Ghosts of Saltmarsh

(Nancy Kaufman) #1

DROWNED BLA DE


Assaulting the hermitage in Tammeraut's Fate, this bar-
nacle-encrusted undead warrior fights with surprising
cunning. Starfish cling to its wispy beard, and its evil
rage is visible in its bloated gray eyes.


DROWNED MASTER


This waterlogged undead. bound to the Pit of Hatred in
Tammeraut's Fate. hovers menacingly over the bones of
its victims. Its torso, arms, and head retain their former
shapes, but its legs have split into shadowy tentacles.
The drowned master is tethered to a source of powerful
magic that prevents it from traveling far. It commands
other drowned ones, compelling them to serve as agents
in its dark plots.


DROWNED B LA DE
Medium undead, chootic evil

Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.

STR
16 (+3)

DEX
8 (-1)

CON

16 (+3)

Damage Immunities poison
Condition Immunities poisoned

INT

3 (-4)

WIS

9 (-1)

Senses darkvision 60 ft., passive Perception 9

CHA

5 (-3)

Languages understands the languages 1t knew in life but can't
speak
Challenge^2 (450 XP)

Bottom Treader. The drowned blade cannot swim, and it sinks
to the bottom of any body of water. It takes no penalties to its
movement or attacks underwater. It is immune to th e effects of
being underwater at a depth greater than^100 feet.
Bound Together. The drowned blade shares its mind with every
other drowned one within l mile of it, and can communicate its
thoughts and observations to them instantaneously and with·
out limitation.
Undead Fortitude. If damage reduces the drowned blade to 0
hit points, it must make a Constitution saving throw with a DC
of 5 +the damage taken, unless the damage is radiant or from
a critical hit. On a success, the drowned blade drops to l hit
point instead.

ACTIONS
Multiattack. The drowned blade makes two rusted long·
sword attacks.
Rusted Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (ld8 + 3) slashing damage, and the target
must succeed on a DC^12 Constitution saving throw or contract
bluerot (see the "Bluerot" sidebar).

DROWNED MASTER
Medium undead, chaotic evil

Armor Class 14 (natural armor)
Hit Points 157 (2ld8 + 63)
Speed 30 ft.

STR
17 (+3)

DEX

12 (+l)

CON

16 (+3)

Saving Throws Con +7, Wis +6
Skills Perception +10
Damage Immunities poison
Condition Immunities poisoned

INT
9 (-1)

WIS
14 (+2)

Senses darkvision 60 ft., passive Perception 20

CHA
12 (+l)

Languages understands the languages it knew in life but can't
speak
Challenge 9 (5,000 XP)

Bound Together. The drowned master shares its mind with
every other drowned one within l mile of it, and can commu-
nicate its thoughts and observations to them instantaneously
and without limitation.
Cold Aura. At the start of each of the drowned master's turns,
each creature within 5 feet of it takes^5 (ldlO) cold damage. A
creature that touches the drowned master or hits it with a me·
lee attack while within S feet of it takes^5 (l dlO) cold damage.
Undead Fortitude. If damage reduces the drowned master to 0
hit points, it must make a Constitution saving throw with a DC
of 5 +the damage taken, unless the damage is radiant or from
a critical hit. On a success. the drowned master drops to l hit
point instead.

ACTIONS
Multiattack. The drowned master makes two attacks: one with
its greatsword and one with its Life-Draining Tentacle.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage plus^14 (4d6) cold
damage, and the target must succeed on a DC^12 Constitution
saving throw or contract blue rot (see the" Bluerot" sidebar).

Life-Draining Tentacle. Melee Weapon Attack: +7 to hit, reach
15 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target
must succeed on a DC^15 Constitution saving throw or have its
hit point maximum reduced by an amount equal to the damage
taken. The target dies if this effect reduces its hit point maxi·
mum to 0. This reduction lasts until the target finishes a long
rest. On a failed save, the target also contracts bluerot (see the
"Bluerot" sidebar).

Necrotic Ink (Recharge 5-^6 ). The drowned master discharges
foul ink in front of itself in a JO.foot cone. Each creature caught
1n the ink must make a DC^15 Constitution saving throw, taking
27 (6d8) necrotic damage on a failed save or half as much dam-
age on a successful one. A creature that fails this saving throw
1s blinded until the end of its next turn and contracts bluerot
(see the "Bluerot" sidebar).

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