underwater

The weather today: Thunderstorm

Tonight's moon: First quarter

Description
  • Darkness seems to come in waves
Landscape and flora
Random encounter
  • A colorful sprite appears and then disappears

Creatures and Threats

Possible Monster Motives
  • Enthralled by a magic item
  • Protecting territory
  • Possessed by an evil
  • Controlled by a bigger bad
  • Guarding treasure

Loot Suggestions

Mundane
An electrum brooch showing a setting moon

Value: 2d6 electrum

Modest
A gem-encrusted silver chalice

Value: 8d8 gold

Great
A plain wooden chest

Filled with leather sacks, each containing gems. A sack contains one of the following:

  • 2d100 malachite (worth 10gp each)
  • 4d100 lapis lazuli (worth 10 gp each)
  • 4d20 onyx (worth 50 gp each)
  • 3d20 moonstone (worth 50 gp each)
  • 2d8 amethyst (worth 100 gp each)
  • 2d12 topaz (worth 100 gp each)
  • 4d4 emeralds (worth 1000 gp each)
  • 2d4 diamonds (worth 1,000 gp each)
Magic Item
Ring of Jumping

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Spell Scroll
Fog Cloud

1st-level conjuration Casting Time: 1 actionRange: 120 feetComponents: V, SDuration: Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) […]

In case you want to terrify your players...

Kraken

  • Gargantuan monstrosity (titan), chaotic evil

    Armor Class 18 (natural armor)
    Hit Points 472 (27d20 + 189)
    Speed 20 ft., swim 60 ft.

    STRDEXCONINTWISCHA
    30 (+10)11 (+0)25 (+7)22 (+6)18 (+4)20 (+5)

    Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11
    Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical attacks
    Condition Immunities frightened, paralyzed
    Senses truesight 120 ft., passive Perception 14
    Languages understands Abyssal, Celestial, Infernal, and Primordial but can’t speak, telepathy 120 ft.
    Challenge 23 (50,000 XP)


    Amphibious. The kraken can breathe air and water.
    Freedom of Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
    Siege Monster. The kraken deals double damage to objects and structures.

    Actions

    Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
    Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken’s turns.
    If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
    Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
    Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
    Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

    Legendary Actions

    The kraken 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. The kraken regains spent legendary actions at the start of its turn.
    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. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn.

    created by Wizards of the Coast

Motive
  • Controlled by a bigger bad

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