The Maritime Misadventures of the Red Siren

A Collection of Monsters/NPCs featured in my mini-campaign of the same name.

Additional published Monsters/NPCs used in the adventure:

  • Skeleton: lvl 1/3
  • Zombie: lvl 1/2
  • Ichor Blob: Use Gray Ooze, lvl 1
  • Specter: lvl 3
  • Wraith: lvl 10
Lvl 1/4 undead beast
6
Unliving, Undying.

(1 use) On death: reset to 1 HP.

  • Claw.

    1d6. On damage: Grappled (Escape DC11).

huge lvl 3x hazard (triple the level of nearby oozes)
010
Abyssal Funnel.

Ignores non-critical damage and takes a max of 1 damage per Turn (identifying the solution allows it to be damaged by any attack for 1 damage per Turn). At the beginning of each Round, spawn 1/Hero Ooze minions from the Maw.

Abyssal Fervor.

Nearby Oozes roll d12s instead of d6s and damage against them is reduced by 5.

Hungry Maw.

Any Creature that enters its space is Grappled by the Maw (Escape DC 10 + Level Halved, rounded up)

For the purpose of counting levels, treat minions as 1/4.

A Hero can use Assess to identify the method to deactivate the Maw. When they do so, the Ooze minions will shift gear to protect the Maw from being targeted.

Lvl 1 small undead
825
Sunlight Weakness.

Vulnerable to Radiant magic. When in sunlight or takes Radiant damage, Disadvantage on next Turn.

Shadow Stealth.

Hidden while in Darkness (Spot DC 11).

Incorporeal.

Immune to Frightened, Grappled, Incapacitated, Poisoned, Prone, and Restrained. Immune to Necrotic magic.

  • Draining Swipe. Necrotic.

    On damage: STR is reduced by 1, and it dies if it is reduced to -5.

A Humanoid killed by Draining Swipe will spawn a new Shadow in 1 hour.

Lvl 1 undead fiend - Melee
825
Unliving, Undying.

(1 use) On death: reset to 1 HP.

Feasting Frenzy.

Advantage on attacks vs Bloodied Creatures.

  • Torpedo Claws.

    Swim 8 or Move 3, then Claw (2x). 1d6.

Lvl 1 undead - Melee
920
Unliving, Undying.

(1 use) On death: reset to 1 HP.

Watery Rush.

Ignores Opportunity Attacks while Swimming.

Choose one.
  • Icy Bite (2x). Cold.

    On damage: Slowed.

  • Sickening Claw..

    On damage: Dazed.

Adapted from Ghoul (Monsters and More).

Lvl 3 large undead beast - Melee
12245
Unliving, Undying.

(1 use) On death: reset to 1 HP.

Choose one.
  • Tentacles (2x)., Grappled.

    Can Grapple up to 8 Creatures.

  • Ink Cloud.

    (Underwater, Reach 3, AoE) Area is Obscured for 1 Round. Then Swim 12, ignoring Opportunity Attacks.

Lvl 3 undead - Melee
40
Shadow Swim.

Hidden in Shadow or Darkness (Spot DC12) and can sink into and travel along shadows. Can't be targeted until it reemerges.

Sunlight Weakness.

Vulnerable to Radiant magic. When in sunlight or takes Radiant damage, Disadvantage on next Turn.

Incorporeal.

Immune to Frightened, Grappled, Incapacitated, Poisoned, Prone, and Restrained. Immune to Necrotic magic.

Choose one.
  • Draining Swipe (2x). Necrotic.

    On damage: WIL is reduced by 1, and it dies if it is reduced to -5.

Lvl 3 nuisance hazard
Disturbed Miasma.

Encompasses an entire room. When a Creature enters the room for the first time, they must make a DC12 STR save or take 1d6 Necrotic and become Poisoned (magical healing ends). On success, they take half damage and are immune to this trap for 24 hours.

Lvl 3 nuisance hazard
Maze Tiles.

Encompasses 9 tiles across an entire maze room. They are Hidden (Spot DC12). When a Creature steps on a tile or take 1d6 Psychic (ignores Defense) and teleport to another random tile. Roll 1d8 and reference the notes for the tile they teleport to. A Creature can jump over the tile if they see it or have it pointed out to them.

Assign the tiles like a NumPad/Phone layout with 1 being the bottom-left and 9 being the top-right. If you roll below the number of the tile they are currently on, teleport them to that tile. If you at or higher than the tile they are on, then add 1 to the result and teleport them to that tile.

Lvl 3 obstacle hazard
40
Radiant Override.

Vulnerable to Radiant damage. Has Heavy Armor against all other damage.

Shadow Code.

Necrotic damage increases the Barrier's HP by 10. A spellcaster with access to Necrotic spells can make a DC12 Lore check to reduce the HP of the Barrier by 10. Failing the check add 10 HP to the Barrier.

Lvl 3 environment scenario
Perform in Order.
  • Wave 1: It's Rainin' Crab!

    When the ships Siren's Serenade and Excelsius are suddenly thrust into a turbulent sea storm, roll initiative for starting Actions. Then all Creatures on the decks of both ships must make a DC12 DEX save to avoid a pummeling of plummeting (count: 1d6/Hero or 3/Hero) that splat onto the deck, taking 2d6 damage on failure. The Crabs' Unliving, Undying triggers, leaving these as normal minions. Then move to the Heroes' Turns, the Companions/Allies' Turns, and finally the minions' Turn if any are left.

  • Wave 2: A Buffeting Wind.

    At the beginning of Round 2, all Creatures on the decks of both ships must make a DC12 STR save to stay in place, otherwise they are Pushed a number of spaces in a random direction equal to the amount they failed the save by. [Random directions: Roll 1d8 for square/gridless or 1d6 for hex. North=1 and then clockwise for each face higher.] All Creatures are moved in the same random direction (roll only once).

    After the Hero Turns clean up the remainder, 2/Hero dive onto the decks from the sea on both sides and take their Turns.

  • Wave 3: The Arrival.

    At the start of a Round when there are 3 or fewer Zombie Sahuagin left, shows up and starts a Legendary battle. When it appears, Captain Sylvestra takes to the helm of her ship to prevent the ships from capsizing or crashing, and Captain Luriana Saltwell recognizes it as the undead remants of her old friend Kaarkatoa and falls to her knees in shock and sorrow with the Prone and Incapacitated conditions (because of this, both are not applied to the number of Heroes during this fight).

    Players can use Assess with Persuasion or other skill to try and snap her out of it and others can use Help to improve the odds of success. On first success, it is reduced to Prone, Slowed, and Dazed and she uses her turn to stand up (removing Prone) but is still overwhelmed. A second success removes Slowed, but she refuses to do more than defend herself as she tries to figure out a way to save it. A third success convinces her that it's already undead and too late, and the best thing to do for it would be to destroy it and end its suffering (removing Dazed).

    Bringing her back into the fight is not necessary but will make it significantly easier/safer.

Note: counts a 3 Heroes and counts as 4 while they are actively fighting in the scene. When counting the Captains for Heroes, ignore Companions.

Level 4 Solo Death Knight Aspirant
H22/hero
Str/Wil+
Death Knights: Dread of Death.

WIL save instead of rolling for Initiative against Death Knights.

Merciless Aura.

Enemies within Reach 1 can't regain HP. When healed, they suffer 1d10 damage instead.

Hatred of Light.

Vulnerable to Radiant, after which the attacker takes half as much damage in retaliation.

After each Hero's Turn, choose one.
  • Doomblade.

    1d10+10 Necrotic (Req: DC12 WIL save to Interpose). On damage: +1 Wound.

  • Call Servants.

    Summon 1/Hero Shadow minions (Drain. 1d10 Necrotic, ignores Defense) within Range 6.

  • Grave Strike.

    Swap places with a Shadow minion, then 1d10+5 Necrotic.

  • Hellfire Charge.

    (Concentration) Increase Hellfire Orb's damage modifier (Charge) by 2.

  • Hellfire Orb.

    (Range 8, Charge x Charge Area) DC12 DEX save or 2d10 + Charge Fire and Necrotic damage, half on save. Charge starts at 2.

BLOODIED:

Kraevis exudes Necrotic energy, increasing his minions from 1d10 to 2d10, which take 2 hits, or 1 hit that's over 10 damage, to defeat. After the first hit, they are reduced back to d10 minions.

LAST STAND:

Kraevis is fading! 40 more damage and he's defeated. Until then, the closest minion Interposes for him, regardless of damage dealt.

On death: Kraevis explodes with Hellfire (Reach 3, AoE) DC12 DEX save or 2d10+6 Fire and Necrotic damage, half on save.

Note: This fight could include a lot of Companions. If including more than one Companion per Hero, then treat each Companion as 1/2 of a Hero. If Captain Sylvestra is present, she counts as 3 Heroes.

Level 4 Solo Gargantuan Undead Sea Serpent
M35/hero
Str+++
Horde Carrier.

Vulnerable to Bludgeoning. When Crit or damaged by Bludgeoning, zombified sea life dislodges according to the following 1d10 table.

  • 1-5. 2/Hero
  • 6-8. 1/2 Heroes
  • 9-10. 1/Hero
Too Big to Fit!

Kaarkatoa wraps itself around both ships to attack its occupants, providing three targetable areas: the bow of the Excelsius where the head pokes out from the sea, the stern of the Siren's Serenade where the tail swipes, and across the center of both in a 2-space wide line where the body wraps around the deck.

After each Hero's Turn, choose one.
  • Sea Spray (1 use).

    (Cone 6 or Line 12 from Head) DC12 STR save or 3d10 Cold. On damage: Knockback 3.

  • Bite.

    (Reach 4 from Head) 2d10. On damage: Grappled. Priority die is raised by 1 face vs Grappled targets.

  • Tail Swipe.

    (Reach 4, AoE from Tail) DC12 DEX save or 1d10+5, Knockback 3 towards Body, starboard (right) or portside (left).

  • Rib Constrict.

    (Reach 2, AoE from Body) DC12 DEX save or 2d10+5. On damage: Grappled. Priority die is raised by 1 face vs Grappled targets.

BLOODIED:

Sea Spray recharges, then:

Rock the Boat! All Creatures aboard the ship must make a DC12 DEX save or fall Prone and slide 5 spaces portside (left). If they would fall off the ship, they must spend an Action or make a DC12 STR save to catch themselves.

LAST STAND:

Kaarkatoa is falling apart! 40 more damage and its destroyed. Until then, it releases 2/Hero minions when Crit and uses Rock the Boat at the top of each Round, alternating direction each time, starting with starboard.

Note: This fight could include a lot of Companions. If including more than one Companion per Hero, then treat each Companion as 1/2 of a Hero.

Kaarkatoa may end up changing to the Titan rules once they are released.

Lvl 6 undead - Ranged
60
Brittle Bones.

Vulnerable to Bludgeoning and Thunder damage. Healed by Necrotic damage.

Deathburst.

On death: (Reach 2, AoE) DC13 DEX save or 4d4+4 Necrotic damage, half on save.

Choose one.
  • Grave Bolt (2x). Necrotic.

    (Range 8)

Lvl 7 undead
80
Unliving, Undying.

(1 use) On death: reset to 1 HP.

Choose one.
  • Draining Slash (2x)..

    On damage: Max HP reduced by same amount (Safe Rest ends).

  • Necrotic Bow (2x)..

    (Range 8)

  • Raise Specter.

    Summon a Specter that the Wight controls from the corpse of a Creature slain by Draining Slash within the last minute. Revival from Sacrifice destroys the Specter by reintegrating it with the body.

Lvl 8 fiend (demon) - Melee
M666
Sunlight Weakness.

Vulnerable to Radiant magic. When in sunlight or takes Radiant damage, Disadvantage on next Turn.

Incorporeal.

Immune to Frightened, Grappled, Incapacitated, Poisoned, Prone, and Restrained. Immune to Necrotic magic.

Shadow Stealth.

Hidden while in Darkness (Spot DC 14).

  • Umbral Claw. Psychic.

    (Ignores Defense)

Pirate Captain
Lvl 11 varis' ex-paramour - Melee
M885
Riposte.

Attacks against her miss on a 1 or 2. Once per Round on a miss in Reach, use Cutlass once against the attacker.

Captain's Swagger.

Enemies in Reach 3 have Disadvantage on attacks.

Choose one.
  • Cutlass (3x).
  • Flintlock Pistol.

    (Range 8) 2d10+20. On miss: Can't be used again until a Turn is spent readjusting it.

Level 13 Solo Huge Adult Yellow Dragon
H55/hero
All+
Choose one.
  • Critical Eye.

    She raises the Primary die of her next attack by 1.

  • Slither Strike.

    Move, Fly, and/or Swim 10, then 2d10av+10 (Vicious).

  • Hydro Cutter.

    (Line 6) DC15 DEX save or 3d10+10 and Drenched (ignores Defense and Cover). Restrained targets automatically fail this save.

  • Frigid Gust.

    (Reach 2, AoE) DC15 STR save or 4d10, Knockback 2, and Prone. Drenched targets take it as Cold damage and are also Restrained (Escape DC15) on failure and ends Drenched. She then Flies 5.

  • Salt Breath (1 use).

    (Cone 8) DC15 DEX save or 5d10+10 and Blinded from hardened salt. Fail by 5 or more: also Suffocating (Drenched ends both).

BLOODIED:

Salt Breath recharges.

LAST STAND:

Yellowjacket is dying! 150 more damage and she dies. Until then, a raging sea storm surrounds her up to Reach 4. It is Difficult Terrain and Obscured to all except her and all other Creatures within become Drenched. Ranged attacks suffer Disadvantage.

Note Pronunciation (Y'all of a guh-tarr-ix)

Suffocating. A Suffocating Creature can hold their breath for a number of rounds up to their STR, after which they take 1 Wound at the end of each of their following Turns. Cannot speak while Suffocating.

Drenched. Soaked in at least 1 gallon of fresh water or 10 gallons of salt water. A Creature can spend an Action to dump the water on themselves or dive into a pool of it, if available, to gain the Condition.

Lvl 15 pirate captain (disguised dragon) - Melee
M8110
Defensive Flair.

Attacks miss her on a 1, 2, or 3.

Rally Pirates!

Allied Pirates have Advantage on attacks while within Range 6 of Yellowjacket.

Secret Dragon.

At 0 HP, transform into , but at Bloodied instead of full HP.

Choose one.
  • Salty Saber (3x)..

    On damage: Blinded until the end of their next Turn.

  • Flintlock Musket..

    (Range 10). On miss: Can't be used next Turn and Salty Saber is reduced to (2x) for that Turn.

Legendary Magical Longsword

1d8+STR Slashing. On Damage: Ends one Curse afflicting the target of a Tier equal to or lower than the damage and heals them equal to the damage dealt. This healing does not resurrect targets killed by the damage.

Undead and Shadow Creatures take damage instead from the healing of this weapon.

Pirate Crew Member
6/LVLDex+
Humanoid Pirate Adventuring Companion,
A Pirate's Life.

All saves have Advantage while on board the Siren's Serenade.

Sisterhood of the Sea.

Can Interpose for allies.

Each turn, choose 1:
  • Swashbuckle.
  • Peashoot.

    (Range 8)

Dying:

Scurvy Dog! The Deckhand runs for cover and only uses Peashoot. Does not take Wounds when using Peashoot from behind Cover.

WOUNDS:

A Pirate's Life stacks with Dex+, meaning they have Dex++ while aboard the Siren's Serenade.