Seel / Dewgong Species in Other Realms | World Anvil

Seel / Dewgong

Seel is pinniped with a thick hide covered in bluish-white fur. It has a pale tan maw with a large red tongue and a pair of tusks on its lower jaw. It has circular eyes and a black nose that is capable of closing when it swims. There is a small horn on its forehead, which it uses in combination with its tusks to bore through ice floes. It has two flippers on its chest and two more on the end of its tail. When the tail is raised, it resembles a waterspout.   Seel lives on icebergs in frigid ocean waters. Its warm fur and thick hide allow it to swim in waters as cold as -40° Fahrenheit (-40° Celsius). It thrives in these cold environments, becoming more active as the temperature drops and tires easily in warm waters. Preferring to sleep during the day, it hunts for prey under sheets of ice in the late day and evening hours. While it is a graceful swimmer, it is awkward and struggles to move on dry land.  

Seel

Loves freezing-cold conditions. Relishes swimming in a frigid climate of around 14 degrees Fahrenheit.


Armor Class12 (natural armor)
Hit Points 12d6+24
Speed10 ft.Swim 40 ft.
Strength12 (+1)
Dexterity12 (+1)
Constitution16 (+3)
Intelligence6 (-2)
Wisdom13 (+1)
Charisma14 (+2)
SkillsPerformance d20+4
Damage VulnerabilitiesLightning
Damage ResistancesFireIce
LanguagesAquan
Challenge1 (200 XP)
Special 1Hold BreathThe seel can hold its breath for 30 minutes
Special 2Hydration (1/day)If the seel fails a saving throw while in rain or submerged in water,it can choose to succeed instead
Action 1Aurora BeamRanged Spell Attack d20+4 to hit
Range 30 ft., one targetHIt 2d6+2 cold damage
Action 2Aqua TailMelee Weapon Attack d20+2 to hit
Range 5 ft., one targetHit 1d8 bludgeoning damageplus 1d8 cold damage
Action 3HeadbuttMelee Weapon Attack d20+3 to hit
Reach 5 ft., one targetHit 1d6+1 piercing damage
  Dewgong is pinniped with a snowy white, furry body. Its fur renders it virtually invisible in snowy conditions. Its face has two black eyes, a black nose, and two tusks extending from its upper jaw. It has a streamlined body with two front flippers and a long flowing tail. Even in extremely cold and ice-packed waters, its tail allows it to be a swift and agile swimmer at speeds of 8 knots. On top of its head is a sharp horn, which allows it to cut through the thickest ice floes.   It lives on icebergs adrift in frigid ocean waters. It thrives in lower temperatures, becoming increasingly more active the colder the weather. By storing thermal energy within its body, it is completely unharmed by even the most intense freezing weather. During daylight hours, it sleeps on bitterly cold ice or under shallow water. However, at night when the temperature drops, it becomes a hunter and searches for prey such as Wishiwashi. Following a meal, it sunbathes on the beach. This raises its body temperature and aids in digestion.  

Dewgong

Its entire body is a snowy white. Unharmed by even intense cold, it swims powerfully in icy waters.


Armor Class15 (natural armor)
Hit Points 22d8+66
Speed15 ft.Swim 60 ft.
Strength6 (+3)
Dexterity16 (+3)
Constitution19 (+4)
Intelligence6 (-2)
Wisdom15 (+2)
Charisma17 (+3)
SkillsPerformance d20+6
Damage VulnerabilitiesLightning
Damage ResistancesFireIce
SensesDarkvision 30 ft.Passive Perception 12
LanguagesAquan
Challenge7 (2.900 XP)
Special 1Hold BreathThe dewgong can hold its breath for 1 hour
Special 2Hydration (3/day)The the dewgong fails a saving throw while in rain or submerged in water,it can choose to succeed instead
Action 1MultiattackThe dewgong makes two Aurora Beam or Aqua attacks
Action 2Aurora BeamRanged Spell Attack d20+6 to hit
Range 60 ft., one targetHit 4d8+3 cold damage
Action 3Aqua TailMelee Weapon Attack d20+5 to hit
Range 5 ft., one targetHit 2d8+2 bludgeoning damageplus 2d8 cold damage
Action 4HeadbuttMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 1d8+3 piercing damage
Action 5Ice Beam (recharge 5-6)Ranged Weapon Attack d20+6 to hit
Range 60/120 ft., one targetHit 12d8 cold damageand target must make a DC 14 Constitution saving throw.
On a failed saving throw,the target begins turning to ice and is restrained.It must repeat the saving throw at the end of its next turn.On a success, the effect ends.
On a failure, the target is petrified until thawed by the greater restoration spell,other magic, or carefully applied heat during a long rest

Comments

Please Login in order to comment!