Monster I’d Like to Fight: Deep Risen

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Listen close! Fer I be tellin’ ye ’bout the horrors o’ the sea. Ye may ‘ave ‘eard o’ the deep risen, that twisted, black creature that lurks in the depths. Aye, I’ve seen it meself, seen it rise from the sea like a nightmare made real.

‘Twas a dark and stormy night, and we was sailin’ through them coastal waters, when outta nowhere, these monstrosities appeared aboard. Covered in gnarled vines, their warped faces were shrouded in shadow. But the worst part, the part seared into me mind, was the way they attacked. They spewed forth a putrid stream, toxic to me crewmates, stripping flesh from bone.

We fought back with all we had, but still, they dragged me crew to a watery grave. And those few of us who survived, we’ll never be the same. The memory of that horrid creature and the smell of its rotting vomit will haunt us till the end of our days.

-Captain Thorne Blackwater

Dragged Below. If the deep risen grapples a creature, it will try to suffocate the creature by dragging it underwater. It is believed that victims drowned in this manner will eventually become deep risen themselves.

Harvesting Oil. A pint of deep risen oil can be harvested from the puddle created when a deep risen dissolves. As an action, if you are adjacent to or within a puddle, you can fill an empty vessel of appropriate size with the oil, destroying the puddle in the process. When you use this oil in a lantern, double the radius of the bright and dim light generated.

Deep Risen

Medium Undead, Typically Chaotic Evil


Armor Class 12

Hit Points 11 (2d8 + 2)

Speed 30 ft., swim 30 ft.

STRDEXCONINTWISCHA
10 (+0)14 (+2)12 (+1)6 (-2)8 (-1)5 (-3)

Skills Stealth +4

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 9

Languages the languages it knew in life

Challenge 1/8 (25 XP) 

Proficiency Bonus +2


Unusual Nature. The deep risen doesn’t require air, food, drink, or sleep.

Death Puddle. When the deep risen is reduced to 0 hit points, it dissolves into a greasy 10-foot-radius puddle. The area becomes difficult terrain for up to ten minutes. When a creature moves into or within the area, it must succeed on a DC 10 Dexterity saving throw or be knocked prone. Deep risen are immune to this ability.

Actions


Vomitus Discharge. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30 ft., one target. Hit: 5 (1d6 + 2) necrotic damage and, if the target is a creature, it must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.

Reactions


Tendrils. Immediately after a creature within 5 feet of the deep risen hits it with an attack, the attacker is grappled (escape DC 10).

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