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Adventures, quests, and homebrew content for TTRPGs.

Deep-Folk Piscine Amalgamation

Statblock

Deep-Folk Piscine Amalgamation

Huge Aberration, chaotic evil



STR DEX CON INT WIS CHA
18 (+4) 4 (-3) 22 (+6) 6 (-2) 16 (+3) 14 (+2)


Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.

Villainous Resistance (1/Day). If the piscine amalgamation fails a saving throw, it can choose to succeed instead but can’t take a villain action at the end of that turn.

Reeking Aura. The stench of rotting fish and polluted water follow the piscine amalgamation in a 10-foot radius aura. If another creature enters the aura or begins its turn there, it must succeed on a DC 18 Constitution saving throw or be poisoned until it ends its turn in a space outside of the reeking aura. A creature poisoned in this way loses concentration on any spells or abilities it is concentrating on and cannot use spells or abilities that require concentration.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

Bonus Actions

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Swipe. The piscine amalgamation sweeps a tentacle across a 15-foot cone. Each creature in the area must succeed on a DC 18 Dexterity saving throw or be grappled by the piscine amalgamation (escape DC 18) or knocked prone (the piscine amalgamation’s choice).

Reactions

Please Sit Back Down. When a creature within 5 feet of the piscine amalgamation stands up from prone, the piscine amalgamation can make one slam attack against them.

Villain Actions

Once per round, the piscine amalgamation can take one villain action at the end of another creature’s turn based on the round. After the final villain action has been used, the piscine amalgamation can take one villain action of its choice at the end of another creature’s turn, once per round. It cannot use the same villain action twice in a row.

Round 1: Flailing Charge. The piscine amalgamation moves up to its speed in a straight line. After every 5 feet of movement, it can make one slam attack with disadvantage if there is a target in range.

Round 2: Slurry Belch. The piscine amalgamation vomits up a stream of soupy black bile and dead fish onto a creature within 15 of it that is either grappled or prone. The target must succeed on a DC 18 Dexterity saving throw or be poisoned until they spend at least 1 hour cleaning themselves and their equipment.

Round 3: Devour. A fissure in the piscine amalgamation’s body opens to reveal a hungrily pulsing cavity lined with razor-sharp teeth. The piscine amalgamation makes one bite attacks against a creature it has grappled. On a hit, the attack is automatically a critical hit and the piscine amalgamation regains a number of hit points equal to the damage dealt.
If the piscine amalgamation has no creature grappled, it can use its swipe once instead.

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Deep-Folk Trapper

Statblock

Deep-Folk Trapper

Medium aberration, chaotic evil



STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 10 (-1) 14 (+2) 8 (-1)


Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.

Net Expert. The Deep-Folk trapper can make one net attack per turn as a bonus action. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on the Deep-Folk trapper’s ranged attack rolls made using a net. Additionally, the Deep-Folk trapper ignores the limitation of only being able to make one attack in a turn if the attack is made with a net.

Poisoned Weapons (3/Day). When the Deep-Folk trapper hits a creature with a weapon attack that does piercing or slashing damage, it can force that creature to succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage. If the saving throw fails by 5 or more, the target is also poisoned for 1 hour (included in the statblock).

Actions

Multiattack. The Deep-Folk trapper makes two javelin attacks.

Javelin (8/Day). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage. If the saving throw fails by 5 or more, the target is also poisoned for 1 hour.

Bonus Actions

Throw Net (3/Day). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one creature that is Large or smaller and doesn’t have a formless body. Hit: The creature is restrained. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Reactions

False Step. When a creature the Deep-Folk trapper can see misses it with a melee attack, it can move 5 feet in any lateral direction. This movement does not provoke opportunity attacks.

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Deep-Folk Squid-Person

Statblock

Deep-Folk Squid-Person

Medium aberration, chaotic evil



STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 8 (-1) 14 (+2) 14 (+2)


Altered State. Deep-Folk don’t need to breathe, drink, or eat, and cannot sleep.

Actions

Eldritch Blast (Cantrip, Evocation, [V, S]). Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) force damage.

Poison Spray (Cantrip, Evocation, [V, S]). Spell Attack: DC 12 Constitution saving throw, range 10 ft., one target. Failure: 6 (1d12) poison damage.

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Deep-Folk Bloodcaller

Statblock

Deep-Folk Bloodcaller

Medium aberration, chaotic evil



STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 8 (-1) 14 (+2) 16 (+3)


Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Single Out. The Deep-Folk bloodcaller points at a creature it can see within 30 feet. Attack rolls against the target have advantage until the start of the bloodcaller’s next turn.

Song of Frenzy (1/Day). For 1 minute, the Deep-Folk bloodcaller whines a harsh melody. Allies that can hear the bloodcaller and are within 30 feet of it, can add the bloodcaller’s Charisma modifier to their damage rolls. This effect ends if the bloodcaller is incapacitated.

Bonus Actions

Incite Violence. The Deep-Folk bloodcaller commands an ally that can hear it to make an attack against a creature of its choice.

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Deep-Folk Cuttle-Kin

Statblock

Deep-Folk Cuttle-Kin

Medium aberration (shapechanger), chaotic evil



STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 16 (+3) 12 (+1) 10 (+0) 18 (+4)


Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.

Actions

Multiattack. The cuttle-kin makes three weapon attacks.

Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit 6 (1d4 + 4) piercing damage.

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 8 (1d8 + 4) piercing damage.

Mind Pulse (True Form Only, Recharge 5-6). The cuttle-kin releases a pulse of psychic energy in a 20-foot cone. Each creature in the area must make a DC 15 Intelligence saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. A creature with muddled thoughts subtracts a d6 from any ability checks, attack rolls, concentration checks, or saving throws using Intelligence, Wisdom or Charisma it makes. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mind Scan (True Form Only). The cuttle-kin attaches its tentacles to a humanoid’s temples and attempts to scan its mind. The target must succeed on a DC 15 Wisdom saving throw or have their mind read by the cuttle-kin. On a failed save, The cuttle-kin gains the knowledge and ability to shapechange into the target, and loses the knowledge of, and ability to shapechange into a previous mind scan victim (if it had one).

Bonus Actions

Shapechange. The cuttle-kin can use its bonus action to polymorph into the most recent humanoid it has used its mind scan on, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Reactions

Redirect Attack. When a creature the cuttle-kin can see makes an attack against it, it can swap places with a friendly creature within 5 feet of it. The creature it swaps with then becomes the target of the attack.

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Deep-Folk Claw Warden

Statblock

Deep-Folk Claw Warden

Medium aberration, chaotic evil



STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 22 (+6) 8 (-1) 10 (+0) 8 (-1)


Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.

Actions

Multiattack. The claw warden makes one claw snip and one claw strike attack.

Claw Snip. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Claw Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and the target is pushed 10 feet away.

Reactions

Bulwark. When a creature the claw warden can see makes an attack against an ally within 5 feet of it which doesn’t also include the claw warden, and the claw warden is not restrained, the claw warden can swap places with the ally and become the target of the attack instead.

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Deep-Folk Crab-Person

Statblock

Deep-Folk Crab-Person

Medium aberration, chaotic evil



STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 8 (-1) 10 (+0) 8 (-1)


Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.

Actions

Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

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Deep-Folk Eel-Person

Statblock

Deep-Folk Eel-Person

Medium aberration, chaotic evil



STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 10 (+0) 8 (-1) 16 (+3) 8 (-1)


Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

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Deep-Folk Fish-Person

Statblock

Deep-Folk Fish-Person

Medium aberration, chaotic evil



STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 10 (+0) 8 (-1) 14 (+2) 8 (-1)


Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.

Actions

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

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Deep-Folk Nauplius

Statblock

Deep-Folk Nauplius

medium aberration, chaotic evil



STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 8 (-1) 10 (+0) 12 (+1)


Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.

Regeneration. The nauplius regains 10 hit points at the start of its turn if it is partially or fully submerged in saltwater. The nauplius dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. The nauplius makes two attacks.

Barnacle Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage.

Poison Pearl (8/Day). Ranged Weapon Attack: +1 to hit, range 30/120 ft., one target. Hit: 3 (1d6) piercing damage, plus 3 (1d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.

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Deep-Folk Sea Strider

Statblock

Deep-Folk Sea Strider

Large Aberration, chaotic evil



STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 8 (-1)


Altered State. The sea strider does not need to breathe, eat, drink, or sleep.

Blood Hunger. The sea strider has advantage on attack rolls against any creature below half health.

Actions

Multiattack. The sea strider makes two claw attacks and one trident attack.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d4 + 3) slashing damage.

Trident. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands.

Reactions

Opportunistic Grasp. When a creature leaves the Deep-Folk sea strider’s reach, it can make one claw attack against the target. If the attack hits, the target is grappled by the Deep-Folk sea strider.

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