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Monsters of Sea and Sky

Aquatic and aerial creatures for Shadowdark RPG.

By Samuel WrightPublished about a year ago 7 min read
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A baker’s dozen of aerial and aquatic monsters, including some that are both, that can be found in the sea, lakes, bogs, or up above you in the clouds.

Bog Beast

An evil swamp dwelling lungfish the size of a hippopotamus. They have clawed flippers for digging and wide, toothy maws. They dig into the banks of rivers to build lairs. Bog beasts lure fishermen and others into traps with a siren-like song that leads creatures closer to their lairs. AC 13, HP 35, ATK 1 bite +6 (2d10), 2 claws +6(2d6), MV double near (swim)/near (burrow or crawl), S +6, D +1, C +3, I +3, W +1, Ch -3, AL C, LV 7

Song. Enemies who can hear within double near DC 12 CHA or dazed and drawn to harpy for 1d4 rounds. Immune for 1 day if passed check.

Pit Traps. Bog beasts dig out several pits near their lairs and cover them with sticks and swamp plants to trap wandering creatures. These pits are typically 20 feet deep (2d6 damage from fall) and connected by narrow tunnels to the lair of the bog beast so it can ambush creatures that fall in.

Cerulean Ooze

A blue bubble of ooze crackling with sparks of electricity that floats in the sky like a balloon. AC 9, HP 30, ATK 2 tentacle +4 (1d10 + shocking touch), MV near (fly), S +3, D +2, C +3, I -4, W -3, Ch -4, AL C, LV 6

Impervious. Immune to lightning and cold.

Shocking Touch. DC 12 CON or take 1d10 damage and make DC 12 Con check or be paralyzed for 1 round.

Explosion. Upon death, creatures within near range of the cerulean ooze make DC 12 DEX check or take 2d10 damage and get knocked back a close distance and fall down.

Camouflage. Hard to see in the sky when beyond near range from ground.

Cloud Horror

A floating, tentacled monster that emerges from clouds and fog. AC 13, HP 32, ATK 2 tentacle (near) +4 (1d10 + grab) or 1 bite +3 (1d8)+ blood drain, MV double near (fly), S +3, D +3, C +1, I +2, W +1, Ch -3, AL C, LV 7

Grab. DC 15 STR or be immobilised. Tentacle auto-hits each round. DC 15 STR on turn to break free.

Gaseous Form. The cloud horror can cast Gaseous Form on its turn.

Misty Step. The cloud horror can cast Misty Step on its turn.

Fog. In place of attacks, a dense cloud of fog blinds all in near for 1d6 rounds.

Blood Drain. Attach to the bitten target; auto-hit the next round. DC 15 STR on turn to remove. Heals 1d6 HP and the target loses 1d4 CON. At 0 CON, the target dies.

Death Kelp

Aquatic plants with a taste for meat. They live in tide pools and along coasts, just under the surface of the water, waiting for creatures to swim by or fall in the water, sinking roots into any prey they manage to kill. AC 14, HP 31, ATK 4 tendrils (double near) +4 (1d8 + grab + toxin), MV none (rooted). S +3, D +2, C +4, I -3, W +2, Ch +0, AL N, LV 6

Grab. DC 15 STR or target trapped in tendril. Tendril autohits target next round. DC 15 STR on turn to break free. Pull. In place of a tendril attack, pull a grabbed target a near distance. Target pulled into water may be subject to drowning.

Tendrils. Four total. AC 15 each. Dealing 3+ damage to a tendril will sever it.

Strangle. Deals x2 damage against surprised creatures.

Toxin. DC 12 CON or unconscious for 1d4 rounds.

Deep Ogre

Ogres who have adapted to life under water. They often lurk in bogs and lakes or deep undersea grottoes. AC 9, HP 30, ATK 2 trident +6 (3d4), MV near (walk and swim), S +4, D +1, C +3, I -2, W -2, Ch -2, AL C, LV 6

Amphibious. Deep Ogres can breathe water or air equally well.

Sunblind. Blinded in bright light.

Devil Ray

Evil giant manta rays that have learned to fly. Predatory and vicious, they leap from the water and knock people off boats or hide in clouds to dive down and snatch prey off a shoreline. AC 13, HP 41, ATK 2 sting +5 (1d12 + poison), bite (1d10+blood drain), MV double near (swim and fly). S +3, D +3, C +1, I +2, W +1, Ch -3, AL N, LV 9

Poison. DC 18 CON or drop to 0 hit points in 1d4 rounds.

Blood Drain. Attach to the bitten target; auto-hit the next round. DC 15 STR on turn to remove. Heals 1d6 HP and the target loses 1d4 CON. At 0 CON, the target dies.

Glimmerbug

A scintillating, swift, eagle-sized predatory butterfly found in dense forests that leaves madness and chaos in its wake as it flies. AC 13, HP 31, ATK 1 bite +2 (1d6), MV double near (fly), S -1, D +3, C +0, I +1, W +1, Ch +3, AL C, LV 7.

Bewilder. Creatures within near range that see the glimmerbug's glowing eyes, DC 12 CHA at start of their turn or become dazed and take no action.

Blind. The glimmerbug can release a flash of light from its wings, creatures within close range must make DC 12 CON check or go blind for 5 rounds.

Enrage. The glimmerbug can make its flickering glow intensify to drive all creatures within close range mad for 3 rounds if they fail a DC 12 WIS check. Raging victims are immune to morale checks, do +1d4 damage, and immediately attack the nearest creature other than the glimmerbug.

Hippocampus

Creatures with the lower body of a fish and upper body of a horse. These water breathing beasts are used as steeds by aquatic races. They cannot breathe air and must hold their breath to leave the water and venture clumsily on land. AC 13, HP 16, ATK 2 hooves +3 (1d6), 1 bite +3 (1d4), MV double near (swim)/near (crawl), S +4, D +3, C +3, I -1, W +2, Ch +1, AL N, LV 3

Nightclaw

A nocturnal, black, panther-like cat with a long body and leather webbing between its front and rear legs that allows it to fly. AC 15, HP 19, ATK 2 rend +3 (1d6), MV near (climb)/double near (fly), S +2, D +5, C +1, I -1, W +1, Ch -2, AL N LV 4.

Stealthy. The nightclaw is exceptionally quiet and skilled in hiding. It hides and sneaks with advantage.

Sea Serpent

A gigantic aquatic snake that roams the briny deep. AC 12, HP 32, ATK 2 bite +4 (1d8) and 1 constrict (near), MV double near (swim), S +3, D +2, C +1, I -2, W +0, Ch -2, AL N, LV 6

Constrict. Contested STR to hold the target immobile for one round.

Swallow. On a natural attack roll of 18-20, a target is swallowed. Total darkness inside and 2d8 damage per round. The sea serpent regurgitates all swallowed if dealt at least 15 damage in one round to the inside of its gullet.

Long Breath. A sea serpent can hold its breath for a full hour before needing to make a CON check to avoid drowning.

Sky Sharks

Pale blue to grey sharks with wings like a flying fish and a torpedo-like body the size of a tiger shark. These mutated sharks fly over ships to knock prey into the water and dive into the sea to devour their victims and elude attackers. AC 11, HP 15, ATK 1 bite +3 (1d10), MV near (swim)/double near(fly), S +1, D +3, C +2, I -3, W +1, Ch -3, AL N, LV 3

Knock. DC 15 STR or be pushed a close distance and fall down.

Tempest Hound

A monstrous flying hound that lives in clouds. Often raised by Storm Giants as pets. Their eyes glow blue with electrical sparks. AC 13, HP 19, ATK 2 bite +4 (1d8) or 1 lightning breath, MV double near (fly), S +2, D +1, C +1, I -2, W +1, Ch -3, AL C, LV 4

Impervious. Immune to lightning and cold.

Lightning Breath. Fills a near-sized cube extending from hell hound. DC 12 DEX or 3d8 damage. Cannot use again for 1d4 rounds

Thunderbird

A titanic magical bird that creates storms as it flies. AC 15, HP 83, ATK 4 rend +9 (2d12 + grab), MV triple near (fly), S +8, D +4, C +2, I+2, W +4, Ch+2, AL N, LV 18

Grab. DC 18 STR or target held. DC 18 STR on turn to break free.

Lightning Aura. Creatures within near of the thunderbird at start of turn DC 18 CON or 3d6 damage.

Storm Effect. The thunderbird can drench an area within far range in all directions in torrential rain and wind. Open flames are quenched and visibility is limited to close range within this area.

Lightning Bolt. The thunderbird can cast a Lightning Bolt spell on its turn in place of an attack.

Lightning Step. The thunderbird can turn into a bolt of lightning and teleport to any point it can see.

Impervious. The thunderbird is immune to cold and lightning damage.

combattable toprpghorroradventure gamesaction adventure
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About the Creator

Samuel Wright

I am a writer & tarot reader in Oregon. I'm a TTRPG fan, love all types of sci-fi & fantasy books, movies, & games, & read voraciously. I write a variety of content, mostly RPG blogs. Tell me where you found my page.

Art by Google/Unsplash

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