Dire Sea Monster

Wild Cryptid (Level 14) Rational Post Tags: Aquatic Dire Reptilian
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.