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Sealock Monster

Stuck somewhere between a kraken and a giant octopus, sealock monsters are not the deadliest of the strongest, they aren't clever or favored by Thassa. But sealock mnosters are one of the most dangerous creatures for those who live along the coastline, where sealock monsters wander once each season, coming up from the depths to nest in the deep caves hidden amongst the rocky shores.   Seasonal Terror Like the tides they command, the arrival and departure of sealock monsters from Theros's shores are a cyclical affair. Once each season the creatures rise from the depths, pulling waves with them, flooding any unfortunate low-lying structures and crashing small boats against the rocks. Once a sealock monster is as cloose as possible to the upper shore, it pulls itself onto the sand and begins to search out a nest for itself. Just like octopi, sealock monsters have no interior skeleton, giving their land-based movement and unnervingly fluid appearance and letting them search every nook and cranny for the perfect hiding place. Once there, the monster lays its eggs in a shallow tide pool (often one of its own creation) and then departs once more. The eggs will take the rest of the season to hatch, and in the meantime, the sealock monster will remain in the water during the day, fighting off anything it deems a threat that ventures to close to the nest. At night, the sealock monster returns to the chosen cave, to rest and watch over the clutch, as well as prepare the environment for its young, stockpiling prey and using its muscular tentacles to slowly shape the surface of its hiding place to its liking.  

Sealock Monster

Stuck somewhere between a kraken and a giant octopus, sealock monsters are not the deadliest of the strongest, they aren't clever or favored by Thassa. But sealock mnosters are one of the most dangerous creatures for those who live along the coastline, where sealock monsters wander once each season, coming up from the depths to nest in the deep caves hidden amongst the rocky shores.


Armor Class14 (natural armor)
Hit Points 13d12+52
Speed15 ft.Swim 60 ft.
Strength20 (+5)
Dexterity12 (+1)
Constitution18 (+4)
Intelligence4 (-3)
Wisdom12 (+1)
Charisma4 (-3)
Saving ThrowsStrength d20+8 Constitution d20+7
SkillsPerception d20+4
SensesDarkvision 120 ft.Passive Perception 14
Languages---
Challenge7 (2,900 XP)
Special 1Hold BreathWhile out of water, the sealock monster can hold its breath for 30 minutes
Special 2MonstrosityAt the start of each of the sealock monster's turns,if it took damage since the end of its last turn,
roll a d10 . On a result of 7 or higher,the sealock monster becomes monstrous until the end of its next long red.While monstrous , the sealock monster gains a +3 bonus to attack and damage rolls,and can use its Tide Control action
Special 3Sunlight SensitivityWhile in sunlight, the sealock monster has disadvantage on attack rolls,as well as on wisdom (Perception) checks that rely on sight
Special 4Water BreathingThe sealock monster can breathe only underwater
Action 1MultiattackThe sealock monster makes eight tentacle attacks
Action 2TentacleMelee Weapon Attack d20+8 to hit
Reach 10 ft., one targetHit 1d6+5 bludgeoning damage,and if the target is Large or smaller it is grappled ( escape DC 16).While grappled, the target is restrained,
and the sealock monster can make one less tentacle attack each turn
Action 3Tide Control (While Monstrous Only)The sealock monster casts control water without requiring spell components (spell DC 15)

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