Ghosts of Saltmarsh

(Nancy Kaufman) #1

KRAKEN PRIEST
A kraken can seem godlike to folk who have witnessed
its fury. Those who believe that its might comes from
being a divine entity and those who seek to appease the
monster through its veneration sometimes find them-
selves infused with special abilities, to serve thereafter
as kraken priests.


KYSH (TRITON)
A prisoner of the sahuagio in The Final Enemy, Kysh is
a defender of the deep sea realms who is ready to join
the party in their struggle. Tritons are folk of the Ele-
mental Plane of Water who journeyed to the Material
Plane to watch over the dark places of the ocean depths.
They stand guard over portals, deep sea chasms, and
other places where foul monsters might emerge. When
such threats appear, the tritons take up arms to drive
them from the world.


KRAKEN PRIEST
Medium humanoid (any race), any evil alignment

Armor Class 10
Hit Points 75 (10d8 + 30)
Speed 30 ft ., swim 30 ft.

STR
12 {+l)

DEX
10 {+0)

Skills Perception +S


CON
16 (+3)

INT
10 (+O)

WIS
15 {+2)

CHA
14 (+2)

Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Senses passive Perception 15
Languages any two languages
Challenge 5 (1,800 XP)


Amphibious. The priest can breathe air and water.


Innate Spellcasting. The priest's spellcasting ability is Wisdom
(spell save DC 13 , +5 to hit with spell attacks). It can innately
cast t he following spells, requiring no material components:
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
l/ day each: call lightning, Evard's black tentacles

A CTIONS


Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft. , one
creature. Hit: 27 (5 d10) thunder damage.


Voice of the Kraken (Recharges after a Short or Long Rest). A
kraken speaks th rough the priest with a thunderous voice au-
dible within 300 feet. Creatures of the priest 's choice that can
hear the kraken's words (which are spoke n in Abyssal, Infernal,
or Primordial) must succeed on a DC 14 Charisma saving throw
or be frightened for l minute. A frightened t arget can repeat
the saving t hrow at the end of each of it s t urns, ending t he ef-
fect on itself on a success.


KYSH
Medium humanoid (triton), lawful good

Armor Class 13
Hit Points 27 (Sd8 + 5)
Speed 30 ft., swim 30 ft.

STR
14 (+2)

DEX
16 (+3)

CON
12 (+l)

Skills Persuasion +4, Survival +3

INT
10 (+O)

WIS
13 (+l)

Senses darkvision 60 ft .. passive Perception 11
Languages Common, Primordial
Challenge 1 (200 XP)

Amphibious. Kysh can breathe air and water.

CHA
14 (+2)

Emissary of the Sea. Kysh can communicate simple ideas with
amphibious and water-breathing beasts. They understand
the meaning of his words, but he cannot understand them
in return.
Innate Spel/casting. Kysh's spellcasting ability is Charisma
(spell save DC 12, +4 to hit with spell attacks). He can cast the
following spell, requiring only verbal components:
1 /day: fog cloud

ACTION S
Multiattack. Kysh makes two melee attacks with his spear.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/ 60 ft., one target. Hit: 5 (1 d6 + 2) piercing damage, or
6 (ld8 + 2) piercing damage if used with two hands to make a
melee attack.
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