pirate driven by a Voodoo spell to kill the of a trading company. commodore* who sentenced him to hang. 18. Yuan-ti purebloods* (1d4) disguised as (2) Mysteriously hunting down one of the foreign merchants on a mission to… PCs’ allies or contacts for an old grievance. (1) Assassinate a cartographer or explorer (3) A dwarven revenant who died drinking asking too many questions. Rumfaustian has it in for the bartender (2) Spy on a naval captain* with magic charts, who served him bad liquor. and sabotage the expedition if necessary. (4) A lady revenant seeking the pirate* who (3) Steal back an artifact a pirate captain* press-ganged her husband and led him to stole from their islands. death and her to suicide. (4) Abduct slaves for their island masters. 15. Squicky Beasties (d4) 19. Zombies & Skeletons (d6) (1) A carrion crawler feeds on detritus from (1) 1d4 dread zombies* under the command ships being careened and bilges empties. of a bokor*. (2) An otyugh in mounds of offal, heaps of (2) 3d6 zombies under the command of a composting sugar cane, or a rotting zombie lord* leading a macabre carnival carcass of a beached whale. and masking their true natures with (3) 2d6 rust monsters colloquially called “rust perfumes and masks. lobsters.” They’re parasites eating (3) 3d6 uncontrolled zombies and 3d6 grommets from sails, nails from planks, crawling claws mysteriously emerge from and triggers from muskets. The governor’s the ocean, drawn to a specific person, office offers a reward for each carcass. place, or object. (4) A grick straying from its seaside caves (4) 3d6 skeletons with the dry bones* following some powerful scent. template making music in the graveyard 16. Succubus (d4) disguised as… or otherwise causing mischief. (1) A high-class courtesan weaving a web of (5) A cavalcade of skeletons astride warhorse blackmail around her clients. skeletons raid the port and drag off (2) An official in the governor’s office victims to the Shores of Death. exacerbating corruption. (6) A Voodoo celebration goes awry when the (3) An agent of a secret society renewing the effigy animates as a minotaur skeleton. Inquisition inspiring dark desires in the 20. Roll d20 on the SEA BEASTIES table; it may be priests she works alongside. injured and beached, captured by an NPC, or Sample(4) The spouse of a prominent NPC who is an amphibian come to portfile to trade or raid. under her sway. They may have a cambion offspring.

Not for resale. Permission granted to print or photocopy this document for personal use only. 11 (5) Dead or empty under mysterious Sea Encounters circumstances. The frequency of sea encounters is governed by (6) In a state of distress. the following rules. There are 3 watch periods 4. Merchantman. 1d3 ships, and if there are aboard a ship: morning watch, afternoon watch, multiple ships there is a 50% chance that a and night watch. There is a cumulative % change corvette or frigate escorts them. Roll 1d4 on of an encounter during each watch according to the SHIPS’ FLAG table to determine their the type of waters the PCs are sailing in. nation, and a d12 on the CARGO HOLD table for In open ocean more than 50 miles from shore each ship. Roll a d6 to determine what the (3%), in coastal waters less than 50 miles from merchant ship(s) is/are doing… shore (10%), and in well-traveled waters about 20 (1) Underway. miles from settlements and plied by merchant (2) Anchored, fishing, or celebrating. ships (16%). For example, a ship that disembarked (3) Engaged in naval combat. early in the morning to travel coast waters has (4) Forcing prisoners to walk the plank or not had an encounter for the last five watch otherwise tormenting them. periods; thus, the ship would have a 60% chance (5) Divvying up soils of a recent capture. of an encounter during the night watch of the (6) In a state of distress. second day. 5. Warship. 80% solitary, 15% squadron of 3 corvettes, 5% flotilla of 1d4+2 ships. Roll 1d4 on Sea Encounter Table (D10) the SHIPS’ FLAG table to determine their nation. Roll d10 on the WARSHIP SIZE table, and a d12 on 1. Storm. See the DUNGEON MASTER’S GUIDE page the CARGO HOLD table for each ship. Roll a d6 to 110 and 117-119 for details on weather. determine what the warship(s) is/are doing… 2. Aquatic Animals (d12) (1) Underway. (1) A dire squid*. (2) Anchored, fishing, or celebrating. (2) Dolphins or grey/right whales. (3) Engaged in naval combat. (3) A school of giant seahorses (possibly re- (4) Engaged in naval drills. skinned as hippocampi). (5) Sending out messenger doves, using (4) A giant whale (leviathan)*. semaphore (light signals), or magic to (5) Killer whales. communicate with colonial authorities. (6) Octopi. (6) In a state of distress. (7) A swarm of ravens re-skinned as seagulls, 6. Pirate/Privateer. 1d3 ships led by a pirate possibly with a sinister seagull* in their captain* who flies under a flag determined by midst. rolling 1d8 on the BLACK FLAG table. Pirate (8) Sea turtles. crews are often made up of mixed races and (9) 2d4 reef sharks, or 1d4 hunter sharks, or ethnicities. Roll a d6 to determine what the a giant shark. pirate ship is doing… (10)A swarm of jellyfish*. (1) Underway. (11) A swarm of quippers as barracuda. (2) Anchored, fishing, or celebrating. (12)An aquatic unicorn re-skinned as a wise (3) Engaged in naval combat. gentle narwhal. (4) Forcing prisoners to walk the plank or 3. Tiny/Small Vessel. (1d4) 1-rowboat, 2-ship’s otherwise tormenting them. boat, 3-fishing boats, 4-barge. Roll a d6 to (5) Divvying up soils of a recent capture. determine what the vessel(s) is/are doing… (6) In a state of distress. (1) Going about their business. 7. Sea Beastie. Roll d20 on the SEA BEASTIES table. Sample(2) Fleeing a SEA BEASTIE, battle, or sunken ship. 8. Crew Conflict. Roll d12 fileon the table. (3) Looking for a treasure they’re circumspect 9. Navigation Hazard. Roll d10 on the table below. about sharing. 10. Special Encounter. Roll d10 on the table below. (4) Transporting an NPC of importance.

Not for resale. Permission granted to print or photocopy this document for personal use only. 12 Ship Tables Cargo Hold (d12) 1. A PORT BEASTIE locked in the hold! 2. Pirate hunters! It’s a trap! Ship’s Flag (d4) 3. Empty, recently pirated or freshly embarked. 1. English 4. Slaves from West Africa. 2. French 5. 3d6 x 1,000 sp worth of bulk commodities. 3. Dutch 6. 3d6 x 1,000 sp worth of bulk commodities 4. Spanish used as cover for smuggling an important NPC, state documents, or illicit substances. Warship Size (d10) 7. 1d4 x 1,000 gp worth of sugar. 8. 2d4 x 1,000 gp worth of tobacco and cacao. 1-4. Medium (corvette/frigate) 9. 2d4 x 1,000 gp worth of rum and molasses. 5-7. Large (brigantine/pinnace) 10. 3d4 x 1,000 gp worth of gunpowder. 8-9. Gargantuan (second rate) 11. A strange and wondrous device. 10. Colossal (first rate) 12. Treasure galleon from New Spain! Roll twice on the treasure hoard table table in the DMG Black Flag (d8) best suiting the challenge of the encounter. 1. Bartholemew Roberts “Black Bart” Cursed Aztec gold at the DM’s discretion. 2. Edward “Blackbeard” Teach 3. “Calico” Jack Rackham 4. Emanuel Wynne 5. Henry Every 6. Stede Bonnet 7. Thomas Tew 8. Jolly Roger

Black Bart Blackbeard

Calico Jack Emanuel Wynne

SampleHenry Every fileJolly Roger

Stede Bonnet Thomas Tew

Not for resale. Permission granted to print or photocopy this document for personal use only. 13 Random Pirate Ship Names (d100) 52. Last Rights 53. The Lustful Corsair 1. The Albatross 54. Maelstrom 2. Assassin ’S SHIPS 55. Maiden’s Blood AJESTY 3. Bachelor’s Delight HER M AVY USES 56. The Manticore OYAL N 4. Bastard Executioner NGLISH R 57. Midnight Rose THE E OF 5. Bedlam CONVENTION ) 58. Monkeebutt THE NAMING ’S SHIP 6. The Bitter Dregs ER MAJESTY 59. Mourning “HMS” (H . FOR 7. Black Charlatan ’S NAME 60. Murderer’s Knave THE SHIP 8. The Black Dagger BEFORE LBION, HMS 61. The Murderous Sea : HMS A , 9. Blind Return EXAMPLE AUNTLESS 62. The Narwhal , HMS D 10. The Bloody Mary BULWARK 63. The Naughty Nixie , HMS 11. The Bloody Shame NDEAVOR , 64. Neptune’s Whore HMS E EWCASTLE 12. The Bonnie Lass , HMS N 65. Night’s Cry INTERCEPTOR 13. Brezza Salmastra (Blackish Breeze) OVER, HMS , 66. Night’s Dirty Lightning HMS R HMS TREPASSEY 14. Broken Bones , . 67. Poseidon’s Saber SPARROWHAWK ICTORY 15. The Butcher of the Caribbean , HMS V 68. Privateer’s Death ANGUARD 16. Calypso’s Groom HMS V 69. Privateer’s Sinful Gold 17. Captain’s Due 70. Profit and Loss 18. Charon’s Wake 71. Pyrrhic Victory 19. Cry of the Seven Seas 72. The Ravager 20. The Coral Curse 73. The Red Grail 21. The Cursed Cutlass 74. The Robber’s Hood 22. The Damned Slave 75. Rogue’s Revenge 23. La Danza Macabra 76. Rogue Wave 24. Davy Jone’s Executioner 77. Rumfaustian 25. Dead Man’s Chest 78. The Salamander 26. Dead Reckoning 79. The Scimitar 27. Devil’s Doom 80. Sargasso Sea 28. Devil’s Grog 81. The Savage Love 29. The Devil’s Maw 82. Scourge of the Depths 30. Draft of Damnation 83. The Sea Hag 31. The Drowned Witch 84. Sea’s Hellish Plague 32. Eel Wind 85. Sea Nymph 33. The Epithet 86. The Seawolf 34. The First Resort 87. Selkie’s Bane 35. The Fall of Atlantis 88. The Specter 36. Fighting Seacat 89. The Silent Mermaid 37. The Florida Queen 90. Sins of my Father 38. Ghostly Seadog 91. Storm of the Century 39. The Help Us 92. Tainted Minnow 40. Golden Ruination 93. Evil Tide 41. Governor’s Disgrace 94. The Vile Galley 42. Hades’ Doom 95. Virgin’s Scourge 43. The Hail Mary 96. Vulgar Unicorn 44. Hangman 97. Wave Dancer 45. Hell Hound 98. The Wicked Wench 46. Howling Knave 99. Widowmaker 47. The Ill Omen 100.Woe of Europe 48. SampleThe Kraken file 49. Kiss of Death 50. Lady Strumpet 51. The Last Argument

Not for resale. Permission granted to print or photocopy this document for personal use only. 14 Sea Beasties (d20) tales of pirates and sunken throughout history. 1. The Kraken! Say your ! (3) It is sick and regurgitating any treasure it 2. Aboleth servitors (d4) last swallowed. (1) Boarding party of skum* sent to retrieve (4) Viciously attacks the ship, potentially captives for their aboleth masters. with sahuagin* followers, in wrath for the (2) A lone skum* beginning to develop death of its mate at the hands of evil telepathy with other races is found gasping adventurers. on deck. The crew want to kill it. while a 6. Elemental (d4) chuul is in pursuit of the renegade. (1) A caller from the deeps* entrances several (3) All fresh water on the ship becomes crew members. supernaturally fouled. Skum* and chuul (2) 1d6 evil water weirds squirt fountains cling to the underside of the hull, waiting playfully at crew before turning deadly. for crew to weaken from dehydration (3) A water elemental known as Ailusairad, before attacking. the Voodoo spirit of the ocean aligned (4) A waterproof scroll case floats by, with the loa Agwé. It has the ability to containing a treasure map to nearby control water as per the spell. rocky islands, though the map doesn’t (4) An air elemental known as Badessy the mention the chuul guarding the treasure. Wind, the Voodoo spirit of the sky aligned 3. Coelenite* with the loa Damballa. It has the ability to (1) Sailor showing off pieces of dead control weather as per the spell. coelenite* suddenly notices coral 7. Ghost (d4) known as “sea sprites” by sailors. creatures slipping over the side of the (1) Spectral lights move in the waters and the deck to reclaim the piece of itself. winds drops to chill breeze, causing (2) A coelenite* grown over skeletons or freezing temperatures aboard. Crew zombies controls their actions. become terrified that they’ve entered (3) Coral with bits of ship parts imbedded in “haunted waters.” it as warning. Any ships approaching are (2) A member of the ship mysteriously lights slowly engulfed by coelenite*. a lantern in the pale fog, summoning a (4) Crew member spots a coelenite* colony ghost who he appears to speak with for and tries to talk the captain into attacking hours, though observers do not hear the as the husks will fetch a handsome price. ghost make any sound. Slowly, the NPC 4. Cloaker, aquatic (d4) exhibits increasingly erratic behavior. (1) Hides in shallows waiting for sailors to (3) Crew are worried about one of their come ashore before attacking. members who is consumed with guilt for (2) Coral reef devoid of life but teeming with throwing a man overboard and offering “manta rays” and filled with strange totems. no blessing for his soul’s rest. If nothing is (3) 1d4 cloakers attack by leaping across the done to assuage his guilt in three days, a bow to drag crew off the ship one-by-one. ghost comes to murder him. (4) A vampiric cloaker attempts to drain the (4) A specter (poltergeist) haunts the life of one crew member, turning him into captain’s cabin, conjured by a vengeful a vampire spawn who then will attempt bokor*. Its conjuring bag, hidden to sabotage the ship. somewhere onboard must be destroyed. 5. Dragon turtle (d4) known among Latin 8. Hydra (d4) known as a Lusca in the Dark scholars as an Aspidochelone. Caribbean, appearing as a shark-octopus Sample(1) Halfling tribal village on the shell appears hybrid with tentacle grabfile attacks. to be a floating island. (1) Floats asleep or in torpor, with only one (2) Only its head emerges to demand tribute, head barely awake eyeing the ship groggily. though otherwise it is sociable, relating

Not for resale. Permission granted to print or photocopy this document for personal use only. 15 (2) A “blue hole” of opaque cobalt blue water 11. Merrow (d6) caused by an underwater sinkhole (1) Merrow territory is marked by bloody provides the perfect spot for the Lusca to water and kelp strands tied about dead attack from under the ship. sailors. (3) Feasts on the floating carcass of a whale, (2) 1d4 merrow attach sea detritus to the rumbling pleased with itself. bottom of the hull with spikes, the drag (4) Swimming fast and preparing to dive, the slowing the ship enough for a larger Lusca has multiple harpoons stuck in it, group of 4d4 merrow to catch up. one with a line a dwarven whaler hangs (3) 2d4 merrow attack, attempting to yank on to tenaciously. crew overboard and take them under. 9. Jenny Hanniver* (d4) (4) 4d4 merrow hunting aquatic animals or a (1) A school of 3d4 jenny hannivers* gnaws tribe of merfolk. on rope ladders, sounding lines, and (5) Lone merrow ostracized from its clan for fishing nets. sparing a merfolk’s life for her singing. (2) A group of 1d4 jenny hannivers* attack a (6) What appears to be a group of 3d4 man fallen overboard. mermaids is actually merrow under a (3) A large school of 5d4 jenny hannivers* seeming spell cast by a sea witch. swarm about chum that the fishing crew 12. Mind Flayer (d4) Amphibious captains of have thrown overboard, growing Abyssal ships manned by skum and increasingly aggressive and numerous. seaclaimed human thralls. (4) A lone jenny hanniver* has a staring (1) A mind flayer captain is on a mission to contest with one of the animals aboard. ensure a sailor who made a deal with an 10. Merfolk (d6) Abyssal Lord pays his due, or to recover a (1) Beautiful merfolk known as Onijegi with a seaclaimed* deserter. In either case, the Carib native appearance flirt with sailors sailor or deserter proclaims innocence. and offer seashell necklaces for kisses. If (2) A mind flayer arcanist with an intellect pleased, the Onijegi bless the ship with devourer familiar feigns civility and favorable weather for the day. If invites the PCs to negotiate a truce in its displeased, however, they curse the ship captain’s cabin. Monkey brain is served with no wind or a storm. while genteelly making a request for “half (2) A group of “sea monks” who appear as your crew as my slaves.” merfolk wearing monastic robes. They (3) A ship appears to be a normal vessel and enjoy discussing Christian and the crew invites the PCs aboard for a fish symbolism. concert. In reality, on a few frightened (3) A lone merfolk wounded and exhausted crew are left alive while the rest have had clinging to the side of the ship. their brains extracted and been enthralled (4) A group of merfolk shyly watch the ship by the mind flayer. The “concert” turns from afar before one approaches to out to be the enthralled singing a inquire of her missing human husband. madness-inducing dirge. (5) 4d6 merfolk sabotage harpoons, steal (4) Strange braille-like markings (Quallith) fishing nets, and play tricks on the crew. are found alongside the hull of the ship. (6) 4d6 merfolk sing sea shanties and play Comprehend languages reveals they are the “starfish catch” with the crew while ship’s heading. Someone aboard is a mind swimming alongside the ship. Increase flayer thrall! And their master isn’t far the crew’s quality by one rank while the behind… soon to burst forth from under Samplemerfolk accompany the ship. the sea, all cannons fileblazing, firing intellect devourers onto the deck!

Not for resale. Permission granted to print or photocopy this document for personal use only. 16 THE BLACK SPOT THE DREADED “BLACK SPOT” IS ENOUGH TO MAKE SAILORS TURN ON 16. Sea Serpent (d4) THEIR OWN. SOME BEASTIES, LIKE THE (1) A giant poisonous snake bit one of the crew members hauling it up in his nets. MIND FLAYERS, ARE ABLE TO PLACE Unless the snake is caught and an THEIR “BLACK SPOT” UPON A LIVING antidote concocted from its venom, the CREATURE, TAKING THE FORM OF A poor sailor will surely perish. MYSTERIOUS TATTOO OR INDISTINCT (2) Eerie screams echo from the water, DARK BLEMISH THAT OTHER SAILORS actually a mating call of 2d4 screeching IMMEDIATELY RECOGNIZE. giant eels*. (3) A plesiosaurus emerges near the bow of the ship to watch the crew curiously and 13. Sahuagin (d4) appraise its next meal. If attacked, it rams (1) Debris of a ship is soon followed by the the ship several times in a display of ominous drone of sahuagin hunting territorial aggression before swimming off. horns and a single NPC swimmer appears (4) A giant crocodile - a “kronosaurus” - on the horizon fleeing 5d4 sahuagin attacks the ship’s crew mercilessly, though pursuing him or her. it might be distracted with a food decoy. (2) A sahuagin baron riding a giant shark 17. Seaweed Monster (d4) demands tribute for passing thru his (1) A kelpie* appearing as a green-clad demesnes…and any elves aboard. woman, green horse, or hippocampus to (3) 5d4 sahuagin fill the water, watching with lure sailors into her deadly embrace. predatory eyes, but don’t attack until they (2) A kelpie* trails the ship, telepathically filling smell fresh blood. the crew’s dreams with sacrificial offering (4) One of the crew has been making of one of their number to the sea . superstitious offerings of meat to the (3) A gibbering mouther or black pudding as ocean, and now a sahuagin priestess and an amphibious Shoggoth crudely scores of hunter sharks circle the ship. disguised as a kelp bed. 14. Sea Elves (d4) (4) A group of blights are sea plants animated (1) Drow, as amphibious sea elves, form a by an old curse upon the waters. raiding party accompanied by giant eels*, 18. Seawolf / Selkie (d4) waiting till midnight to ambush the ship. (1) 2d4 seawolves* hunt down sailors and (2) Barrels of smoking oil surface around the sabotage the ship. ship creating a smoke cloud which drow, (2) A ship of especially cruel pirates as amphibious sea elves, use to sneak captained by François L’Olonnais, a aboard to poison and sabotage. vicious French pirate believed dead, are (3) A triton* chained to a massive floating actually seawolves* created by L’Olonnais. crab shell is used as a lure by drow, as (3) A pack of seawolves* hunt down selkies*. amphibious sea elves, hidden nearby. (4) A group of selkies* in seal form gather (4) A procession of tritons* accompanied by a around the ship curious. They can be variety of aquatic animals and merfolk. convinced to trade what they’ve found 15. Sea Hag (d4) scavenging sunken ships. (1) Exacting revenge on something beautiful. 19. Siren (d4) The Ciguapas of Hispañola are (2) She has unrequited love for an ugly sailor. sometimes accompanied by charmed men or (3) In disguise, she leads the ship to its doom amphibious harpies (immature sirens). or the captain on the path of evil. (1) The sirens call to sailors from rocks Sample(4) Three sea hag sisters emerge from the surrounded by shallowfile water. ocean on a dark and stormy night to prophesy doom for the ship.

Not for resale. Permission granted to print or photocopy this document for personal use only. 17 (2) The sirens flirt up close with sailors and 6. A crew member is missing. What happened offer their deadly songs as “gifts” to the to him? Roll a d6! ignorant crew members. (1) Murdered. (3) Mama Dglo, also called maman du l’eau, is (2) Deserted, either port or using the ship’s boat. a man-eating siren who can assume the (3) Locked in a chest as a prank. form of a woman on land and cast spells (4) Lured away by a pretty SEA BEASTIE. as an 8th level bard. (5) Passed out drunk in the hold. (4) Undead sirens appear as beautiful women (6) Vanished without a trace… maybe they until one joins them in the water when were a ghost? Maybe they’ll show up later? their true horrific faces are revealed. 7. Precious cargo, navigation charts, or some 20. Troll (d4) Amphibious “scrags” are proficient in other important item is missing, stolen by Stealth but can only regenerate in saltwater. one or more of the crew. (1) Crates and barrels float in the water, each 8. A fight breaks out. What started? Roll a d6! containing loathsome limbs of a troll that (1) Ethnic or religious conflict. was hacked into pieces. (2) Cheating at gambling. (2) A group of 2d4 trolls trail the ship until (3) How to divvy booty. nightfall then sneak aboard to slaughter (4) Who messed up the bowline in the rigging. sailors in their sleep. (5) Opinions on the captain are divided. (3) A lone troll is lured over by the smell of (6) Some stupid petty macho reason. cooking. Though it is too cowardly to 9. Some supplied have spoiled. Roll a d100 to attack, it whines persistently for food. determine the percentage (%) that have gone (4) Sent by a sea hag, storm giant, or bokor*, bad as well as the amount of crew sick with a troll intends to steal something (or good poisoning. Until healed or given a long someone) from the ship. rest, the crew are unable to tend their posts. 10. Fire breaks out on the galley, dealing 17 (5d6) fire damage to the ship each round until it is extinguished or the ship burns. 11. Sickness spreads through the crew. If the captain is an NPC he or she may implement a quarantine. What is the malady? Roll a d8! (1) Dysentery. It’s the craps! (2) Malaria. Wouldn’t marry ya’! (3) Scurvy. A lemon a day keeps the scurvy away! (4) Yellow fever. Goodbye fever! (5) Cackle fever. No laughing matter! (see Crew Conflicts (d12) “Disease” in the DMG p. 257) (6) Sewer plague. Ah, rats! (see “Disease” in 1. Crew are shirking their duties due to fatigue, the DMG p. 257) superstitious, disagreement, or laziness. (7) Sight rot. Didn’t see that coming! (see 2. Crew have singled out one crew member as a “Disease” in the DMG p. 257) cursed “Jonah” and pile abuse on him. The (8) A “magical” disease like lycanthropy or poor sailor may throw himself overboard or mummy rot. Nothing magical about it! suicide if a stop isn’t put to it. 12. One or more members of the crew are 3. A stowaway from the last port or island the behaving erratically from too much time at ship was at is discovered in the hold. sea (see “Madness” in the DMG p. 258). This 4. SampleA crew member is revealed to have a secret could be comical superstition file or sinister identity, like a spy, a woman-in-disguise, or a sabotage. A few days in port ought to cure the criminal with a bounty on their head. madness… or a good keelhauling. 5. A crew member is agitating against the captain.

Not for resale. Permission granted to print or photocopy this document for personal use only. 18 Navigation Hazards (d10) 5. Sargasso. Sargasso consists of gigantic thick matted clumps of seaweed that slow any ship 1. Doldrums. Whether a naturally occurring entering it to a standstill. Sargasso mats can stretch of ocean untouched by winds, or a be walked across as difficult terrain, but a DC region of “dead calm” cursed by an evil sea 15 Dexterity (Acrobatics) check may be god, no breeze stirs to catch the sails and no required at some points to avoid falling thru. current offers escape for 10d10 nautical Often, sargasso mats are the site of derelict miles. Sargasso mats and undead are slime-covered ships, rotting carcasses, and common. The weather is hot and dry, and scavenging SEA BEASTIES. sailors must make a Constitution saving 6. Sea of . Blue bioluminescent throw (DC 10 + 1 per day trapped) each day to phytoplankton glimmers in the astoundingly avoid becoming sun-touched. Sun-touched reflective waters at night. Charisma checks sailors suffer a level of exhaustion and 1d4 are required to get crew to follow the Wisdom damage. If a sailor’s Wisdom is simplest of commands, otherwise they reduced to 0, they are compelled to drink simply stare amazed. Looking too long at saltwater and/or swim off. images reflected in the water requires a DC 12 2. Lost. The ship has gone woefully off course, Wisdom saving throw or the character is possibly due to magic, the Bermuda Triangle, charmed by the sea of stars and tries to jump bad charts, a landmark that shifted, or overboard. In some cases, the night sky might strange tides conjured by an evil sea god. seem to descend into the sea and the entire 3. Marine Minefield. Marine mines were just crew experience strange visions as per the beginning to be used during Queen Anne’s dream spell or a sensation of flying. There is a War, though they are jury-rigged 50% change that sirens* or ABYSSAL BEASTIES temperamental devices. During first watch, will be encountered. the mines may be spotted with a passive 7. Shallow Waters. A shoal, reef, sandbar, or Perception score of 15. If they are not spotted, tidal marsh presents a danger to ships with a the helmsman must try to steer around them deep draft. with a DC 15 Dexterity (water vehicles) check. 8. Saint Elmo’s Fire. Named after the patron Striking a mine has a 75% change of saint of sailors, Saint Elmo’s Fire manifests as triggering an explosion equivalent to 1d4 blue-green flames or spheres of light at the barrels of gunpowder (20 fire damage each). top of the masts and dancing along the 4. Rogue Waves. Gargantuan waves several yardarms. Though sailors regard it as good stories tall (some even surpassing 100 feet!) luck - increasing crew quality by one rank for come at the ship, threatening to capsize it. If several hours thereafter - it actually signals the ship is moving at least 12 knots, a great atmospheric electricity. This interferes helmsman can navigate the waves with a DC with the functioning of compasses and 25 Dexterity (water vehicles) check. signals an impending lightning storm. Alternately, a cleric of 10th level or higher 9. Shores of Death. A strange fog covers 1d6 may attempt to call on Divine Intercession to square nautical miles, reducing visibility to be saved, while a character with ties to the 300 feet or less. It chills the bone and echoes Abyss might form a pact with an Abyssal Lord with voices of the dead. Reduce crew quality to spare them. Otherwise, the players must by one rank while in the fog. Will-o’-wisps roll 2d6 for the ship. A result of 2-5 indicates can be seen in the distance and numerous it has been capsized and destroyed, with crew skiffs bearing the recently dead to their left to fend for themselves in deadly waters. A judgment crawl thru the fog pilots by Sampleresult of 6-11 indicates the ship is severely marraenoloths*. file damaged and several crew were lost, but they 10. Waterspouts. Short-lived convective winds survived. A roll of 12 indicates a miraculous (1d6 x 10 minutes) create 1d6 mini-tornadoes safe passage thru the rogue waves!

Not for resale. Permission granted to print or photocopy this document for personal use only. 19 over the water with the potential to carry 5. Thing in the Hold. What monster lurks in unsecured creatures and objects aloft. A the ship’s hold? Roll a d6! helmsman who recognizes the danger can (1) Roll on the PORT BEASTIES table. adopt a 90° course away from the waterspouts’ (2) Roll on the ABYSSAL BEASTIES table. direction of travel to avoid them. (3) A mimic. (4) A crew member’s nightmare made Special Sea Encounters (d10) manifest. (5) Creepy crawlies like stirges, giant 1. Land Ho! An uncharted island is spotted. centipedes, and swarms of insects Refer to the Island Encounters tables. hatched from dire weevils. 2. Maelstrom. A storm of vengeance spell (6) A stowaway of a sniveling monstrous coupled with massive whirlpools. humanoid race like a goblin or kobold. 3. Shipwreck. (d4) 6. Enemy. One of the PC’s enemies has located (1) Rapidly sinking ship with 5d10 survivors their ship and devised a cunning strategy to and d100% of its cargo intact. Roll on the take them down. CARGO HOLD table to determine what the 7. Castaway. A single castaway marooned on a ship was carrying. sandbar or floating on a piece of flotsam. (2) Ship is smashed on rocks or beach with What is their story? Roll a d6! no or few survivors. (1) Led a failed mutiny against their captain. (3) Ship is wrecked on shoal or reef, half- (2) Refused to accept a new captain instilled submerged, and overgrown with sea life. by mutiny. (4) Shattered remnants of a demolished ship, (3) Thrown overboard as a traitor, true or not. likely destroyed in naval combat. (4) Knocked overboard during a storm. 4. Ghost Ship. A ghost ship haunts the waters. (5) Knocked overboard during a naval battle Roll on the WARSHIP SIZE table. Roll a d6 to and their captain abandoned them. determine the composition of the crew: (6) Suffers severe amnesia. (1) Zombies. 8. Legend of Piracy. Roll a d6! (2) Shadows. (1) Benjamin Hornigold of the Mary Anne. (3) Amphibious ghouls called “lacedons.” (2) Henry Jennings. (4) Specters. (3) Edward “Blackbeard” Teach of Queen (5) Wights. Anne’s Revenge. (6) Vampire spawn. (4) “Calico Jack” Rackham, Anne Bonny, and Roll a d8 to determine the captain’s nature: Mary Reade. (1) Zombie lord*. (5) Bartholemew “Black Bart” Roberts of the (2) Ghast. Royal Rover. (3) Ghost. (6) Charles Vane of the Ranger. (4) Revenant. 9. Loa / Sea God(ess). Roll a d6! (5) Wraith. (1) Agwé, Load of the Tides. (6) Vampire. (2) Damballah. (7) Death knight. (3) Simbi. (8) Lich. (4) Neptune / Poseidon. Roll a d6 to determine their motivation: (5) Calypso. (1) Lift a curse. (6) One of the Lords of the Abyss. (2) Take revenge on an enemy. 10. Spanish Treasure Fleet. Fleet of ships (3) Increase the size of their crew. carrying South American treasures back to Sample(4) Fulfill an oath the captain made in life. Spain. Treat this as mulfiletiple ships with a (5) Reach the Shores of Death. result of “12” on the CARGO HOLD table. (6) Destroy another ghost ship in a cycle they are doomed to reenact for eternity.

Not for resale. Permission granted to print or photocopy this document for personal use only. 20 3. Buried Treasure (d6) Island Encounters (1) The trees are adorned with the wax- When rolling encounters for an island, roll 1d4 covered hands of corpses which point the times on the ISLAND FEATURES table and 1d4 times way to treasure when their fingers are lit on the ISLAND BEASTIES table, then combine the on fire, but also continually cast animate results. dead every 10 minutes while lit. (2) Treasure in a cave is protected by a Island Features (d20) gauntlet of traps. (3) A cache of food, water, sails, pistols, and 1. Active Volcano. Periodically the volcano powder is in a makeshift cellar. belches forth ash or causes tremors, and lava (4) A complex treasure map is worked into flows can be found on one side of the island. the landscape, but the whole picture is 2. Beach (d6) only visible from a lookout point above. (1) Strange colored scintillating sands, (5) A treasure chest that was already dug up, potentially quicksand or sinkholes (see but may or may not be opened. the DMG pg. 110). (6) A sunken shipwreck just off the island’s (2) Debris including ship parts, bones, sea glass, coast holds the treasure. mollusk shells, messages in a bottle, etc. 4. Carcass (d4) (3) Hundreds of crabs and giant crabs. (1) A massive skeleton covered with canvas (4) Hundreds of shore birds nesting on bluffs has been turned into a ramshackle overlooking resting seals and turtles. dwelling. (5) Mirthful faces form in the surf, and (2) A dire squid carcass is feasted on by gulls anyone going for a swim removes a level with malign red eyes. of exhaustion but finds a trinket of their (3) A small ship was swallowed by a whale gone missing. that has long since decayed, and the ship (6) Blowholes send ocean spray dozens of feet in could be restored to working order. the air and sucking currents form riptides. (4) Despite grievous wounds, a beached whale still clings to life by a thread. 5. Chasms and Rope Bridges. 40-100 foot long tropical chasms are spanned by crude rope bridges entwined with vines. Crossing these narrow bridges requires a DC 8 Dexterity (Acrobatics) check or a character slips and may fall. If there are multiple islands, the bridges connect them. 6. Cove (d6) (1) The hideout of a group of buccaneers* or pirates*. (2) Enchanting waters of the cove lure creatures failing a DC 15 Wisdom saving throw to swim. However, the waters are treacherous and humanoids entering immediately being drowning. (3) The cove is peaceful with tropical birds on the cliffs and a white sand beach. Sample(4) Numerous forested isletsfile and sea stack make the cove a maze to navigate.

Not for resale. Permission granted to print or photocopy this document for personal use only. 21 (5) A perfectly clear diving hole has abundant of Death. Dead NPCs and PCs may be fish and lobster. encountered. Hungering shades periodically (6) A stone arch at the cove’s entrance boasts swarm areas but can be deterred with spilled waterfalls pouring over the cliffs into the blood or wine. Periodically small ships ocean. piloted by marraenoloths come bearing souls 7. Cursed (d6) of the freshly dead. Living humanoids who (1) Leaving the island is next to impossible; die on the island animate as undead. The treacherous reef, pounding waves, storms, island is governed by a Guede Loa, djab (dark sabotage, and unbelievable circumstances spirit), or powerful undead like a death conspire to keep creatures on the island. knight, lich, or mummy lord. (2) Inanimate objects taken from the island 11. Jungle. (d6) are cursed, either causing shipwrecks or (1) “Viper trees” are hidden among normal turning into animated objects or mimics. trees, animating as giant poisonous (3) The island makes creatures forget what snakes when blood is spilled nearby. they experienced there, like the Feywild (2) Cacophony of insects and mosquitos (see the DMG pg. 50). make sleep virtually impossible. (4) Anyone who leaves the island is plagued (3) Incredibly dense difficult terrain must be by dreams of its beauty and longs to hacked through with machetes. return, like Arborea (see the DMG pg. 60). (4) There is a brooding dark presence in the (5) The island curses anyone who eats its jungle. Dozens of glowing eyes watch fruit with bad luck. campfires at night and whispers call out (6) The island gradually drives anyone during the day from various directions. staying there more than a few days insane (5) Many medicinal herbs grow under the (see the DMG pg. 258). canopy, components for antidotes and 8. Graves (d6) potions of healing. (1) Mass graves of dead colonists or tribes- (6) Poisonous tropical trees irritate exposed folk. skin, ooze acidic sap, and yield poisonous (2) Crow’s cages with corpses suspended over fruits. Local creatures will have tapped a howling chasm. into these, poisoning their weapons. (3) Elevated platforms in the trees or 12. Magic (d6) mountaintops with bundled corpses left (1) Areas of the island are wild magic or dead for the vultures. magic zones, emulating the sorcerer’s (4) Neatly dug graves marked with white Wild Magic Surge table in the PHB and wooden crosses. Close study of the crosses the antimagic field spell, respectively. reveals a hidden message. (2) Time is distorted on the island, akin to the (5) A crude pirate’s grave with a makeshift Feywild (see the DMG pg. 50). headstone bearing a humorous epitaph. (3) Tracks vanish entirely within an hour, (6) A tomb consisting of a stepped pyramid or compasses spin like crazy, and divination burial mound. magic gives inconclusive results. 9. Hazards (d6) (4) The island is living, and communicates (1) Booby traps (see the DMG pg. 120-123). telepathically with spellcasters, demanding (2) Quicksand (see the DMG pg. 110). and driving them mad. (3) Fire swamp. (5) Local animals like crabs and baboons are (4) Earthquake and/or avalanche. inordinately curious of sailors and steal (5) Scalding precipitation. complex tools when they aren’t looking. Sample(6) Disease. (6) Music filters thru thefile air and anyone 10. Isle of the Dead. Eerie fog surrounds the finding the source gains a blessing or island which is a planar passage to the Shores charm (see the DMG pg. 228)

Not for resale. Permission granted to print or photocopy this document for personal use only. 22 13. Phantom Island (d6) 16. Settlement (d6) (1) The island is actually slowly drifting, a (1) Dwarven fishing village with exquisite problem when returning to where you stonework. were last anchored. (2) Mist-shrouded elven pilgrimage site with (2) The island is actually the back of an white ships at berth. enormous dragon turtle. (3) Pygmy (wood gnome) village afraid of (3) The island shifts between this world and outsiders. another world entirely. (4) Halfling village with lengthy trade (4) The island may never be discovered by the replete with storytelling, offers of same sailors twice, wind and tide marriage, and copious pipe smoking. conspiring against being found again. (5) Native human village, Arawak or Carib. (5) The island has been improperly named on (6) Colonial human outpost and “tent town” charts and is actually another island entirely. on the beach. (6) Bizarre tectonic activity causes the island 17. Shipwreck. You can use other Sea to sink beneath the waves every 100 years Encounters tables to flesh out the ship itself. only to rise up again. To determine what happened, roll a d6! 14. Ruins (d6) (1) The ship is utterly smashed to pieces as if (1) South American dwarven megaliths that thrown thru the air. once formed a summoning or (2) The ship’s hull was crushed by a giant teleportation circle. tentacled monsters. (2) Mayan elven stepped pyramid with (3) The ship smashed upon rocks or reef. stylized animal carvings. (4) The ship inexplicably wrecked near the (3) Partially submerged stone pier center of the island. foundations of triton origin depicting (5) The ship was damaged in a naval battle scenes of the splintering of the ancient and ran aground. race into drow, elves, and tritons. (6) The ship is very old and buried in sand (4) Massive stone heads with Arawak or but otherwise seems undamaged. There is Carib likeness. a 25% change that some of the cargo is (5) Partially collapsed subterranean ruins salvageable; roll on the CARGO HOLD table. sized for halflings and gnomes. 18. Totem (d10) (6) Ruined colonial military fort or church. (1) Wooden pole carved in the likeness of 15. Sea Caves. They are accessible… (d4) predators hunting prey. (1) Only by underwater tunnels. (2) Stone carved with the South American (2) Only at low tide. jaguar, serpent, and eagle trifecta. (3) Only by small ship or swimming. (3) Primitive bloodstained altar. (4) Only via a steep descent or ascent. (4) Feather and bones fetishes hang from trees. What will you find there? (d6) (5) Human skulls mounted on pikes. (1) Dead pirates hanging from makeshift (6) Masthead of a ship lost at sea adorned gallows. with paint, garlands, and surrounded by (2) Several treasure chests glittering in the votary candles. depths, possibly a lure set by a SEA BEASTIE. (7) Statue of the Madonna and child. (3) A large population of albatross, (8) Large rough-hewn wooden cross. cormorants, and other shorebirds. (9) Altar made in the likeness of a sea Possibly even some giant bats. monsters overlooking the cliffs. (4) Creepy calcite formations vaguely look (10)Eternally burning intelligent brazier or Samplelike tortured faces. torch with the spellcasfileting abilities of a (5) Flotsam with a few salvageable items. 10th level cleric. Its powers are lost if it is (6) Paintings on walls with a cryptic message. ever removed from the island.

Not for resale. Permission granted to print or photocopy this document for personal use only. 23 19. Voodoo (d6) (1) A bokor* or houngan/mambo’s* hut filled

with gris-gris. MAPS TREASURE TO ENCOURAGE (2) Signs of a feast with Veve symbols A GREAT WAY AN marking an old Voodoo site. TO EXPLORE CHARACTERS ON (3) Shrunken heads throughout the island CLUES LEFT ISLAND IS WITH pose riddles and tell terrible jokes. MAP. TREASURE A CRYPTIC (4) “Hot foot powder” traps are scattered A TREASURE CAN SLIP across the island, causing anyone coming YOU BOOTY THEY into contact with one to feel the urge to MAP INTO SOME THE BACK leave the island as soon as possible. , PUT IT ON UNCOVER PIRATE, OR Anyone afflicted by this curse attracts the A TATTOOED OF . ire of the native inhabitants. ON A CLIFF MAKE IT CARVED (5) Corpses of white men in slave shackles, their bodies arranged to spell the Latin word Vindicta. (6) The veil is thin on the island and one or more Load can appear in any reflective surface or in dreams of the faithful. Island Beasties (d20) 20. Water Feature. Roll a d6 to determine the 1. Constructs (d4) basic form of the water feature: (1) 1d6 helmed horrors as cursed Spanish (1) Creek . (2) Rice terrace. (2) 2d6 scarecrow as savage effigies come to (3) Sacred spring. life at the behest of their bokor* master. (4) Swamp. (3) A shield guardian with a great African (5) Tide pools. shield stretched with leopard skin stands (6) Sacred spring. lonely vigil, awaiting its long absent master. Shall we go for a swim? Roll a d6! (4) An ancient statue is actually a clay golem (1) Yes! The leeches would love you. Reduce that awaits activation with a magical key maximum hit points by 5 until treated. or command word. (2) Yes! The guardian spirits would love to 2. Dark Predator (d6) take 10 years from your delicious life. (1) A lamia and her jackalwere hunters treat (3) Yes! The bacteria will have a field day. the island as their personal hunting ground. Make a DC 10 Constitution saving throw or (2) A mind flayer singles out a spellcaster PC, suffer a level of exhaustion. If drinking the dominating various beasts to stalk them, water, no save is allowed and the drinker is attempting to drive them to madness or poisoned until taking a long rest. death. (4) Yes! It’s perfectly safe. (3) An oni drops bits of treasure, seeking to (5) Yes! The guardian spirits may grant those divide and conquer the PCs. who observe the proper bathing ritual a (4) An owlbear as the stork-legged blessing or 10 years added to their life Chickcharney of the Bahamas has a speed expectancy. of 50, prehensile claws, and Stealth (6) Yes! It’s magic water that permanently proficiency. Sailors believe it has the grants +1 Charisma to anyone bathing for power to bestow or steal luck. at least 1 hour. However, anyone bathing (5) A panther with the shadow dragon Samplemust make a DC 15 Wisdom saving throw template, resistance fileto non-magical or spend 2d12 hours lost in reverie they weapons, and a taste for man-flesh. share an intimate secret. (6) A tyrannosaurus rex.

Not for resale. Permission granted to print or photocopy this document for personal use only. 24 3. Demon Cult. A mask-wearing bar-lgura leads (10)A roc sleeps on the island’s peak, but a savage cult of dretches, carnivorous apes, prefers to hunt at sea. and cultists. What is its goal? Roll a d6! (11)3d10 stirges lurk near water or come out (1) Sacrifice enough souls to summon a at night, fleeing at any sign of hostility goristro. only to return again with double their (2) Whip its followers into a fighting frenzy number. to seize a ship and escape the island. (12)1d4 wyverns tear apart any herd animals (3) Find a suitably villainous soul to replace present on the island. the dying bar-lgura. 6. Giant Animals. Islands of the Dark (4) Prove to a captive philosopher that man is Caribbean teem with wildlife. Any of the merely a base animal. giant beasts from the “Miscellaneous 4. Djab. The Dark Caribbean is filled with dark Creatures” section of the MONSTER MANUAL spirits ranging from the wise to the horrible. could be encountered. For example, a shadow demon might appear 7. Giants and Kin (d8) as a diminished djab attempting to make a (1) A tusked cyclops always forgetting where deal with Voodoo practitioners to restore its it put its herd of giant goats. power, while a vengeful bokor* might (2) 1d12 hill giants that treat the island as a summon shadows against his enemy. True playground. Their favored sport is kicking djab, however, are beyond the physical world, a human skull about like ball. and are better thought of as the sorts of (3) An ettin that contemplates a way to entities a warlock makes a pact with. escape its island prison, but can never 5. Flying Beasties (d12) settle on one course of action. (1) Aarakocra, rare bird-people believed by (4) A fire giant (on a volcanic island). pirates to hatch a golden nugget from (5) A fomorian guarding a secret magical their throat. chamber beneath the island’s heart. From (2) A chimera guarding a crown said to grant this chamber it can cast its evil eye immortality to the worthy. Its dragon- anywhere across the island on a clear day. head would have claimed the crown long (6) 2d6 ogres dumber than bricks trying to ago, but the other heads disagreed. figure out what to make of some traces of (3) 2d6 wild cockatrices, possibly pursued by human explorers, like a compass or tents. kenku attempting to capture them for use (7) A wise stone giant unable to leave its in cockatrice fighting rings in Nassau. mountain throne due to a sea witch’s (4) A flight of griffons or hippogriffs dance curse slowly paralyzing it. around the island amidst rainbows. (8) A storm giant whose lover sacrificed him (5) 2d6 harpies (immature sirens) engage in a or herself centuries ago and took the form cat-and-mouse hunt of the PCs, of the island. The giant acts as steward attempting to prove themselves to their and caretaker of the island. siren* mother waiting offshore. 8. Insectile Beasties (d4) (6) An exceptionally lazy manticore (1) 2d4 ankhegs. “worshipped” by any humanoids on the (2) A darkmantle. island with gifts of food and incense. (3) An ettercap accompanied by giant spiders. (7) A lone black pegasus. (4) 2d10 rust monsters known as “rust lobsters.” (8) 2d6 perytons as all that remains of a 9. Monstrous Humanoids (d8) cursed Mayan elvish people. (1) Marauding band of gnolls. (9) 2d6 pteranodons mercilessly hunt (2) Degenerated cave-dwellers (grimlocks). Sampleanything and everything smaller than (3) Hobgoblins slavers andfile head-hunters. them. (4) Kobolds proficient in Stealth called “tasloi”, riding giant spiders or giant wasps.

Not for resale. Permission granted to print or photocopy this document for personal use only. 25 (5) Minotaur cultists with a trap-filled 13. Spooky Ladies (d4) labyrinth into which they send sacrifices (1) A banshee calling out to the spirits of her to their dark god. dead tribe or shipmates. (6) Orc cannibals revering Grumsh One-Eye. (2) A night hag disguised as a mambo (7) Troglodytes as small-sized uncouth accompanied by scarecrow nkisi (voodoo “troggies” with a curious immunity to dolls / poppets) bearing a subtle bludgeoning damage and a hatred of resemblance to the PCs. Each nkisi has a spellcasters and all things magical. sympathetic magical connection to one of (8) A group of amphibious trolls known as the PCs, such that if anyone but that PC “scrags” with Stealth proficiency and only damages the nkisi, then that PC takes an able to regenerate in saltwater. equal amount of damage. 10. NPCs (d8) (3) Mama Dglo, also called maman du l’eau, is (1) Pygmy (wood gnome) tribal warriors with a man-eating siren who can assume the an inane notion about turning a “big one” form of a woman on land and cast spells into a ship. as an 8th level bard. (2) Arawak or Carib tribal warriors. (4) A medusa with jellyfish-like tendrils for (3) Amazons scouts try to avoid the PCs while hair whose gazes evokes the dreadful seas, they send one spy to infiltrate the PCs calcifying those who draw her ire. ranks, determining if any female PCs are 14. Tricksters (d6) Tricksters abound in the lore of worth inviting to their fold, and if any the Dark Caribbean, and generally they are male PCs are worth taking captive as amoral entities more concerned with teaching husbands. mortals hard lessons than good or evil. (4) Shipwrecked sailors* are led by a mad (1) Anansi, a wise story-loving West African naval captain* who destroys all attempts trickster, who appears as a man, a spider, to signal the outside world. a giant spider, or a spellcasting drider. (5) A group of buccaneers* led by a bandit (2) Brier Rabbit or Coyote, a Mayan trickster captain hunting a giant boar. too smart for his own good, who appears (6) A marooned NPC who the PCs are already as a man, a rabbit or coyote, or an familiar with. arcanoloth. 11. Pack (d6) (3) A Mesoamerican Nahual - a druid with (1) 2d4 allosaurs. animal shapeshifting powers. (2) 2d10 death dogs. (4) A kenku as a “keeteel” surviving as a (3) 1d4+1 displacer beasts. scavenger and smuggler. (4) 2d6 gricks. 15. Undead (d8) (5) 2d4 hell hounds. (1) A pile of bones with a golden box at the (6) 2d6 dire wolves or worgs. center. The bones animate as skeletons 12. Plant Beasties (d6) only if the box is disturbed. (1) A group of amphibious blights. (2) A flameskull guarding a secret door. (2) A coelenite* grown over skeletons or (3) The ghost of a pirate who died wandering zombies that it controls. the island and was never able to solve the (3) A dryad as a Mayan spirit or female pirate puzzle of the treasure map still gripped in left tied to a silk cotton tree. the fingers of the pirate’s corpse somewhere. (4) A large bloom of fungi and myconids. (4) 2d6 ghouls and a ghast as marooned (5) A shambling mound comprised of victims who turned to cannibalism. seaweed and shore plants. (5) Upright stone sarcophagi are worked into Sample(6) A treant that is telepathically linked to the the cliffside, serving file as stairs above a Mesoamerican World Tree. perilous drop into the ocean. The sarcophagi-stairs lead up to a tomb

Not for resale. Permission granted to print or photocopy this document for personal use only. 26 worked into the cliff. However, once PCs are midway thru the “stairs”, mummies lurking in the sarcophagi awaken. (6) The revenant of a pirate hunter sworn to bring an end to all pirates everywhere. (7) 3d6 shadows stalk the island at night, only avoiding specific glades or magic circles that are warded against them. (8) 2d6 wights dressed in tribal headdresses. They are Lawful Neutral, but are ruthless in carrying out the wishes of their tribal elders as they perished to disease. 16. Water Beasties (d4) (1) A group of bullygwugs revering a frog idol with emeralds for eyes. (2) A tribe of lizardfolk whose describe a group of characters like the PCs… as the “great feast for Semuanya.” (3) A water weird guarding a secret falls. (4) Several giant anemones* or giant sea urchins* in the tide pools. 17. Wild Men (d4) (1) Ravenously hungry blemmyae*, speaking what sounds like gibberish. (2) A centaur as the creature which inspired the “burokeet” (donkey-man) dances in Trinidad and Tobago. (3) A satyr with a penchant for rum orgies and challenging bards to musical contests. (4) A group of yetis as Dominican biembiens, Mayan sisimité, or simply hairy wild men. 18. Wyrms (d6) (1) A narcissistic basilisk with an unhealthy fascination for reflective surfaces. (2) A behir adapted for the jungle. AN ISLAND RT OF CREATING (3) 2d4 carrion crawlers scavenging the THE A HOW ALL THESE DISTINCT, CONSIDER campsite of any intruders. AN ISLAND FEEL SHIP'S TO MAKE . WHAT DOES THAT WITH ONE ANOTHER (4) A couatl bearing a from an INTERACT WITH A COMPONENTS A BALL GAME OGRES PLAYING ancient Mesoamerican culture. MEAN TO THE MASTHEAD TOTEM THE ISLAND? STRANDED ON BUCCANEERS (5) A flightless green dragon as the double- SKULL? TO THE FOR HUMAN EXCELLENT OPPORTUNITY PROVIDES AN headed serpent of Aztec . , AN ISLAND ROLLING ADDITIONALLY IS SPENT AVOIDING ON AN ISLAND (6) A spirit naga (50%) or a guardian naga (50%). OT EVERY DAY DOWNTIME. N , AFTER ALL! ANGRY PYGMIES 19. Yuan-Ti. Masters of the island, the yuan-ti AND OUTRUNNING TRAPS GAIN A LONG BOULDER THE PCS TO have their own serpentine cult parodying IN ORDER FOR WHAT IT TAKES WITH CONSIDER A CERTAIN AREA real-world , and are accompanied by NEED TO REACH ISLAND. DO THEY A REST ON THE TO ESTABLISH O THEY NEED Samplegiant poisonous snakes, giant constrictor WATER ? fileD AND FRESH DRY FIREWOOD MONSTERS? snakes, and swarms of poisonous snakes. CAMP AGAINST AROUND THEIR PERIMETER ! 20. Roll a d20 on the SEA BEASTIES table. DEFENSIVE ISLAND TO LIFE TO BRING AN TOUCHES HELP THESE LITTLE

Not for resale. Permission granted to print or photocopy this document for personal use only. 27 2. Aquatic Animals (d12) Undersea Encounters (1) A carnivorous scallop*, giant anemone*, With the ability to cast water breathing at 5th or giant sea urchin*. level, and a variety of magic items offering the (2) Dolphins, grey/right whales, or killer ability to breathe underwater, not to mention whales. blessing from merfolk, the dark waters beneath (3) Giant eels*. the Caribbean Sea become an adventuring (4) Giant seahorses (possibly re-skinned as location pirates are likely to visit. You can check hippocampi). for encounters are frequently as you desire, (5) A dire squid*. though a good rate during travel through benign (6) A giant whale (leviathan)*. waters is once in the morning and once when the (7) Octopi. PCs take a long rest. In more hostile waters, (8) Sea turtles. making a check hourly is appropriate. (9) A giant shark, hunter sharks, or reef sharks. Undersea Encounter Table (d10) (10)A swarm of jellyfish*. (11)A swarm of quippers as barracuda. 1. Ocean Currents. Powerful ocean currents (12)A unicorn re-skinned as a wise gentle buffet the area. Roll a d6 to determine which narwhal. direction they move in: 3. Debris (d6) (1) Upwelling of frigid water (see DMG p. 110) (1) Mostly useless flotsam and jetsam which from the depths. acts as concealment and difficult terrain. (2) Lateral currents. (2) Sparse debris and trinkets may contain (3) Circulating currents moving in a clues pertaining to what happened. clockwise or counterclockwise motion. (3) A sea of corpses. (4) Descending currents suck everything (4) Several salvageable pieces of equipment down into frigid water. and minor clues amidst the debris. How strong are the currents? Roll a d4! (5) Remnants of a failed diving expedition, (1) Light current moving 10-15 feet per round including a diving bell worth 4,000 gp. (1 knot). (6) A small treasure chest containing a few (2) Moderate current moving 30 feet per rolls on the individual treasure tables in round (3 knots). A DC 15 Strength the DMG Chapter 7. (Athletics) check is necessary to swim 4. Coral Reef. While mostly found in coastal against the current or hold position. waters, some deepwater coral exists at up to (3) Strong current moving 60 feet per round 200 feet depth. They are unique ecologies (6 knots). A DC 20 Strength (Athletics) host to many aquatic animals (anemones, check is required to swim against the crabs, eels, sea slugs, stingrays, turtles, current or hold position. If pushed into a urchins) and sometimes are used as either solid obstacle a creature takes 1 temporary or permanent shelter by SEA bludgeoning damage per 10 feet the BEASTIES. Any creature cut by coral will current pushed it (maximum 20 damage). develop a rash. (4) Undersea bore or jet moving 90+ feet per 5. Undersea Cave (d6) round (9+ knots). A DC 20 Strength (1) A “blue hole” of pristinely opaque blue (Athletics) check is required to hold water with high salinity. position. Swimming against it is (2) Maze of coral. impossible. If pushed into a solid obstacle (3) Dragon turtle’s hollowed out shell. Samplea creature takes 1d4 bludgeoning damage (4) Web of calcified stonefile and sand per 10 feet the current pushed it (5) Spiky chamber inside a dead giant urchin. (maximum 20d4 damage). (6) Bottomless hole diving into the Abyss.

Not for resale. Permission granted to print or photocopy this document for personal use only. 28 6. Kelp Bed. Roll a d8 on the KELP BED table below. or offering to fly good-aligned creatures to 7. Sunken Shipwreck. Roll a d10 on the SUNKEN nearest land. There is also a 25% chance that SHIPWRECK stable below. a roc hunts the kelp bed for giant aquatic 8. Sea Beastie. Roll a d20 on the SEA BEASTIES table. animals…or the characters. 9. (50%) Roll on the SEA BEASTIES table, or 3. Channels. While the kelp anchors to rock (50%) roll on the ABYSSAL BEASTIES table. walls (and even old ruins) overgrown with 10. Special Encounter. Roll a d10 on the SPECIAL anemones, barnacles, and urchins, sandy UNDERSEA ENCOUNTERS table below. channels break up the patches of kelp with a network of connected trails. Roll for Aquatic Animals or for SEA BEASTIES to determine what dwells in the channels. 4. Heavy Growth. The kelp bed is particularly thick with visibility reduced to 30 feet at most. All Wisdom (Perception) checks are disadvantaged, and moving thru the bed requires 3 feet of movement to every one foot of kelp. Roll for Aquatic Animals or for SEA BEASTIES to determine what lurks in the tangled kelp. 5. Kelpie Lair. Kelp grows thru human skeletons and its leaves twine about skulls. A Kelp Bed (d8) large number of kelpies have made the bed their lair, and illusions drift thru the swaying A kelp bed generally extends several hundred kelp in a creature’s peripheral vision. Kelpie feet across, rising between 20 and 80 feet above sprouts at the bottom of the bed can be the ocean floor. It acts as difficult terrain harvested and fetch as much as 500 gp (requiring 2 feet of movement per foot of kelp among collectors. There is a 25% chance that bed) and provides concealment at the outskirts skull crabs* or skeletons lurk at the bottom. and total concealment toward the center of the 6. Poisonous Pneumatocysts. Large gas bed. Visibility in the kelp bed is rarely more than bladders float among the kelp forest, helping 80 feet, and usually much less. Currents, cold to keep the plants upright; treat these as gas water, and aquatic animals (seals, otters, whales, spores though their “eerie resemblance” may urchins) are common. make them appear to be bloated corpses, diving bells, pufferfish, or other underwater 1. Animate Kelp. The kelp reflexively grasps at things. small or medium creatures entering the bed, 7. Selkie Settlement. Hidden among the kelp’s animating as awakened trees that try to “roots” (holdfasts) are cut-out chambers filled initiate a grapple whenever they hit, and drag with dozens of selkies, including chambers the creature down. A creature pulled to the for young which are aerated by emissions of bottom is restrained amidst the kelp’s air from select species of kelp making the “roots” (holdfasts). Skeletons buried in the silt nearby water breathable for land-dwellers. may warn of the hidden danger. Some chambers may contain pearls which 2. Bird Hunting Grounds. Diving shorebirds the selkies use to trade with the surface. like cormorants hurtle down into the depths 8. Treasure. Several trinkets are intertwined of the kelp bed to hunt the many-colored fish among the kelp’s leaves and a treasure chest Samplethere. There is a 25% change of giant eagles lies hidden at the “roots”file (holdfasts); roll (re-skinned as benevolent giant albatross) individual treasure randomly using DMG hunting the kelp bed for larger fish, pulling Chapter 7. characters up to the surface as a sort of game,

Not for resale. Permission granted to print or photocopy this document for personal use only. 29 Sunken Shipwreck (d10) Special Undersea Encounters (d10) 1. Habitat. Overgrown with sea plants and 1. Bed of Giant Oysters. Several carnivorous barnacles, the ship serves as habitat for a scallops* hidden among giant oysters and variety of aquatic animals, sharks in particular. ample aquatic life. Each oyster has a 1% 2. Fragile. The ship is on the verge of falling chance of containing a giant pearl worth apart or falling over the edge of a sea trench. 5,000 gp inside. 3. Ancient. The ship is centuries old, from before 2. Loa / Sea God(ess) (d6) the European powers came to the Caribbean. (1) Agwé, Load of the Tides. Is it elvish? From another world? (2) Damballah. 4. Haunted. A ghost or specter haunts the ship, (3) Simbi. bound to its fetter within a chest that contains (4) Neptune / Poseidon. several rolls on individual treasure tables in (5) Calypso. the DMG. (6) One of the Lords of the Abyss. 5. Political Secret. The fate of the ship was 3. Magic Construct (d4) covered up by the powers that be, but the truth (1) A sunken Leomund’s tiny hut or sunken can be determined from the wreck. entrance to a Mordenkainen’s magnificent 6. Cargo Partially Intact. Roll on the CARGO HOLD mansion where the creator may be found table (page 13). Then roll a d100 to determine dead or trapped. what percentage (%) is still intact. (2) An experimental Prussian gnomish 7. Volatile Cargo. The shipwreck’s cargo itself is submersible with a tradition of guest dangerous in some way, such as a trapped hospitality and a scientific mission. monster, poisons, explosives, etc. (3) A pair of high-level adventurers piloting 8. Lair. A group of sentient sea creatures like an apparatus of Kwalish on a spy mission amphibious drow, tritons*, or mermaids use for their nation. the shipwreck as their lair. (4) A rusty barnacle-covered iron golem with 9. Spell Ship. The surface of the shipwreck is demi-culverin arms weighed down by inscribed with 3d6 levels of wizard spells. stones and enchanted anchor chains. 10. Treasure Galleon. Roll twice on the treasure 4. Mer of Dead Men. Dozens of corpses are hoard table table in the DMG best suiting the lashed to anchors, stones, chests, or other challenge of the encounter. The galleon sunk heavy objects, returning by some foul magic when pirates tried to take it. as zombies or wights. All bright light is reduced to dim light here, and following the will-o’-wisps that appear leads one to the Shores of Death. 5. Red Tide. A current of water infected by microscopic parasites that lend a blue bioluminescent quality (dim light) to everything moving within them. However, any mammal breathing water (e.g. thanks to water breathing) is infected by a disease identical to Sewer Plague (see DMG pg. 257). Mammals holding their breath can make a DC 10 Constitution save to avoid contracting the disease. There is a 25% chance that the Samplered tide is directed by a filemalign sentient SEA BEASTIE with spellcasting.

Not for resale. Permission granted to print or photocopy this document for personal use only. 30 6. Settlement Beneath the Waves (d8) attract all sorts of aquatic life, especially (1) Humans with odd customs live in a giant anemones*, giant starfish*, and giant strange bubble that keeps water out and urchins*. Smaller sister vents produce lets creature enter thru magic gates. They breathable air bubbles. have strict rules about who they admit 9. Vortex to the Elemental Plane of Water. See and stricter rules about who may leave. the DMG p. 56-57 for a description of the (2) Humans with the seaclaimed* template, Plane of Water. Roll a d6. runaways from an Abyssal pact, live (1) Creates a whirlpool (as described under amidst a collection of shipwrecks the control weather spell) with strong overgrown by sea life. currents within 300 feet for several (3) Kuo-toa dwelling (possibly neutrally- minutes before vanishing. aligned “locathah”) in a sea rock-carved (2) Emits eerie waves of dim light for several castle surrounded by aquatic plants and minutes. Creatures within 60 feet viewing animal farms. it must make a DC 15 Wisdom saving (4) Merfolk settlement in a massive nautilus throw or be compelled to move toward the shell, coral maze, ruin of a sunken city, or vortex as if by the compulsion spell. structures carved from rocky seabed. (3) A deluge of scintillating water acts like a (5) Sahuagin bone fortress built into sides of greater healing potion and lesser restoration undersea trench surrounded by hunter spell for all creatures within 300 feet who sharks. are overcome by emotions. (6) Storm giant’s foreboding algae-covered (4) Magical darkness and airless water floods coral palace. the area within 300 feet of the vortex, (7) Triton city made of glistening sand castles causing air and water-breathing creatures and pearly arches. alike to suffocate. (8) Submarine-like settlement of mad (5) A wash of extremely salty tears affects all gnomish scientists. creatures within 300 feet, dealing 10 (3d6) 7. Sunken Ruins. An ancient settlement now acid damage and causing all humanoids lies in ruins beneath the waves. Roll for to weep uncontrollably. treasure and on the SEA BEASTIES table, then (6) An aquatic planar creature like a marid or roll a d6. water elemental swims thru the vortex. (1) Once a triton settlement that was 10. Wonders of the Deep (d6) destroyed by the merrow or drow. (1) A haunting whale song echoes thru (2) An Atlantis-like ancient temple that was waters, acting as a sanctuary spell cast on swallowed by the sea long ago. all creatures. (3) A coastal community that collapsed into (2) Black and white marbled floor etched the sea after an earthquake. with arcane sigils for a massive (4) A ruined temple to Olydra the Princess of incomplete ritual. Elemental Evil guarded by water weirds. (3) Flashes of inexplicable light beam from (5) An island that sunk to the bottom of the above as if breaking through clouds. ocean along with signs of great tectonic (4) Hundreds of stone statues caked with activity in the past. algae. (6) Roll on “Settlement Beneath the Waves,” (5) One or more ghosts make an ominous but treat the result as a devastated ruin appearance or dance in the water only to with no sign of the original inhabitants. vanish. 8. Undersea Steam Vent. Hot scalding water (6) Psychedelic multi-hued water inducing Sampleintermittently blasts forth in a strong hallucinations. file current, dealing 21 (6d6) fire damage to all creatures above the vent. The warm waters

Not for resale. Permission granted to print or photocopy this document for personal use only. 31 (1) Roll again on ABYSSAL BEASTIES to determine Abyss Encounters what inhabits the wreck. The watery Abyss is freezing cold, unnaturally (2) Roll for a type of undead encounter on the dark, and exerts crushing water pressure. Magic Ghost Ship entry of the SPECIAL SEA and/or technology is required to reach and survive ENCOUNTERS table. at these depths. The Abyssal Plain between 9,000 (3) Any treasure is cursed, gradually turning feet and 18,000 feet is interrupted by oceanic the wielder into a skum* thrall. trenches, volcanic islands, and submarine ridges (4) The wreck is precariously perched on the creating microclimates that allow for strange flora. edge of a currently inactive trench. When rolling encounters in the Abyss, roll on both 7. Call of the Abyss. Sibilant whispers and the ABYSSAL FEATURES table and the ABYSSAL discordant sounds unnerve non-natives to the BEASTIES table, and combine the results. Abyss who can hear them. Such creatures must make a DC 20 Wisdom saving throw or be Abyssal Features (d10) affected as per the confusion spell until becoming deafened and taking a short rest 1. Ancient Corpse. A massive corpse of some away from sound, receiving healing magic, or titanic being like a dead Leviathan, Kraken, of leaving the Abyss. even a “deceased” Lord of the Abyss. 8. Reality-Warping Bubble. Several 10 foot radius 2. Microbial Bloom. A mix of various fungi. All bubbles rising from the depths, altering reality warm-blooded creatures breathing water must around them. Avoiding the bubbles requires a make a DC 20 Constitution save or suffer Strength (Athletics) check to swim (DC 20 if psychological delusions and hallucinations speed 30-ft, DC 25 if speed than 30 speed, DC 15 until taking a long rest (see Madness in the if speed greater than 30). Any creature engulfed DMG p. 258). by a bubble is trapped within and suffers one or 3. Oceanic Trench. An enormous gap into infinite more of the following effects. Roll a d6! darkness with a deafening vacuum current (1) The creature begins transforming into a pulling toward it. Escaping the pull requires a skum*, which becomes permanent after DC 25 Strength check, creative magic, or some eight hours. kind of incredibly strong anchor, otherwise (2) The creature suffers 3d4 Wisdom damage creatures are pulled completely into trench in 4 and gains a permanent form of insanity. If it rounds at which point they fall in. This is a fatal is reduced to 0 Wisdom, the creature event, however they could survive by making a becomes catatonic. deal with one of the Lords of the Abyss. (3) The creature develops a hideous mutation 4. Volcanic Island. A huge “mountain” rises above, or deformity. magma flows coming up thru the Abyssal floor (4) The creature loses most old memories and that deal 10d6 fire damage if contacting magma. ends any ongoing spells cast by it. The lost The entire area is dangerously hot unlike the rest memories are replaced by memories of the Abyss, dealing 5 fire damage per round from borrowed from a dead person. boiling water. (5) The creature receives a terrifying vision of 5. Shadow Gate. An ancient ruined portal to the the future and its eyes turn to goo causing it surface (or a location in the Shores of Death) to be blinded. ringed in Abyssal runes and watched over by an (6) The creature is stricken mute by the horrors amphibious fomorian or storm giant in lonely it witnessed, but gains telepathy 50 feet. vigil. 9. Reverse Maelstrom. An enormous bright 6. Sunken Shipwreck. Roll on the SUNKEN funnel of swirling currents descends from SHIPWRECK table to determine the nature of the Sampleabove, carrying ships, sailors,file flotsam, and SEA wreck, though only about 25% or less will be BEASTIES down into the depths. The maelstrom intact. Roll a d4 to determine a complication: simulates storm conditions underwater. It may

Not for resale. Permission granted to print or photocopy this document for personal use only. 32 be possible to "ride" a dying Maelstrom back up (7) A nalfeshnee holds obscene courts in to surface. shipwrecks trying souls in a mockery of 10. Seismic Activity. Intense quaking causes maritime law. tumbling rocks to break off of the submarine (8) Quasits serve as messengers and spies. ridges. Creatures must make a DC 15 Dexterity (9) Vrock, appointed to guard duty, appear as save or take 10d6 bludgeoning damage and be water-logged carrion vultures. pinned on the Abyssal floor. Rapid pressure (10)Yochlol weave intricate webs of deceit and changes inflict 10d6 pressure damage unless a betrayal using the drow as pawns. creature is magically protected from pressure 8. 4d6 aquatic grell - opportunistic predators that damage. Bursts of steam vent out from the descend in great numbers on prey. Abyssal floor, inflicting 10d6 fire damage and 9. 2d6 amphibious gricks led by a grick alpha, pushing exposed creatures up to 100-ft. A curled up in a giant mollusk shell on the successful DC 20 Strength saving throw reduces Abyssal floor where they await to ambush. damage (and the distance pushed) by for half. 10. An amphibious hydra called “Lusca”, a sharp- octopus hybrid with tentacle grab attacks. Abyssal Beasties (d20) 11. A group of kuo-toa in a perpetual state of delusion, seeking out reality-warping bubbles 1. Deep Sea Life (d10) as a form of twisted pilgrimage. (1) Carnivorous scallop*. 12. A clan of merrow dwelling in an undersea cave (2) Dire squid*. complex built around an idol to Dagon. (3) Giant anglerfish*. 13. A citadel of mind flayers where their ships (4) Giant anemone*. come to berth, teeming with doomed human (5) Giant eel*. thralls, intellect devourers, and skum*. (6) Gulper*. 14. A morkoth* in its hypnotic lair. (7) Swarm of leeches* (lampreys). 15. An ochre jelly, black pudding, or gelatinous (8) Viperfish*. cube. 2. An aboleth with chuul and skum* servitors. 16. An aquatic purple worm. 3. A beholder as an amphibious “Eye of the Deep.” 17. An amphibious remorhaz that prefers to stay One of its eyestalks hangs in front of it like an submerged, but must occasionally surface to anglerfish and glows slightly, granting the consumed glaciers. beholder the ability to use minor illusion at-will. 18. A group of aquatic ropers hidden in alien kelp 4. 3d6 amphibious carrion crawlers crawl across forests strewn with corpses, or amidst towering the Abyssal floor feasting on rotting corpses. submarine ridges. 5. A vampiric cloaker prince. 19. Drow as corrupted sea elves led by a yochlol 6. A deepspawn*. Roll again on ABYSSAL BEASTIES demon and accompanied by driders with or SEA BEASTIES to determine what it has lobster-like lower torsos and giant eels*. Their recently spawned. “webs” are re-skinned as enormous macabre 7. Demons (d10) fishing nets of strong filament. (1) A balor scheming in its fortress-prison 20. Lord of the Abyss (d8) carved into a volcanic island. (1) Blidlipoolp, Matron of the Kuo-Toa. (2) Chasme emerge from larval cocoons to torture (2) Cthulu. damned souls. (3) Dagon, Prince of the Depths. (3) A glabrezu with an eel face adopting an (4) Davey Jones. illusionary “relatable” face when bargaining. (5) Jubilex, the Faceless Lord. (4) Hezrou serve as foot soldiers and appear as (6) The Kraken. Samplea variety of corrupted sea life. (7) Lolth, Demon Queen fileof the Sea Elves. She is (5) Manes are perpetually tormented souls. depicted with a lobster or squid torso. (6) A marilith marshals the Abyssal forces for (8) Zargon. an attack on the surface.

Not for resale. Permission granted to print or photocopy this document for personal use only. 33 NPCS (CREW)

Crew include most NPCs aboard a ship, from "Old Salt" is an unofficial term for experienced riggers working the topsail to powder monkeys sailors who've served five or more years at sea, running shot to the powder crews below deck. though on Navy ships the official designation is Their most important functions are manning the Leading Seaman or Petty Officer. Despite their ship, offering offbeat humor, and threatening gruffness and scars, an old salt knows ships like mutiny when plunder doesn’t pan out. Crew the back of his hand. perform menial labor like hoisting and hauling the sails, swabbing the decks, splicing and joining rope, coiling up rigging, slushing the mainmast, manning the headsails, filling the scuttlebutt, and fire buckets, handling the anchor, and so forth. Small or agile characters may work at the tops reeling, furling, and loosing the sails. Older sailors work the fo'c's'le, manning the headsails and handling the anchor.

Sailors are the able seamen who usually make up the bulk of a ship's crew, responsible for making ready to sail, manning the lookout, storing cargo in the hold, firing cannons, helping in repairs, countless other tasks, as well as dying spectacularly to sea beastie attacks. English Old Salt sailors in the Navy are known are "Jack Tars." Medium humanoid, any alignment

Armor Class 11 Hit Points 16 (3d8+3) Sailor Speed 30 ft. Medium humanoid, any alignment STR DEX CON INT WIS CHA Armor Class 11 12 (+1) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0) Hit Points 11 (2d8+2) Tools choose 2 from gaming set, sail-mending tools, Speed 30 ft. musical instrument, navigator’s tools, and water vehicles STR DEX CON INT WIS CHA Senses passive Perception 11 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Languages choose 3 Challenge 1/4 (50 XP) Tools choose one from gaming set, sail-mending tools, musical instrument, navigator’s tools, or water vehicles Senses passive Perception 10 Ship Savvy. The old salt has advantage on Dexterity saving Languages choose 3 throws against attacks from other ships, on checks to Challenge 1/8 (50 XP) manage a ship's rigging and sails, and on checks to recall nautical lore. ACTIONS ACTIONS Cutlass. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. Boarding Axe. Melee Weapon Attack: +3 to hit, reach 5 ft., Sampleone target. Hit: 5 (1d8+1) slashing file damage. Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target, loading. Hit: 6 (1d10+1) piercing damage. Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target, loading. Hit: 6 (1d10+1) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. 34 Buccaneers occupy an ambiguous legal space, In the great navies of the world, a midshipman somewhere between pirates and privateers, once — adelborst (Dutch), garde marine (French), given the good graces of France and England to guardia marina (Spanish) — was an officer cadet assault Spanish ships, but altogether or a junior-most commissioned officer, a unmanageable by the colonial powers. Some designation used for experienced seamen buccaneers have letters of marque, while others whether of the working class or officers' sons. blatantly disregard orders, and regardless in the Midshipmen worked amidships but also learned Spanish Main they are sentenced to swift death. navigation skills, sailing lore, to supervise gun Expert marksmen, they conduct raids at night batteries, and to take command of a small group with small boats, relying on surprise and speed of navy men. After several years, a midshipman to subdue otherwise unassailable targets. The was eligible to take an examination for name "buccaneer" derives from the style of lieutenant, though it was not uncommon for roasting pig (boucan) they learned from Caribs officer candidates to fail or be passed over for and Arawaks. promotion.

Buccaneer Midshipman Medium humanoid, any alignment Medium humanoid, any alignment

Armor Class 12 Armor Class 12 Hit Points 32 (5d8+10) Hit Points 27 (5d8+5) Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0)

Tools choose one from gaming set, sail-mending tools, Tools navigator’s tools, water vehicles musical instrument, navigator’s tools, or water vehicles Skills Nature +3, Perception +2 Skills Intimidation +2, Survival +2 Senses passive Perception 12 Senses passive Perception 10 Languages English, and choose 2 more Languages English, French, Island Carib, and choose 1 Challenge 1/2 (100 XP) Challenge 1/2 (100 XP) Able-bodied. When the midshipman takes the Help action, Sharpshooter. The buccaneer doesn't suffer disadvantage he can aid two friendly creatures (instead of one) with a when firing at long range, and its ranged weapon attacks ship-related task. ignore half and three-quarters cover. In addition, before the buccaneer makes a ranged attack it may take a -4 ACTIONS penalty to hit and gain a +8 bonus to damage. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. ACTIONS Hatchet. Melee Weapon Attack: +3 to hit, reach 5 ft., one Musket. Ranged Weapon Attack: +4 to hit, range 40/120 target. Hit: 4 (1d6+1) slashing damage. ft., one target, loading. Hit: 8 (1d12+2) piercing damage.

Musket. Ranged Weapon Attack: +4 to hit, range 40/120 Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., ft., one target, loading. Hit: 8 (1d12+2) piercing damage. one target, loading. Hit: 7 (1d10+2) piercing damage.

Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., oneSample target, loading. Hit: 7 (1d10+2) piercing damage. file

Not for resale. Permission granted to print or photocopy this document for personal use only. 35 Pirates run the gamut from honorably Six regiments of English Royal Marines were discharged navy men turned to privateering to raised during Queen Anne's War in the ruthless outlaws seeking riches any way they Caribbean and North America, trained for naval can. Unlike the colonial powers they usually hail and land combat as well as an expeditionary from, pirate crews adopt limited democratic force. They are distinguished by their red buff principles (known as the Pirate's Code) such as jackets and mitre-style black caps, and specialize electing their captain who was constrained by in leading and repelling boarding parties. checks as balances, establishing a fund for disability insurance, and having roughly equal shares of treasure (with allowances for expertise Royal Marine and greater responsibilities). Medium humanoid, any alignment While most pirate crews operate independently, Armor Class 13 (padded, disadvantage Stealth and swim) some are loosely affiliated with the Brethren of Hit Points 13 (5d8+5) the Coast, a coalition of pirates, privateers, and Speed 30 ft. merchant mariners based in Tortuga and Port STR DEX CON INT WIS CHA Royal with Protestant and Common Law values; 14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) they prey on the shipping of colonial powers but (usually) not the colonies themselves. Tools choose one from gaming set, sail-mending tools, musical instrument, navigator’s tools, or water vehicles Skills Perception +2 Senses passive Perception 12 Pirate Languages English, French, Spanish Medium humanoid, any alignment Challenge 1/2 (100 XP)

Armor Class 12 Boarding Expertise. When the royal marine uses the Dash Hit Points 27 (5d8+5) action, difficult terrain doesn’t cost him extra movement Speed 30 ft. on that turn.

STR DEX CON INT WIS CHA Close-quarters Shooting. Being within 5 feet of a hostile 12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0) creature when the royal marine makes a ranged attack Tools choose one from gaming set, sail-mending tools, doesn’t impose disadvantage to hit. musical instrument, navigator’s tools, or water vehicles Skills Intimidation +2, Perception +3 Steadfast. When the royal marine hits a creature with an Senses passive Perception 13 opportunity attack, the creature’s speed is reduced to 0 Languages English, French, Thieves’ Cant, and choose 1 for the rest of the turn. Challenge 1/2 (100 XP) ACTIONS Cunning Action. The pirate can take a bonus action to Saber. Melee Weapon Attack: +4 to hit, reach 5 ft., one Dash, Disengage, Hide, or Use an Object. target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) if wielded with two hands. ACTIONS Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. target. Hit: 5 (1d6+2) slashing damage. Musket. Ranged Weapon Attack: +4 to hit, range 40/120 Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., ft., one target, loading. Hit: 8 (1d12+2) piercing damage. oneSample target, loading. Hit: 7 (1d10+2) piercing damage. file

Not for resale. Permission granted to print or photocopy this document for personal use only. 36 NPCS (OFFICERS) Warrant Officer: Gunner Medium humanoid, any alignment

A warrant officer has one of three specialties; Armor Class 11 either he is a carpenter, gunner, or doctor. This Hit Points 27 (5d8+5) Speed 30 ft. determines which skills and traits he gains. While other types of characters like cooks and STR DEX CON INT WIS CHA pursers might have the rank of warrant officer, 12 (+1) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 12 (+1) such characters are better simulated with the Tools smith’s tools, tinker’s tools sailor stats. Skills Athletics +3, Intimidation +3, Perception +4 Senses passive Perception 14 Languages choose 3 Warrant Officer: Carpenter Challenge 1/2 (100 XP) Medium humanoid, any alignment Cannon Fire. The gunner gains +1 to attack with cannons, Armor Class 11 and reduces cannon reload time by 3 rounds for a powder Hit Points 27 (5d8+5) crew he oversees. Speed 30 ft. ACTIONS STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., 12 (+1) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 12 (+1) one target. Hit: 4 (1d6+1) slashing damage. Tools carpenter’s tools, shipwright’s tools Skills Athletics +3, Investigation +3, Perception +4 Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft., Senses passive Perception 14 one target, loading. Hit: 6 (1d10+1) piercing damage. Languages choose 3 Challenge 1/2 (100 XP)

Battle Repairs. The carpenter can perform ship repairs in Warrant Officer: Surgeon Medium humanoid, any alignment the thick of battle. Armor Class 11 Improvised Tools. Without proper tools, the carpenter can Hit Points 27 (5d8+5) still scrounge together serviceable tools on the ship Speed 30 ft. which allow the carpenter to apply his proficiency bonus. STR DEX CON INT WIS CHA ACTIONS 10 (+0) 12 (+1) 12 (+1) 14 (+2) 14 (+2) 12 (+1) Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., Tools herbalism kit, surgeon’s tools one target. Hit: 4 (1d6+1) slashing damage. Skills Medicine +4, Investigation +4, Perception +4 Senses passive Perception 14 Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft., Languages Latin, and choose 3 more one target, loading. Hit: 6 (1d10+1) piercing damage. Challenge 1/2 (100 XP)

Cure Fever. The surgeon can use the Medicine skill to treat tropical diseases provided the surgeon has access to pox medicine, making one check per patient per week.

ACTIONS Shortsword. Melee Weapon Attack: +2 to hit, reach 5 ft., Sampleone target. Hit: 3 (1d6) slashing damage.file Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target, loading. Hit: 6 (1d10+1) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. 37 Lieutenants are junior officers in the Navies of A naval captain is the absolute commander of the world, either appointed due to high birth or his or her vessel. The captaincy is a coveted else experienced seamen on their way towards position in the world’s navies. Known as a captaincy. In addition to maintaining crew gezagvoerder (Dutch), capitaine (French), and discipline, a lieutenant is trained in the art and capitán (Spanish), a captain has full powers of science of sailing. Aboard a pirate ship they are judge, jury, and executioner according to more commonly known as Sailing Masters or maritime law. With the support of their colonial just Masters (or even more informally as power’s Admiralty, a naval captain commands "Captain's Second"). English pronounce the word the ear of port governors and merchants alike, "lieuftenant", French "lieutenant", Dutch and may set a pirate in his or her sights if the "luitenant", and Spanish "teniente." situation calls for it. As of 1677 lieutenants in the English Royal Navy have to pass an exam to gain their position. It wasn't uncommon, due to a shortage of Naval Captain competent captains compared to the vast Medium humanoid, any alignment numbers of ships during the Age of Sail, for Armor Class 13 (leather armor) lieutenants to be given command over minor Hit Points 39 (6d8+12) vessels; they are referred to as lieutenant Speed 30 ft. commanders. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 16 (+3) Lieutenant Tools navigator’s tools, water vehicles, and choose one Medium humanoid, any alignment musical instrument Skills History +4, Insight +4 ,Intimidation +3, Perception Armor Class 12 +4, Persuasion +5 Hit Points 32 (5d8+10) Senses passive Perception 14 Speed 30 ft. Languages English, Dutch, French, Spanish Challenge 2 (450 XP) STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1) Firm Command. Increase the quality of crew following the Tools navigator’s tools, water vehicles naval captain’s commands by one rank. In addition, the Skills History +4, Intimidation +3, Perception +3, crew gain advantage on saving throws against charm and Persuasion +3 fear-based effects. Senses passive Perception 13 Languages English, Dutch, French, Spanish ACTIONS Challenge 1 (200 XP) Multiattack. The naval captain makes 2 saber attacks, or a saber attack and a pistol attack. Master of Sail. Crew following the lieutenant’s commands can change the sails 2 rounds faster than Saber. Melee Weapon Attack: +4 to hit, reach 5 ft., one their quality would indicate. In addition, when actively target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) if managing the sails, the lieutenant grants the ship’s sails wielded with two hands. resistance to damage from storms. Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., ACTIONS one target, loading. Hit: 7 (1d10+2) piercing damage. Multiattack. The lieutenant makes 2 saber attacks. REACTIONS Saber. Melee Weapon Attack: +3 to hit, reach 5 ft., one Leadership. When a friendly creature within 30 feet that target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) if the naval captain can see makes an attack roll or saving wieldedSample with two hands. throw, the naval captain can utterfile a command or warning. The creature adds +2 (1d4) to its roll provided it can hear Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., and understand the naval captain. one target, loading. Hit: 7 (1d10+2) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. 38 Pirate captains run the gamut of villainous and A commodore - Bevelhebber (Dutch), Contre- bloodthirsty scoundrels to retired navy men amiral (French), Comodoro (Spanish) - is a working on privateer contracts to do the dirty seasoned naval captain who has been elevated to work of the colonial powers. Appointed by their command a squadron of ships. Such elevated crew through a vote, pirate captains are the social status often comes with other benefits like absolute authority during naval battles, but often land ownership, preferential treatment at trials defer to other officers during times of peace. in ports of allied colonial powers, and a wide range of servants to do the commodore’s bidding. Pirate Captain Medium humanoid, any alignment Commodore Armor Class 13 (leather armor) Medium humanoid, any alignment Hit Points 39 (6d8+12) Armor Class 13 (leather armor) Speed 30 ft. Hit Points 52 (8d8+16) STR DEX CON INT WIS CHA Speed 30 ft. 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 16 (+3) STR DEX CON INT WIS CHA Tools navigator’s tools, water vehicles, and choose one 14 (+2) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 16 (+3) gaming set or musical instrument Tools navigator’s tools, water vehicles, and choose one Skills Deception +5, Insight +4, Intimidation +5, musical instrument Perception +4, Persuasion +5 Skills History +5, Insight +4 ,Intimidation +5, Investigation Senses passive Perception 14 +5, Perception +4, Persuasion +5 Languages English, Thieves’ Cant, and choose 3 more Senses passive Perception 14 Challenge 2 (450 XP) Languages English, Dutch, French, Spanish Challenge 3 (750 XP) Dirty Fighting. As a bonus action, the pirate captain can Shove a creature. Strategist. Before beginning any naval combat, the commodore rolls Intelligence (Investigation) opposed by Fierce Speech. When the pirate captain spends 10 the enemy captain's Wisdom (Insight). If the commodore minutes making a fierce speech, the crew he commands wins the opposed check, all ships under his command gains one of the following benefits for the next hour: gain advantage on their initiative rolls. • +2 bonus to saving throws (morale). • +2 bonus to initiative. ACTIONS • +1 bonus to attack with melee weapons. • +1 bonus to attack with ranged weapons and cannons. Multiattack. The commodore makes 2 saber attacks, or a saber attack and a pistol attack, and issues a command to ACTIONS a friendly creature who can see and hear the commodore. That creature can immediately use its reaction to make a Multiattack. The pirate captain makes 2 melee or ranged weapon attack. attacks (thanks to a brace of pistols). Saber. Melee Weapon Attack: +4 to hit, reach 5 ft., one Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) if target. Hit: 5 (1d6+2) slashing damage. wielded with two hands. Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target, loading. Hit: 7 (1d10+2) piercing damage. one target, loading. Hit: 7 (1d10+2) piercing damage. REACTIONS REACTIONS Dishearten. When a hostile creature within 30 feet that Riposte. When a creature makes a melee attack against the naval captain can see makes an attack roll or saving the commodore, the commodore can use its reaction to throw,Sample the pirate captain can utter a disheartening quip file make its AC against the attack equal to 1d20+7. If this or banter. The creature suffers a -2 (1d4) to its roll causes the attack to miss, the commodore can provided it can hear and understand the pirate captain. immediately make a saber attack against the creature.

Not for resale. Permission granted to print or photocopy this document for personal use only. 39 NPCS (SPE LLCASTERS)

A bokor is a practitioner of the dark Voodoo arts, The light side of the bokor coin, a houngan calling on wrathful spirits and dead men to do (male) or mambo (female) is a Voodoo priest(ess) his or her bidding. Poisons, treachery, and taboo devoted to serving the Loas, those vivacious are the bokor’s stock and trade. African brought over to the Caribbean by West African slaves. Bokor Medium humanoid, neutral (with evil tendencies) Houngan/Mambo Medium humanoid, neutral (with good tendencies) Armor Class 10 Hit Points 27 (5d8+5) Armor Class 10 Speed 30 ft. Hit Points 27 (5d8+5) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 16 (+3) 14 (+2) 10 (+0) STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 12 (+1) 16 (+3) 12 (+1) Tools poisoner’s kit Skills Arcana +6, Religion +6 Skills Arcana +4, Insight +6, Religion +4 Senses passive Perception 12 Senses passive Perception 13 Languages English, French, West African Languages English, Creole, French, West African Challenge 2 (450 XP) Challenge 2 (450 XP)

Djab’s Call. The bokor can perform a 10 minute ritual to Dying Curse. Whoever kills the houngan/mambo is summon a djab (dark spirit) whose name is known to afflicted with a curse by the Loas. Bestow curse and him. The bokor may only have one such spirit contagion are a good starting point, but the DM should summoned at a time. make the nature of the curse suit the offense.

Spellcasting. The bokor casts spells as a 6th level wizard Spellcasting. The houngan/mambo casts spells as a 6th (save DC 13, spell attack +5). Its spellcasting ability is level cleric (save DC 13, spell attack +5). Its spellcasting Intelligence, and it has the following spells prepared: ability is Wisdom, and it has the following spells prepared: Cantrips: chill touch, dancing lights, poison spray, Cantrips: guidance, light, shillelagh, thaumaturgy prestidigitation 1st-level (4 slots): cure wounds, detect evil or good, detect 1st-level (4 slots): detect magic, fog cloud, ray of sickness magic, inflict wounds 2nd-level (3 slots): alter self, blindness/deafness, locate object 2nd-level (3 slots): augury, hold person 3rd-level (3 slots): animate dead, bestow curse, feign death 3rd-level (3 slots): bestow curse, remove curse, speak with the dead Undead Thralls. When the bokor casts animate dead, he creates 1 extra zombie. Additionally, when one of the ACTIONS bokor’s recently animated undead is destroyed, he regains 6 hit points. Shillelagh. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. This counts as a magical weapon attack. ACTIONS Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one Turn Undead. Once per short or long rest, the houngan/ target. Hit: 2 (1d4) piercing damage, and the target must mambo can turn undead. Each undead creature than can make a DC 13 Constitution saving throw or take 10 (2d6) hear or see the houngan/mambo within 30 feet must poison damage. If the target fails their save by 5 or more, make a Wisdom save or be destroyed if CR 1/2 or less, or they fall unconscious for 1 minute in a death-like state. else be turned. A turned undead must spend its turn Sampletrying to move as far from the houngan/mambofile as Chill Touch. Ranged Spell Attack: +5 to hit, range 120 ft., possible, cannot take reactions, and cannot willingly move one target. Hit: 9 (2d8) necrotic damage, and cannot to a space within 30 feet of the houngan/mambo. regain hit points until the start of the bokor’s next turn.

Not for resale. Permission granted to print or photocopy this document for personal use only. 40 A shantyman helps keep up ship morale on long A ship mage eschews the formal study of wizards voyages, spreads rumors of the captain’s fame, to pursue a life at sea sworn to the storm and and otherwise keeps mutinous crews bow, the waves and sky their teachers. Dedicated entertained. Not just an idle keeper of sea to the nautical arts, a ship mage studies the shanties, a shantyman was charged with leading transacts of various planets to ascertain the the crew in demoralizing enemy ships prior to optimal time to embark on a voyage, fills flagging battle through a technique known as “vaporing,” sail, and conjures forth sunken treasures from that is, making a screaming riot like a banshee. the deeps.

Shantyman Ship Mage Medium humanoid, any alignment Medium humanoid, any alignment

Armor Class 12 Armor Class 11 Hit Points 27 (5d8+5) Hit Points 27 (5d8+5) Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 10 (+0)

Tools accordion, pipes, viol Tools navigator’s tools, water vehicles Skills Arcana +3, Deception +7, History +3, Performance Skills Arcana +5, Nature +5, Perception +3 +7, Persuasion +5, Sleight of Hand +4 Senses passive Perception 13 Senses passive Perception 12 Languages English, Latin, and choose 3 more Languages English, and choose 3 more Challenge 2 (450 XP) Challenge 2 (450 XP)

Ritual of Winds. While on the deck of a ship, the ship Spellcasting. The shantyman casts spells as a 5th level mage can attempt to create favorable winds (moderate bard (save DC 13, spell attack +5). Its spellcasting ability strength) for four hours. The ship mage performs a 10 is Charisma, and it has the following spells prepared: minute ritual, at the end of which the ship mage expends Cantrips: friends, prestidigitation, vicious mockery a slot to cast gust of wind and makes an Intelligence 1st-level (4 slots): comprehend languages, charm person, (Arcana) check. In light winds the DC is 15, while in strong sleep winds or no winds it is DC 20, and in severe winds it is 2nd-level (3 slots): calm emotions, enthrall, suggestion DC 25. The ship mage cannot conjure a favorable wind in 3rd-level (2 slots): dispel magic, fear an area of calm nor during a storm.

Song of Rest. When the shantyman plays soothing music Spellcasting. The ship mage casts spells as a 5th level during a short rest, at the end all friendly creatures who wizard (save DC 13, spell attack +5). Its spellcasting ability who regain hit points regain an extra 3 (1d6) hit points. is Charisma, and it has the following spells prepared: Cantrips: fire bolt, mage hand, message, prestidigitation Vaporing. When the shantyman casts fear just prior to 1st-level (4 slots): detect magic, fog cloud, grease naval combat and leads the crew in creating a cacophony 2nd-level (3 slots): flaming sphere, gust of wind, misty step of sounds like blasts from horns, shrieking pipes, 3rd-level (2 slots): sleet storm, water breathing pounding drums, and chanting (this is known as “vaporing”), he can make a Charisma (Performance) ACTIONS check with a DC determined by the enemy crew’s quality. If successful, the shantyman’s fear spell targets the entire Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one enemy crew. target. Hit: 3 (1d4+1) piercing damage. Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft., ACTIONS one target, loading. Hit: 6 (1d10+1) piercing damage. Rapier.Sample Melee Weapon Attack: +4 to hit, reach 5 ft., one file target. Hit: 6 (1d8+2) piercing damage. Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage, and a flammable object Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., ignites if it isn’t worn or carried. one target, loading. Hit: 7 (1d10+2) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. 41 BEASTIES

Blemmyae Blemmyae are a race of wild headless beings living at the fringes of the world. Though they communicate among themselves with strange howls, whoops, and gestures, their communication is wholly unintelligible to others. While "civilized" races consider them an abomination, the blemmyae likewise consider humanoids with heads a mistake by creation. While they don't always become hostile against such odd creatures, blemmyae seem to be likewise incapable of understanding humanoids with heads and are likely to shun them.

The Babel Curse Blemmyae cannot be understood by any means, Blemmyae Medium humanoid, neutral and mages who’ve attempted to use tongues find it fails outright, while uses of detect thoughts have Armor Class 12 afflicted the mage with the very same curse the Hit Points 32 (5d8+10) blemmyae themselves suffer from. The curse Speed 30 ft., climb 20 ft. extends to all forms of written communication STR DEX CON INT WIS CHA as well, so the Blemmyae can only make 18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1) drawings unintelligible to other sentient Senses passive Perception 11, darkvision 60 ft. creatures, whereas they find English and the Languages Blemmyae speak no language but utilize other alphabet-based languages of the Dark grunts and body language only they understand Caribbean utter nonsense. Challenge 1/2 (100 XP)

Babel Curse. A blemmyae cannot be understood by any means short of a wish. Any character attempting to read or telepathically contact a blemmyae’s mind must make a DC 12 Wisdom saving throw or suffer the babel curse as THE BLEMMYAE RUNNING RUN well for 24 hours. A DM CAN A FEW WAYS THERE ARE COMMUNICATION Cleave. Once per round, when the blemmyae drops a THE INCOMPREHENSIBLE creature to 0 hit points or less, it can use a bonus action . FIRST, IS SIMPLY BLEMMYAE OF THE ECOND , to make another great club attack against a different SOUNDS. S GIBBERISH target. MAKING SILLY OF CHARADES IT AS A GAME IS TREATING IN RAMPANT ACTIONS THE DM INDULGING WITH THE . THIRD, IS TURNING Great Club. Melee Weapon Attack: +6 to hit, reach 5 ft., PANTOMIME TO PLAYERS NEED one target. Hit: 8 (1d8+4) bludgeoning damage. HAVING THE TA B L ES AND BLEMMYAE TO THE Scream of Rage. Once per minute, the blemmyae screams EXPRESSSample THEMSELVES file horrendously, and all non-blemmyae within 60 feet must MEANS. BY SOME make a DC 12 Wisdom saving throw or become frightened for 1 minute.

Not for resale. Permission granted to print or photocopy this document for personal use only. 42 Caller from the Deeps Caller from the Deeps Every pirate has heard tales of the haunted “black Huge elemental, neutral evil waters” in which a mortal may gaze into the Armor Class 12 (natural armor) terrible beauty of the Abyss, and in that moment Hit Points 105 (10d12+40) be overtaken by an urge to plunge him or herself Speed 0 ft., swim 50 ft. headlong into the sea’s chill embrace. These are STR DEX CON INT WIS CHA not mere fish tales, but the product of encounters 18 (+4) 9 (-1) 19 (+4) 14 (+2) 12 (+1) 14 (+2) with callers from the deeps. In the darkest reaches of the Plane of Water Damage Vulnerabilities radiant corrupted by the Abyss, the impenetrable Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons blackness itself takes on the semblance of life. A Damage Immunities poison malevolent consciousness forms a body for itself Condition Immunities exhaustion, grappled, paralyzed, out of the cold, black waters of its birth. In some petrified, poisoned, prone, restrained, unconscious cases a water elemental is possessed by Abyssal Senses passive Perception 11, darkvision 60 ft. entities. Regardless of its origins, the newly Languages Abyssal, Primordial formed caller from the deeps rises toward the Challenge 8 (3,900 XP) surface of the Prime Material Plane in search of Enervating Grip. When a creature ends its turn grappled mortals to consume. These darkling elementals, by the caller from the deeps, it takes 13 (2d8+4) necrotic the callers from the deeps, embody the mysteries of damage. The creature also must make a DC 15 the deepest ocean trenches. Constitution saving throw or its maximum hit points are A caller from the deeps appears as an inky stretch reduced by this amount until its takes a long rest. If its of cold black water. Closer inspection reveals a maximum hit points are reduced to 0 by this effect, the creature dies. mass of liquid black tentacles that writhe and seethe in the water. Light Siphon. All bright light, even magical light, within 60 An encounter with a caller from the deeps is feet of the caller from the deeps is reduced to dim light. terrifying not because of the elemental’s might or its cold life-draining tendrils, but because of the ACTIONS otherworldly song it whispers into the ear of the Multiattack. The caller from the deeps makes 2 tentacle doomed. Old salts who’ve survived such attacks, regardless of how many creatures it has grappled. encounters believe that it is the same song which all callers from the deeps sing, one mind-rending Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one Abyssal dirge whose stanzas and refrains date target. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled. back to the primordial waters of creation and will extend long after the waves have swallowed Call of the Sea (recharge 5-6). Up to three creatures within mortal civilization. 60 feet of the caller from the deeps hear a distant song. Each creature must make a DC 15 Wisdom saving throw or else on its turn attempt to move its speed toward the nearest stretch of ocean and immerse itself. If the creature enters the water on its turn, it proceeds to swim down into the depths for 1 minute. If the creature is prevented from entering the water on its turn, the enchantment is Samplebroken. file

Not for resale. Permission granted to print or photocopy this document for personal use only. 43 Carnivorous Scallop Coelenite This man-sized scallop, usually a fishermen’s Coelenite are a form of living coral, a single- treat, is apt to treat itself to fishermen instead. celled organism with a hive mind driven to consume and to protect its reef home. Some scientists believe the coelenite are actually one Carnivorous Scallop enormous creature stretching the span of the Medium beast, unaligned entire world. Sadly, such majesties are lost on Armor Class 13 (natural armor) sailors who value the dead husks of these Hit Points 27 (5d8+5) creatures and sometimes attempt to trap Speed 5 ft., swim 15 ft. coelenite. Such attempts often turn against the sailors, as the coelenite grow around anchor STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 12 (+1) 1 (-5) 10 (+0) 1 (-5) chains and ship hulls, stranding a ship while the rest of the coelenite colony gathers its boarding Condition Immunities blinded party. There can be no parlay with a coelenite Senses passive Perception 10, blindsight 50 ft. (blind) unless a druid casts speak with plants, for it is Languages — Challenge 1 (200 XP) single-minded in its pursuit of expanding and defending the colony, utterly devoid of feeling, as Camouflaged. When resting inactive at the bottom of the cold as the oceans in which it grows. ocean where silt washes over it, the carnivorous scallop is indistinguishable from the ocean floor.

ACTIONS Coelenite Medium plant, unaligned Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) bludgeoning damage. Armor Class 13 (natural armor) Hit Points 32 (5d8+10) Clamp Down. When a creature within 5 feet is unaware of Speed 15 ft., swim 35 ft. the carnivorous scallop, it clamps down upon them. The creature must make a DC 13 Constitution saving throw or STR DEX CON INT WIS CHA take 6 (1d6+3) piercing damage and be grappled. Each 14 (+2) 8 (-1) 14 (+2) 6 (-2) 10 (+0) 2 (-4) failed attempt to escape the grapple inflicts another 6 Condition Immunities blinded, charmed (1d6+3) piercing damage. Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Neurotoxin (recharge 6). The carnivorous scallop emits a Senses passive Perception 10, blindsight 50 ft. (blind) neurotoxin through its exhaling siphon in a 10-foot- Languages telepath with the coelenite colony diameter cloud. Non-scallop creatures caught in the cloud Challenge 1/2 (100 XP) must make a DC 13 Constitution saving throw or be paralyzed for 1 minute. Single-Celled Organism. The coelenite doesn’t make saving throws as normal. Instead, if a spell or effect targets an individual creature, the coelenite automatically succeeds its saving throw. Whereas it automatically fails

SCALLOP VARIATIONS saves against area effect spells. Spells which target HAS NO SWIM SPEED, AND GIANT OYSTER. A GIANT OYSTER multiple creatures (e.g. burning hands) are resolved as IT HOLDS A PEARL. THERE IS A 5% CHANCE THAT normal. NO SWIM SPEED. MOTHER. A PEARL MOTHER HAS PEARL Water Dependency. For every minute the coelenite is out IS 3 AND IT CAN TELEPATHICALLY HOWEVER, ITS INTELLIGENCE of the water it takes 3 (1d6) damage as it dries out. WITHIN 50 FEET. COMMAND ALL CARNIVOROUS SCALLOPS THAT IT HOLDS A PEARL. ACTIONS THERESample IS A 95% CHANCE file ANY SOUND OR SHANTY IT SINGING CLAM. THE CLAM MIMICS Rasping Arm. Melee Weapon Attack: +3 to hit, reach 5 ft., TO ATTRACT PREY, BUT A HAS “HEARD.” MOSTLY, THIS IS one target. Hit: 9 (2d6+2) slashing damage. HAVE INTELLIGENCE 8 RARE FEW SINGING CLAMS ACTUALLY

AND CAN HOLD A CONVERSATION.

Not for resale. Permission granted to print or photocopy this document for personal use only. 44