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.
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.
Seel
Loves freezing-cold conditions. Relishes swimming in a frigid climate of around 14 degrees Fahrenheit.
Armor Class | 12 (natural armor) | ||
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Hit Points | 12d6+24 | ||
Speed | 10 ft. | Swim 40 ft. | |
Strength | 12 (+1) | ||
Dexterity | 12 (+1) | ||
Constitution | 16 (+3) | ||
Intelligence | 6 (-2) | ||
Wisdom | 13 (+1) | ||
Charisma | 14 (+2) | ||
Skills | Performance d20+4 | ||
Damage Vulnerabilities | Lightning | ||
Damage Resistances | Fire | Ice | |
Languages | Aquan | ||
Challenge | 1 (200 XP) | ||
Special 1 | Hold Breath | The seel can hold its breath for 30 minutes | |
Special 2 | Hydration (1/day) | If the seel fails a saving throw while in rain or submerged in water, | it can choose to succeed instead |
Action 1 | Aurora Beam | Ranged Spell Attack | d20+4 to hit |
Range 30 ft., one target | HIt 2d6+2 cold damage | ||
Action 2 | Aqua Tail | Melee Weapon Attack | d20+2 to hit |
Range 5 ft., one target | Hit 1d8 bludgeoning damage | plus 1d8 cold damage | |
Action 3 | Headbutt | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | Hit 1d6+1 piercing damage |
Dewgong
Its entire body is a snowy white. Unharmed by even intense cold, it swims powerfully in icy waters.
Armor Class | 15 (natural armor) | ||
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Hit Points | 22d8+66 | ||
Speed | 15 ft. | Swim 60 ft. | |
Strength | 6 (+3) | ||
Dexterity | 16 (+3) | ||
Constitution | 19 (+4) | ||
Intelligence | 6 (-2) | ||
Wisdom | 15 (+2) | ||
Charisma | 17 (+3) | ||
Skills | Performance d20+6 | ||
Damage Vulnerabilities | Lightning | ||
Damage Resistances | Fire | Ice | |
Senses | Darkvision 30 ft. | Passive Perception 12 | |
Languages | Aquan | ||
Challenge | 7 (2.900 XP) | ||
Special 1 | Hold Breath | The dewgong can hold its breath for 1 hour | |
Special 2 | Hydration (3/day) | The the dewgong fails a saving throw while in rain or submerged in water, | it can choose to succeed instead |
Action 1 | Multiattack | The dewgong makes two Aurora Beam or Aqua attacks | |
Action 2 | Aurora Beam | Ranged Spell Attack | d20+6 to hit |
Range 60 ft., one target | Hit 4d8+3 cold damage | ||
Action 3 | Aqua Tail | Melee Weapon Attack | d20+5 to hit |
Range 5 ft., one target | Hit 2d8+2 bludgeoning damage | plus 2d8 cold damage | |
Action 4 | Headbutt | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 1d8+3 piercing damage | ||
Action 5 | Ice Beam (recharge 5-6) | Ranged Weapon Attack | d20+6 to hit |
Range 60/120 ft., one target | Hit 12d8 cold damage | and 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 |
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