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Ocean Striders

Ocean striders live to protect the seas and oceans from those who sail upon them. These immense creatures consider themselves defenders of natural waterways, and they dislike anyone who would plunder the depths for personal gain.

Basic Information

Anatomy

An ocean strider resembles a cross between an elf and an orca. Like an orca, it has a mouth full of pointed teeth, rubbery skin, black and white markings on its body, and a stubby, fluked tail. Like an elf, it has two arms, two legs, pointed ears and a humanoid face.

Civilization and Culture

Interspecies Relations and Assumptions

Once an ocean strider tribe claims a particular stretch of water, they consider all creatures not native to these waters, or to the skies above, to be intruders. They begin by approaching ships that enter their realm and ordering them to turn back or face destruction. Usually, an ocean strider is content to allow ships' crews to reverse course, or even to negotiate if they wish. Those who promise to travel carefully can sometimes negotiate safe passage with an ocean strider. Only when an intruder attempts to sail past without parleying or attacks does the ocean strider become openly aggressive. But woe to those who behave properly only until they believe themselves out of danger, because ocean striders have been known to follow ships for many miles if they have doubts about a crew's trustworthiness.
Genetic Ancestor(s)
Average Height
20 feet tall
Related Ethnicities

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Ocean Strider

Huge giant, chaotic neutral
Armor Class 21 (natural armor)
Hit Points 30d12+60
Speed 50ft Fly: 60ft

STR
19 +4
DEX
13 +1
CON
15 +2
INT
16 +3
WIS
22 +6
CHA
14 +2

Saving Throws Wis +12
Skills Stealth +7, Intimidate +8, Survival +12, Athletics +10, Perception +12
Senses passive Perception 22
Languages Aquan, Ocean Strider
Challenge 18


Amphibious.The ocean strider can breathe air and water.   Water Walk. An ocean strider can walk on water as if continuously affected by a water walk spell.   Frightful Presence: Each creature of the ocean strider's choice that is within 120 feet of the ocean strider and aware of it must succeed on a DC 14 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ocean strider's Frightful Presence for the next 24 hours.   Innate Spellcasting. The ocean strider's innate spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The ocean strider can innately cast the following spells, requiring no material components:   6/day each: control water, fog cloud, ice storm   5/day each: cone of cold, horrid wilting   Ramming Rush. When they ocean strider uses the Dash action during your turn and moves at least 15 feet, they can make a melee Ramming attack as a bonus action.


Actions

Ramming Attack. Can only be performed as part of a Ramming Rush. If the ocean strider ends their movement within 15 feet of the target, they ram into the target. If the target is a creature, the ramming attack deals 2d8 + 6 points of damage, and the creature can choose to either make an attack of opportunity or attempt a Dexterity save for half damage. Upon ramming a ship, the ocean strider can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed. Regardless of the check result, every creature aboard must attempt a Strength saving throw (DC 15). Success means the creature takes 1d10 points of damage from being thrown about by the impact, failure means the creature is hurled overboard.   Leiomano. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d6 + 6) slashing damage, and the creature must make a Constitution save (DC 18) or start bleeding, taking 1d6 damage every turn. They repeat the Constitution save every turn, ending this effect on a success.


 

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