4183454-fishing_System

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Fishing in D&D

n the midst of heroic epics and epic battles of Fishing for common and rare fish. During a short

I
Dungeons & Dragons, there’s a quiet art often rest, the DM will ask you to roll 1d4, 1d6, 1d8, 1d10, or
forgotten by intrepid adventurers: fishing. While 1d12 depending on the quality of the fishing location, at
dragons roar and spells are cast, the silent their choice. Based on the number rolled, the DM will
fishermen cast their lines into serene waters, roll the same amount of times from the table of common
patiently waiting for the catch of the day. or rare fish, and at the end of the short rest, you will
have that quantity of fish.
An Underappreciated Fishing for legendary fish. Once you identify a
legendary fish location and which fish it is, the task will
Practice in RPGs not be so simple or peaceful. Each legendary fish has its
Despite its importance, the world of Dungeons & own character sheet, and you must face the fish in a
Dragons often sidelines fishing in narratives. However, battle following the normal combat rules.
for those seeking to explore tranquil waters, there are What do I do with the fish? You can eat or sell it. Each
secrets to be discovered and rewards to be earned. In a fish can feed a different amount based on the
setting where the fight against darkness is constant, preparation method used, at the DM’s discretion. The
fishing offers a welcome break, an opportunity for price of each fish is described next to its name.
reflection, and a way to find more subtle treasures.
As adventurers wield magical swords and enchanted A Customizable Rule
artifacts, fishermen handle simple rods and common This rule can be changed as desired. Want an individual
baits. Their stories may not be sung in epic songs, but system for each fish and don’t mind the amount of dice
their hearts beat to the gentle rhythm of the waves. In a rolled? More focused on realism? Anything you want to
world where the extraordinary becomes routine, fishing do in terms of a “fishing system” is easy with the base of
remains a simple and fundamental activity, waiting to be this homebrew, feel free to change anything you want at
explored. your table.
Identifying Fish and A Bigger Rod
Evaluating the It’s normal for fishing adventurers to want better rods
and equipment for fishing, thus making fishing easier.
Location The DM can use this table of equipment as an example
Upon arriving at a body of water, the Dungeon Master for adventurers’ improvised items as well.
decides if there are fish, what their quality is, and if they
are plentiful or scarce. The DM may decide everything
on their own or roll dice for it.
Impossible DC (1-6). Identification of a fishless
location, and the place has no form of life for fishing.
Easy DC (7-15). Identification of common fish, and
the location is considered good for fishing.
Moderate DC (16-19). Identification of rare fish, and
the quality of the location is assessed as average.
Difficult DC (20). Recognition of legendary fish, and
the quality of the location is assessed as excellent.
Adventurers can make a survival check to determine
the quality of the location for fishing.
Fishing
Just like in real life, you can fish with anything, but the
best fishermen carry the best rods, nets, and spears,
which make it much easier to fish. Once you arrive at a
fishing location where the DM has already established
the rarity of the fish, you start fishing and can spend a
short rest fishing with a rod, not counting as strenuous
activity.
Piercing Weapons
Spears, Rapiers, and Tridents are used for waters
Fishing Equipment fishing standing up or diving and being patient, a
strenuous and tiring task. You can use any piercing
Name Cost Bonus fish in 1 hour of fishing Weight
damage weapon you have and its quality (-1, 0, +1,
Fishing Rods
+2, +3) provides a bonus on the amount of fish you
Improvised
Rod
1 cp -1 4,5lb
caught during 1 hour, equal to its bonus.
Common Rod 5 cp 0 3 lb
Sturdy Rod 25 gp +1 5 lb
Fishing Rods
Superior Rod 50 gp +2 5,5 lb Improvised Rod. A sturdy branch with a rope tied to
Master’s Rod 100 +3 4,5 lb the tip. Simple, easy to use, and can help in moments
gp without better resources.
Baits Common Rod. The standard equipment for aspiring
Live Bait 1 gp A pot full with 3d12 baits 2 lb fishermen, it offers basic functionality without
Handcrafted 10 gp One bait only, but it’s never 1 lb compromising the experience too much.
Bait consumed Sturdy Rod. Designed to withstand fights with more
Legendary 1000 Attracts the legendary fish of 10 lb ou challenging fish, the sturdy rod is a solid investment
Bait gp the area 10 lb or more mais for fishing enthusiasts.
Superior Rod. Favored by advanced fishermen, this
rod perfectly balances flexibility and durability.
Fishing Rods Master’s Rod. The epitome of fishing engineering,
allow you to take a short rest while this rod is highly coveted by professional fishermen
Fishing Rods
fishing and work anywhere, but they need baits. and masters of the hook.
Their bonus (-1, 0, +1, +2, +3) provides a bonus on Baits
the amount of fish you caught during 1 hour, being
the die of the amount of fish + the bonus. Live Bait. A bucket full of wriggling creatures,
teeming with the promise of luring fish to the
Bait surface.
Baits are essential for fishing rods and are Handcrafted Bait. A meticulously crafted bait to
consumed after you catch a fish with them. It’s mimic the movement and color of the fish’s prey.
possible to find live baits in nature by rolling a Legendary Bait. Legendary baits can be anything as
survival test. long as it can attract the legendary beasts lurking in
the depths. From pieces of meat to potions made
Net
Nets require two people to be managed and are used specifically to attract each creature.
for deep waters, usually on boats or ships. You can
use any net you have and its quality (-1, 0, +1, +2, +3)
provides a bonus on the amount of fish you caught
during 1 hour of fishing as represented by the table
below.
Bonus Extra Dice
-1 None
0 +1d4
+1 +2d4
+2 +2d6
+3 +2d12

Fishing with a Net offers more common and rare


fishes in fishing but, it is a strenuous, tiring task and
needs at least two people for it.
Freshwater Fish in Warm
Climates
Golden Carp
Name Rarity Price Data Large celestial, neutral good
1-Tetra Common 1 GP 1d12
2-Carp Common 1 GP 1d12 Armor Class 14 (natural armor)
3-Jaraqui Common 1 GP 1d12 Hit Points 75 (10d10 + 20)
4-Tilapia Common 2 GP 1d12 Speed 0 ft., swim 40 ft.
5-Dogfish Common 2 GP 1d12
6-Pacu Common 2 GP 1d12 STR DEX CON INT WIS CHA
7-Catfish Common 3 GP 1d12 14 (+2) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 18 (+4)
8-Flag Cichlid Common 3 GP 1d12
9-Traíra Common 3 GP 1d12 Saving Throws Wis +6, Cha +8
Condition Immunities charmed, paralyzed
10-Piranha Common 4 GP 1d12
Senses true sight 30 ft., passive Perception 11
11-Matrinxã Common 4 GP 1d12 Languages –
12-Crocodile Common 5 GP 1d12 Challenge 4 (1,100 XP)
1-Sombrio’s Electric Fish Rare 15 GP 1d8
2-Lunar Trout Rare 15 GP 1d8
Water Breathing. The Golden Carp can breathe only underwater.
3-Giant Crocodile Rare 18 GP 1d8
4-Night Veil Pike Rare 22 GP 1d8 Actions
5-Sun Golden Dorado Rare 25 GP 1d8 Golden Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
6-Shadow Pirarucu Rare 28 GP 1d8 target. Hit 9 (1d8 + 4) radiant damage.
7-Arapaima Rare 30 GP 1d8 Scale Healing. The Golden Carp can use one of its scales to
8-Freshwater Sturgeon Rare 30 GP 1d8 heal itself or another creature it can see within 30 ft. The target
1-Golden Carp Legendary 1800 GP 1d6 magically regains 10 (3d6) hit points.
2-Crystal Catfish Legendary 2000 GP 1d6
3-Dragon Piranha Legendary 2200 GP 1d6
4-Deep Water Serpent Legendary 2500 GP 1d6
5-Ancient of the Eternal Tides Legendary 2800 GP 1d6
6-Phoenix Fish Legendary 3000 GP 1d6

Crocodile
Large beast, unaligned

Armor Class 12 (natural armor)


Hit Points 19 (3d10 + 3)
Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3)

Skills Stealth +2
Senses passive Perception 10
Languages –
Challenge 1/2 (100 XP)

Hold Breath. The crocodile can hold its breath for 15 minutes.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (1d10 + 2) piercing damage and the target is grappled
(escape DC 12). Until this grapple ends, the creature is
restrained, and the crocodile can’t bite another target.
Crystal Catfish
Large beast, neutral

Armor Class 13 (natural armor)


Hit Points 68 (8d10 + 24)
Speed 0 ft., swim 80 ft.

STR DEX CON INT WIS CHA


17 (+3) 11 (+0) 16 (+3) 2 (-4) 12 (+1) 6 (-2)

Saving Throws Str +8, Con +8, Int +1, Cha +3


Condition Immunities Frightened, Petrified
Senses darkvision 80 ft., passive Perception 11
Languages —
Challenge 3 (700 XP)

Water Breathing. The Crystal Catfish can breathe only


underwater.
Actions
Aquatic Charge. Melee Attack: +5 to hit, reach 10 ft., one target.
Hit 13 (2d8 + 4) bludgeoning damage.
Tail Strike. Melee Attack: +5 to hit, reach 10 ft., one target. Hit
15 (2d10

Piranha
Tiny beast, unaligned

Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA


2 (−4) 16 (+3) 9 (−1) 1 (−5) 7 (−2) 2 (−4)

Senses darkvision 60 ft., passive Perception 8


Languages –
Challenge 0 (10 XP)

Blood Frenzy. The piranha has advantage on melee attack rolls


against any creature that doesn’t have all its hit points.
Water Breathing. The piranha can breathe only underwater.
Actions
Bites. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
A piranha is a carnivorous fish with sharp teeth. Piranhas can
adapt to any aquatic environment, including cold subterranean
lakes. They often congregate in schools.
Giant Crocodile
Huge beast, unaligned

Armor Class 14 (natural armor)


Hit Points 85 (9d12 + 27)
Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA


21 (+5) 9 (−1) 17 (+3) 2 (−4) 10 (+0) 7 (−2)

Skills Stealth +5
Senses passive Perception 10
Languages –
Challenge 5 (1,800 XP)

Hold Breath. The giant crocodile can hold its breath for 30
minutes.
Actions
Multiattack. The crocodile makes two attacks: one with its bite
and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
21 (3d10 + 5) piercing damage, and the target is grappled Dragon Piranha
(escape DC 16). Until the grapple ends, the target is restrained, Medium beast, chaotic neutral
and the crocodile can’t bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Armor Class 15 (natural armor)
Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Hit Points 52 (7d8 + 21)
creature, it must succeed on a DC 16 Strength saving throw or Speed 0 ft., swim 60 ft.
be knocked prone.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 2 (-4) 12 (+1) 5 (-3)

Saving Throws Dex +7, Cha +3


Skills Stealth +7
Condition Immunities Frightened, Charmed
Senses darkvision 80 ft., passive Perception 11
Languages –
Challenge 2 (450 XP)

Amphibious. The Dragon Piranha can breathe air and water.


Actions
Savage Bite. Melee Attack: +5 to hit, reach 5 ft., one target. Hit
10 (2d6 + 3) piercing damage.
Aquatic Roar. Once per day, the Dragon Piranha can emit a
terrifying subaquatic roar. All creatures within a 20 ft. radius
that can hear it and are capable of being frightened must
succeed on a DC 13 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a
success.
Feeding Frenzy. If the Dragon Piranha reduces a creature to 0 hit
points with a bite, it can make another bite attack against a
different creature within reach as a bonus action.
Deep Water Serpent Elder of the Eternal Tides
Huge monstrosity, chaotic evil Huge elemental, neutral

Armor Class 17 (natural armor) Armor Class 17 (natural armor)


Hit Points 136 (13d12 + 65) Hit Points 178 (17d12 + 68)
Speed 0 ft., swim 60 ft. Speed 0 ft., swim 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 6 (-2) 15 (+2) 18 (+4) 22 (+6) 14 (+2) 18 (+4) 16 (+3) 20 (+5) 15 (+2)

Condition Immunities paralyzed, poisoned Saving Throws Str +10, Con +8, Wis +9
Senses darkvision 100 ft., passive Perception 12 Damage Immunities cold; bludgeoning, piercing, and slashing
Languages Aquan, understands Common but can’t speak from non-magical attacks not made with adamantine
Challenge 10 (5,900 XP) Damage Resistances fire
Condition Immunities exhaustion, charmed, paralyzed
Senses darkvision 100 ft., passive Perception 15
Amphibious. The Deep Water Serpent can breathe air and Languages Aquan, Common
water.
Challenge 9 (5,000 XP)
Actions
Bite Attack. Melee Attack: +9 to hit, reach 10 ft., one target. Hit Amphibious. The Phoenix Fish can breathe air and water.
22 (3d10 + 5) piercing damage.
Tail Strike. Melee Attack: +9 to hit, reach 15 ft., one target. Hit
Actions
19 (3d8 + 5) bludgeoning damage. Icy Touch. Melee Spell Attack: +11 to hit, reach 10 ft., one target.
Constrict. Melee Attack: +9 to hit, reach 10 ft., one target. Hit Hit 22 (4d8 + 4) cold damage.
The target is grappled (escape DC 16). Until this grapple ends, Call of the Depths. The Elder of the Eternal Tides magically
the target is restrained, and the Deep Water Serpent can’t summons 2d4+2 aquatic creatures of challenge rating 1 or
constrict another target. lower (chosen by the DM), which appear in unoccupied spaces
within 60 ft of it and act as allies of the Elder. It can’t use this
ability again until it completes a long rest.
Crushing Wave (Recharge 5-6). The Elder of the Eternal Tides
releases a wave of aquatic energy in a 60-foot cone. Each
creature in that area must make a DC 17 Strength saving
throw, taking 45 (10d8) bludgeoning damage on a failed save,
or half as much damage on a successful one.
Phoenix Fish
Large elemental, neutral good

Armor Class 16 (natural armor)


Hit Points 102 (12d10 + 36)
Speed 0 ft., swim 80 ft.

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 16 (+3) 12 (+1) 15 (+2) 18 (+4)

Saving Throws Dex +10, Str +9


Damage Resistances fire; bludgeoning, piercing, and slashing
from non-magical attacks
Condition Immunities exhaustion, poisoned
Senses darkvision 100 ft., passive Perception 12
Languages –
Challenge 10 (5,900 XP)

Amphibious. The Phoenix Fish can breathe air and water.


Actions
Burning Touch. Melee Spell Attack: +8 to hit, reach 10 ft., one
target. Hit 14 (3d6 + 4) fire damage.
Flaming Tail. Melee Attack: +8 to hit, reach 15 ft., one target. Hit
18 (4d6 + 4) fire damage.
Rebirth. When the Phoenix Fish dies, it explodes in a fireball
and is reborn from the ashes. All creatures within a 30 ft radius
must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire
damage on a failed save, or half as much damage on a
successful one. The Phoenix Fish is reborn with all hit points
after 1 minute.
Legendary Actions
The Phoenix Fish can take 2 legendary actions, choosing from
the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn.
The Phoenix Fish regains spent legendary actions at the start of
its turn.
Movement. The Phoenix Fish can move up to half its swimming
speed without provoking opportunity attacks.
Burning Touch (Costs 2 Actions). The Phoenix Fish makes an
attack with its Burning Touch.
Freshwater Fish from Cold
Climates Ice Pike
Large beast, neutral
Name Rarity Price Die
1-Herring Common 1 GP 1d12 Armor Class 15 (natural armor)
2-Rainbow Trout Common 2 GP 1d12 Hit Points 76 (9d10 + 27)
3-Whitefish Common 2 GP 1d12 Speed 0 ft., swim 80 ft.
4-Northern Catfish Common 2 GP 1d12
5-Perch Common 3 GP 1d12 STR DEX CON INT WIS CHA
6-Whitefish Common 3 GP 1d12 18 (+4) 13 (+1) 17 (+3) 3 (-4) 12 (+1) 6 (-2)
7-Freshwater Cod Common 3 GP 1d12
8-Grayling Common 4 GP 1d12 Saving Throws Dex +9, Str +2
9-Pike Common 4 GP 1d12 Damage Immunities cold
10-Char Common 4 GP 1d12 Condition Immunities poisoned
11-Freshwater Swordfish Common 5 GP 1d12 Senses darkvision 60 ft., passive Perception 11
12-Salmon Common 7 GP 1d12 Languages –
Challenge 4 (1,100 XP)
1-Glacial Perch Rare 15 GP 1d8
2-White Veil Pike Rare 18 GP 1d8
3-Golden Trout Rare 20 GP 1d8 Water Breathing. The Ice Pike can breathe only underwater.
4-Deepwater Whitefish Rare 20 GP 1d8 Actions
5-Scarlet Char Rare 22 GP 1d8
6-Royal Ice Salmon Rare 25 GP 1d8 Snow Strike. Melee Attack: +7 to hit, reach 5 ft., one target. Hit
12 (2d8 + 3) cold damage.
7-Midnight Salmon Rare 28 GP 1d8
Frost Breath. Once per day, the Ice Pike can exhale a blast of
8-North Wind Sturgeon Rare 30 GP 1d8 freezing air in a 50 ft. cone. Each creature in the area must
1-Full Moon Char Legendary 1800 GP 1d6 make a DC 15 Constitution saving throw, taking 22 (4d10)
2-Star Trout Legendary 2000 GP 1d6 cold damage on a failed save, or half as much damage on a
3-Ice Pike Legendary 2200 GP 1d6 successful one.
4-Aurora Borealis Salmon Legendary 2500 GP 1d6
5-Twilight Salmon Legendary 2800 GP 1d6
6-Eternal Ice Sturgeon Legendary 3000 GP 1d6
Star Trout
Medium fey, neutral good

Armor Class 14 (natural armor)


Hit Points 52 (8d8 + 16)
Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 14 (+2) 12 (+1) 15 (+2) 17 (+3)

Saving Throws Dex +8


Condition Immunities Frightened
Senses darkvision 60 ft., passive Perception 12
Languages –
Challenge 3 (700 XP)

Water Breathing. The Star Trout can breathe only underwater.


Actions
Star Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target.
Hit 10 (2d6 + 3) cold damage.
Stardust. The Star Trout can use its action to release a glow of
stardust within a 20 ft. radius. Hostile creatures within the area
must make a DC 14 Constitution saving throw, becoming
blinded for 1 minute on a failed save. A creature can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success.
Twilight Salmon Full Moon Char
Large elemental, neutral evil Small elemental, neutral

Armor Class 17 (natural armor) Armor Class 13 (natural armor)


Hit Points 88 (11d10 + 33) Hit Points 45 (7d6 + 14)
Speed 0 ft., swim 50 ft. Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 18 (+4) 8 (-1) 16 (+3) 14 (+2) 10 (+0) 13 (+1) 14 (+2)

Saving Throws Dex +7, Str +6, Cha +9 Saving Throws Dex +4, Str +1
Skills Stealth +12 Condition Immunities charmed, exhaustion
Damage Resistances necrotic, psychic Senses darkvision 100 ft., passive Perception 11
Condition Immunities frightened, charmed Languages Aquan, Common
Senses darkvision 60 ft., passive Perception 12 Challenge 2 (450 XP)
Languages Common, Infernal
Challenge 6 (2,300 XP)
Water Breathing. The Full Moon Char can only breathe
underwater.
Water Breathing. The Twilight Salmon can only breathe
underwater. Actions
Moonlight. Ranged Spell Attack: +5 to hit, range 60 ft., one
Actions target. Hit 8 (1d8 + 4) radiant damage.
Shadow Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one Sea Song. Once per day, the Full Moon Char can sing a mystical
target. Hit 16 (3d8 + 3) necrotic damage. melody. All creatures within a 30 ft radius gain disadvantage on
Fog of Forgetfulness. Once per day, the Twilight Salmon can Wisdom and Charisma checks for 10 minutes.
create a cloud of dark mist in a 60 ft radius around itself. The
area is heavily obscured, and creatures within are blinded
unless they can see through magical darkness.
Aurora Boreal Salmon
Large elemental, chaotic good

Armor Class 16 (natural armor)


Hit Points 84 (9d10 + 36)
Speed 0 ft., swim 80 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 18 (+4) 11 (+0) 14 (+2) 17 (+3)

Saving Throws Str +6, Dex +8, Wis +5, Cha +7


Damage Resistances cold
Condition Immunities charmed, paralyzed
Senses darkvision 60 ft., passive Perception 12
Languages –
Challenge 5 (1,800 XP)

Water Breathing. The Aurora Boreal Salmon can only breathe


underwater.
Actions
Dance of Lights. Ranged Spell Attack: +8 to hit, range 60 ft., one
target. Hit 14 (3d6 + 4) radiant damage.
Boreal Healing. Once per day, the Aurora Boreal Salmon can
envelop an allied creature in a healing glow. The target regains
20 (4d8 + 2) hit points and gains advantage on saving throws
against cold conditions for 1 hour.
Eternal Ice Sturgeon
Huge elemental, neutral

Armor Class 18 (natural armor)


Hit Points 114 (12d12 + 36)
Speed 0 ft., swim 80 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 18 (+4) 7 (-2) 15 (+2) 10 (+0)

Saving Throws Dex +5, Str +9


Damage Immunities cold
Condition Immunities exhaustion, paralyzed
Senses darkvision 60 ft., passive Perception 13
Languages Aquan, Common
Challenge 7 (2,900 XP)

Water Breathing. The Eternal Ice Sturgeon can only breathe


underwater.
Actions
Ice Spikes. Ranged Spell Attack: +10 to hit, range 80 ft., one
target. Hit 18 (4d6 + 4) cold damage.
Freezing Wave. Once per day, the Eternal Ice Sturgeon can
cause a wave of icy water in a 100 ft radius around itself.
Creatures in the area must make a Constitution saving throw
DC 17, taking 26 (4d12) cold damage on a failed save, or half
as much on a successful one. The water in the area freezes,
becoming difficult terrain.
Marine Fish
Name Rarity Price Die Octopus
Sardine Common 1 GP 1d20 Small beast, unaligned
Herring Common 1 GP 1d20
Anchovy Common 1 GP 1d20 Armor Class 12
Mackerel Common 2 GP 1d20 Hit Points 3 (1d6)
Speed 5 ft., swim 30 ft.
Crab Common 2 GP 1d20
Cod Common 3 GP 1d20
STR DEX CON INT WIS CHA
Croaker Common 3 GP 1d20
4 (−3) 15 (+2) 11 (+0) 3 (−4) 10 (+0) 4 (−3)
Flounder Common 3 GP 1d20
Squid Common 3 GP 1d20 Skills Stealth +4, Perception +2
Seabass Common 4 GP 1d20 Senses darkvision 30 ft., passive Perception 12
Snapper Common 4 GP 1d20 Languages –
Octopus Common 4 GP 1d20 Challenge 0 (10 XP)
Roosterfish Common 4 GP 1d20
Pigfish Common 5 GP 1d20 Underwater Camouflage. The octopus has advantage on
Grouper Common 5 GP 1d20 Dexterity (Stealth) checks made while underwater.
Parrotfish Common 5 GP 1d20 Hold Breath. While out of water, the octopus can hold its
Mahi-mahi Common 6 GP 1d20 breath for 30 minutes.
Young Bluefin Tuna Common 7 GP 1d20 Water Breathing. The octopus can breathe only underwater.
Swordfish Common 8 GP 1d20
Young Blue Shark Common 9 GP 1d20
Actions
Moonfish Rare 20 GP 1d12 Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Trumpetfish Rare 22 GP 1d12 target. Hit: 1 bludgeoning damage and the target is grappled
Large Swordfish Rare 25 GP 1d12 (escape DC 10). Until this grapple ends, the octopus can’t use
its tentacles on another target.
Opah Rare 27 GP 1d12
Ink Cloud (Recharges after a Short or Long Rest). A cloud of ink
Sawfish Rare 28 GP 1d12 spreads out in a 5-foot radius around the octopus if it is
Adult Bluefin Tuna Rare 30 GP 1d12 underwater. The area is heavily obscured for 1 minute,
Giant Grouper Rare 30 GP 1d12 although a significant current can disperse the ink. After
Hammerhead Shark Rare 32 GP 1d12 releasing the ink, the octopus can use the Dash action as a
Blue Marlin Rare 35 GP 1d12 bonus action.
Young Great White Shark Rare 40 GP 1d12
Thunnus Rare 45 GP 1d12
Young Whale Shark Rare 50 GP 1d12
Star Dolphin Legendary 2000 GP 1d10
Celestial Silver Marlin Legendary 2000 GP 1d10
Moon Orca Legendary 2200 GP 1d10
AbolethSRD5 Legendary 2500 GP 1d10
Ancient Great White Shark Legendary 2500 GP 1d10
Singing Whale Legendary 5000 GP 1d10
Hippocampus Legendary 6000 GP 1d10
Dragon Turtle Legendary 10000 GP 1d10
Leviathan Legendary 14000 GP 1d10
Kraken Legendary 25000 GP 1d10
Giant Octopus Star Dolphin
Large beast, unaligned Medium celestial, neutral good

Armor Class 11 Armor Class 14 (natural armor)


Hit Points 52 (8d10 + 8) Hit Points 58 (9d8 + 18)
Speed 10 ft., swim 60 ft. Speed 0 ft., swim 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 4 (−3) 10 (+0) 4 (−3) 14 (+2) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 20 (+5)

Skills Stealth +5, Perception +4 Saving Throws Str +4, Dex +8, Int +6
Senses darkvision 60 ft., passive Perception 14 Damage Resistances radiant
Languages – Condition Immunities charmed
Challenge 1 (200 XP) Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Common
Challenge 4 (1,100 XP)
Underwater Camouflage. The giant octopus has advantage on
Dexterity (Stealth) checks made while underwater.
Hold Breath. While out of water, the giant octopus can hold its Hold Breath. The star dolphin can hold its breath for 30
breath for 1 hour. minutes.
Water Breathing. The giant octopus can breathe only
underwater.
Actions
Cauterizing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
Actions target. Hit 10 (2d6 + 3) radiant damage or heal the same
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one amount, at the dolphin’s choice.
target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is Stellar Leap. Once per day, the star dolphin can teleport itself
grappled (escape DC 16). Until this grapple ends, the target is and up to five creatures that fail a DC 16 saving throw, up to 80
restrained, and the octopus can’t use its tentacles on another feet to any direction.
target.
Celestial Silver Marlin Kraken
Large celestial, neutral Titanic monstrosity, chaotic evil

Armor Class 15 (natural armor) Armor Class 18 (natural armor)


Hit Points 102 (12d10 + 36) Hit Points 472 (27d20 + 189)
Speed 0 ft., swim 80 ft. Speed 20 ft., swim 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 14 (+2) 15 (+2) 18 (+4) 30 (+10) 11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5)

Saving Throws Str +8, Dex +7, Int +4, Wis +4, Cha +4 Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11
Damage Immunities necrotic damage Damage Immunities lightning; bludgeoning, piercing, and
Damage Resistances bludgeoning, piercing, and slashing from slashing from non-magical attacks
nonmagical attacks Condition Immunities frightened, paralyzed
Condition Immunities charmed, paralyzed Senses truesight 120 ft., passive Perception 14
Senses truesight 60 ft., passive Perception 14 Languages understands Abyssal, Celestial, Infernal, and
Languages Celestial, Common Primordial but can’t speak, telepathy 120 ft.
Challenge 7 (2,900 XP) Challenge 23 (50,000 XP)

Water Breathing. The celestial silver marlin can breathe only Amphibious. The kraken can breathe air and water.
underwater. Siege Monster. The kraken deals double damage to objects and
structures.
Actions Freedom of Movement. The kraken ignores difficult terrain, and
Celestial Spear. Melee Spell Attack: +8 to hit, reach 10 ft., one magical effects can’t reduce its speed or cause it to be
target. Hit 18 (3d8 + 5) piercing damage plus 9 (2d8) radiant restrained.
damage.
Divine Charge. When the celestial silver marlin moves at least Actions
30 feet straight toward a target and then hits it with a celestial Multiattack. The kraken makes three attacks: one with its bite
spear attack on the same turn, the target takes an extra 27 and two with its tentacles. It can use Tail Swipe in place of its
(6d8) damage. If the target is a creature. two tentacle attacks.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 20 (3d6 + 10) bludgeoning damage.
Tentacle. Melee Weapon Attack: +17 to hit, reach 20 ft., one
target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target
is grappled (escape DC 18).
Fling. The kraken can throw a held object or grappled creature
up to 60 feet in a random direction.
Lightning Storm (Recharge 5–6). The kraken magically creates
three bolts of lightning, each of which can strike a target the
kraken can see within 120 feet of it.
Legendary Actions
The kraken can take 3 legendary actions, chosen from the
options below:
Tentacle Attack or Fling. The kraken makes one tentacle attack
or uses its Fling.
Lightning Storm (Costs 2 Actions). The kraken uses Lightning
Storm.
Ink Cloud (Costs 3 Actions). While underwater, the kraken expels
an ink cloud in a 60-foot radius.
Moon Orca Dragon Turtle
Huge beast, neutral good Gargantuan dragon, neutral

Armor Class 14 (natural armor) Armor Class 20 (natural armor)


Hit Points 136 (13d12 + 52) Hit Points 341 (22d20 + 110)
Speed 0 ft., swim 80 ft. Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 18 (+4) 2 (-4) 12 (+1) 7 (-2) 25 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 12 (+1)

Saving Throws Str +10, Dex +8 Saving Throws Dex +6, Con +11, Wis +7
Damage Resistances cold Damage Resistances fire
Condition Immunities charmed, exhaustion Senses darkvision 120 ft., passive Perception 11
Senses darkvision 60 ft., passive Perception 11 Languages Aquan, Draconic
Languages understands Aquan but can’t speak Challenge 17 (18,000 XP)
Challenge 8 (3,900 XP)
Amphibious. The dragon turtle can breathe air and water.
Hold Breath. The moon orca can hold its breath for 30 minutes.
Actions
Actions Multiattack. The dragon turtle makes three attacks: one with its
Lunar Bite. Melee Attack: +10 to hit, reach 10 ft., one target. Hit bite and two with its claws. It can replace its two claw attacks
26 (3d10 + 6) piercing damage, and if the target is a creature of with one tail attack.
one size smaller than the orca or smaller, it must make a Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Constitution saving throw DC 17, taking an additional 10 (3d6) Hit: 26 (3d12 + 7) piercing damage.
radiant damage on a failed save, or half as much damage on a Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
successful one. Hit: 16 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a
creature, it must succeed on a DC 20 Strength saving throw or
be pushed up to 10 feet away from the dragon turtle and
knocked prone.
Steam Breath (Recharge 5–6). The dragon turtle exhales scalding
steam in a 60-foot cone. Each creature in the area must make a
DC 19 Dexterity saving throw, taking 52 (15d6) fire damage on
a failed save, or half as much damage on a successful one.
Being underwater does not grant resistance against this
damage.
Ancient White Shark Singing Whale
Huge beast, neutral Gargantuan beast, neutral good

Armor Class 17 (natural armor) Armor Class 16 (natural armor)


Hit Points 189 (18d12 + 72) Hit Points 212 (17d20 + 85)
Speed 0 ft., swim 80 ft. Speed 0 ft., swim 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 19 (+4) 2 (-4) 12 (+1) 9 (-1) 30 (+10) 10 (+0) 20 (+5) 14 (+2) 15 (+2) 18 (+4)

Condition Immunities frightened Saving Throws Str +18,Con +12


Senses darkvision 60 ft., passive Perception 11 Damage Resistances bludgeoning, piercing, slashing
Languages — Condition Immunities exhaustion, charmed
Challenge 11 (7,200 XP) Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Common
Challenge 12 (8,400 XP)
Water Breathing. The ancient white shark can breathe only
underwater.
Hold Breath. The singing whale can hold its breath for 1 hour.
Actions
Bite. Melee Attack: +11 to hit, reach 10 ft., one target. Hit 33
Actions
(3d12 + 7) piercing damage. If the target is a Large or smaller Enchanting Song. The singing whale can use its action to sing a
creature, it is grappled (escape DC 18). Until this grapple ends, magical melody. All hostile creatures within 400 feet that can
the target is restrained, and the shark can’t bite another target. hear it must make a DC 18 Wisdom saving throw, becoming
Relentless Charge. If the ancient white shark moves at least 30 charmed for 1 minute on a failed save. A charmed creature is
feet straight toward a target and then hits it with a bite attack stunned and must spend its turn moving towards the singing
on the same turn, the target takes an extra 22 (4d10) damage. whale by the most direct route, attempting to get as close as
Feeding Frenzy. Once per day, when the ancient white shark possible to it.
reduces a creature to 0 hit points with a bite attack, it can make Tail Strike. Melee Attack: +14 to hit, reach 20 ft., one target. Hit
one additional bite attack as a bonus action against a different 24 (3d8 + 10) bludgeoning damage.
creature within reach. Water Spray. Once per day, the enchanted singing whale can
expel a large amount of water from its mouth in a 100-foot
cone. All creatures in the cone must make a DC 19 Strength
saving throw, being pushed back 50 feet and knocked prone on
a failure, or moved only 20 feet on a success.
Hippocampus
Large aquatic fey, neutral good

Armor Class 18 (magical natural armor)


Hit Points 142 (15d10 + 60)
Speed 0 ft., swim 80 ft.

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 18 (+4) 16 (+3) 14 (+2) 22 (+6)

Saving Throws Wis +7, Cha +11


Skills Perception +7, Nature +8, Persuasion +11
Damage Immunities acid, cold
Condition Immunities charmed, frightened
Senses darkvision 120 ft., true sight 60 ft., passive Perception
17
Languages Aquan, Common, Celestial
Challenge 12 (8,400 XP)

Water Breathing. The hippocampus can breathe only


underwater.
Actions
Magical Water Attack. Ranged Spell Attack: +10 to hit, range 100
ft., one target. Hit 27 (5d8 + 5) acid damage.
Tide Healing. The hippocampus can restore 55 (10d8 + 5) hit
points to itself or a creature it touches. Once used, this ability
cannot be used again until after a short or long rest.
Summon Sea Creatures. Once per day, the legendary
hippocampus can summon friendly sea creatures to aid it. This
can range from schools of small fish to a powerful ally like a
Deep Sea Dragon, at the GM’s discretion.
Legendary Actions
The legendary hippocampus can take 3 legendary actions,
choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another
creature’s turn.
Detect. The hippocampus makes a Wisdom (Perception) check.
Aquatic Movement. The hippocampus moves up to half its
swimming speed without provoking opportunity attacks.
Wave Strike (costs 2 actions). The hippocampus creates a
powerful wave that moves in a straight line for 100 feet and is
20 feet wide. Creatures in the line must make a DC 18 Strength
saving throw or take 22 (4d10) acid damage and be pushed
back 30 feet.
Blue Leviathan
Titanic monstrosity, neutral

Armor Class 18 (natural armor)


Hit Points 290 (20d20 + 100)
Speed 0 ft., swim 80 ft.

STR DEX CON INT WIS CHA


30 (+10) 10 (+0) 30 (+10) 6 (-2) 15 (+2) 14 (+2)

Saving Throws Str +15, Dex +2, Con +15, Int +6, Cha +6
Damage Immunities cold
Damage Resistances bludgeoning, piercing, slashing from non-
magical attacks
Condition Immunities frightened, charmed
Senses darkvision 120 ft., passive Perception 12
Languages Aquan, understands Common but can’t speak
Challenge 20 (25,000 XP)

Amphibious. The Blue Leviathan can breathe both air and water.
Actions
Bite Attack. Melee Attack: +16 to hit, reach 10 ft., one target. Hit
36 (4d12 + 10) piercing damage.
Tidal Wave. The Blue Leviathan can use an action to slap its tail
onto the water, creating a massive wave. All creatures within a
30 ft cone must make a DC 24 Strength saving throw or take 55
(10d10) bludgeoning damage and be pushed back 20 ft.
Creatures that succeed on the saving throw take half damage
and are not pushed.
Call of the Depths. Once per day, the Blue Leviathan can emit a
mystical call heard by all marine creatures within a 2-mile
radius. Creatures friendly to the Leviathan will move toward it
to assist as they can.
Mermaid
Water fey, chaotic good

Armor Class 17 (natural magic)


Hit Points 150 (20d8 + 60)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 20 (+5)

Saving Throws Dex +8, Cha +9


Damage Resistances cold
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Aquan, Common
Challenge 12 (8,400 XP)

Amphibious. The Mermaid can breathe both air and water.


Shapeshift. The Mermaid can use its action to polymorph into a
Small or Medium humanoid, or back into its true form.
Without a fish tail, the mermaid loses its swimming speed and
gains a walking speed of 30 ft. Otherwise, its statistics are the
same in each form. Any equipment it is wearing or carrying
isn’t transformed. It reverts to its true form if it dies.
Magical Abilities
The Mermaid is a natural spellcaster. Its spellcasting ability is
Charisma (spell save DC 17, +9 to hit with spell attacks). It has
the following spells prepared:

At will: minor illusion, thaumaturgy


3/day each: charm person, sleep, suggestion
1/day: control water, ice storm, Cure Wounds

Actions
Hypnotic Song. The Mermaid can use her song to charm
creatures. All creatures that hear her sing must make a DC 17
Wisdom saving throw or be charmed for 1 minute or until the
mermaid takes damage. Charmed creatures must move
towards the mermaid at their normal pace on each of their
turns.
Mermaid’s Touch. Melee Attack: +6 to hit, reach 5 ft., one target.
Hit 12 (3d4 + 5) psychic damage. The target must make a DC
17 Wisdom saving throw or be charmed by the mermaid until
the end of the mermaid’s next turn.
Draining Kiss. The Mermaid kisses a creature charmed by her or
a willing creature. The target must make a DC 16 Constitution
saving throw against this magic, taking 32 (5d10 + 5) psychic
damage on a failed save, or half as much damage on a
successful one. The target’s hit point maximum is reduced by
an amount equal to the damage taken. This reduction lasts
until the target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.
Aboleth must succeed on a DC 14 Constitution saving throw or become
diseased. The disease has no effect for 1 minute and can be
Large aberration, lawful evil
removed by any magic that cures disease. After 1 minute, the
diseased creature’s skin becomes slimy and translucent, and it
Armor Class 14 (natural armor) can’t regain hit points unless it is underwater. The disease can
Hit Points 135 (18d10 + 36) only be cured by heal or another disease-curing spell of 6th
Speed 10 ft., swim 40 ft. level or higher. When the creature is out of water, it takes 6
(1d12) acid damage every 10 minutes unless moisture is
STR DEX CON INT WIS CHA applied to the skin before 10 minutes have passed.
21 (+5) 9 (−1) 15 (+2) 18 (+4) 15 (+2) 18 (+4) Tail. Melee Attack: +9 to hit, reach 5 ft., one target. Damage: 15
(3d6 + 5) bludgeoning damage.
Saving Throws Con +6, Int +8, Wis +6 Enslave (3/Day). The aboleth targets one creature it can see
Skills History +12, Perception +10 within 30 ft. of it. The target must succeed on a DC 14 Wisdom
Senses darkvision 120 ft., passive Perception 20 saving throw or be magically charmed by the aboleth until the
Languages Undercommon, telepathy 120 ft. aboleth dies or is in a different plane of existence from the
Challenge 10 (5,900 XP) target. The charmed target is under the aboleth’s control and
can’t take reactions, and the aboleth and the target can
communicate telepathically with each other over any distance.
Amphibious. The aboleth can breathe air and water.
Whenever the charmed target takes damage, it can repeat the
Mucous Cloud. While submerged, the aboleth is surrounded by
saving throw. On a success, the effect ends. No more than once
transformative mucus. A creature that touches the aboleth or
every 24 hours, the target can also repeat the saving throw
hits it with a melee attack while within 5 ft. of it must make a
when it is at least 1 mile away from the aboleth.
DC 14 Constitution saving throw. On a failure, the creature is
diseased for 1d4 hours. The diseased creature can only Legendary Actions
breathe underwater.
Telepathic Probe. If a creature communicates telepathically with The aboleth can take 3 legendary actions, choosing from the
the aboleth, it learns the creature’s greatest desires if the options below. Only one legendary action option can be used at
aboleth can see the creature. a time and only at the end of another creature’s turn. The
aboleth regains spent legendary actions at the start of its turn.
Actions Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes an attack with its tail.
Multiattack. The aboleth makes three tentacle attacks.
Psychic Drain (Costs 2 Actions). One creature charmed by the
Tentacle. Melee Attack: +9 to hit, reach 5 ft., one target. Damage: aboleth takes 10 (3d6) psychic damage, and the aboleth regains
12 (2d6 + 5) bludgeoning damage. If the target is a creature, it
hit points equal to the damage the creature takes.
Common Fish
Small beast, neutral

Armor Class 13 (scaly skin)


Hit Points 2 (1d4)
Speed 0 ft., swim 12 ft.

STR DEX CON INT WIS CHA


2 (-4) 15 (+2) 10 (+0) 1 (-5) 12 (+1) 3 (-4)

Damage Resistances -
Condition Immunities -
Senses darkvision 9 m, passive Perception 11
Languages -
Challenge 1/8 (25 XP)

Aquatic Ability. The Common Fish can only breathe underwater.


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