Dire Sea Monster
Wild Cryptid
(Level 14)
Rational
M: 7,
D: 5,
S: 3
HP/AP: 14/0,
MP: 12,
DEF: +7,
SOAK: 0
APR: 3,
INIT: +2
,
SIZE:
Melee
Skills:
Athletics +9 , Perception +7 , Reflexes +7
Domains:
Aquatic, Coastal, Freshwater, Temperate, Tropical, Wetlands
Strategy:
(Barbed Tail || Cold Breath : Swallow)
Passive
Boons:
Cold Detection Magic
Traits:
Amphibious +9 Camouflage +7 Darkvision +7 Keen Senses +7 Legendary Resistance
Auras:
Aura of Confusion +9
Active
Actions:
- Opportunity Attacks
Attacks:
- Barbed Tail +7 : 5 (First Strike, Ensnare)
- Bite +9 : 5 (Venom)
- Cold Breath +5 : 1d6 (Cold)
- Swallow +9 : 1d6 (Ensnare)
Lore
TBD
Their guts contain treasures devoured from ships. Sea Monsters are capable of entering hibernation for decades at a time when they slumber in the deep. Their Aura of Confusion is caused by psychotropic algae that grows on their bodies symbiotically.
