TEXT: Bestiary
  TIDES OF GOLD V3.0 — CASSKDESIGNS
  
  Monster Tables
  Tier I
  1: Spotted shark
  2: Lightning Snake
  3: Vampire Pod
  4-5: Hook Eel
  6: Next chart or mythical monster
  Tier II
  1: Venom Ringed Octopus
  2: Colossal Squid
  3: Spider Crab
  4-5: Banshee Sea Lion
  6: Next chart or mythical monster
  Tier III
  1: Swallowfish
  2: Bedeviler Beetle
  3: Siren Seal
  4-5: Doppleganger Lizards
  6: Next chart or mythical monster
  Tier IV
  1: Snapping Cay
  2: Bloody Maw
  3: Gulper
  4-5: Chameleon Shark
  6: Next chart or mythical monster
  Tier V
  1: Sickle Shark or mythical monster
  2: Abyssal Worm
  3: Leviathan Star
  4: Blobfish
  5: Lion Crab
  6: Sunken Salamander
  Mythical 
  Monsters
  1: Sea Raiders
  2:  Primoridal
  3: Undine
  4: Merfolk
  5: Centaur
  6: Harpy
  
  Lightning Snake
  Slender and fast moving, the snakes always 
  travel in large groups. Instead of venom, they 
  stun their prey with electrical charges, then 
  strangle them. They can climb trees and ships, 
  to the dismay of sailors everywhere.
  Tactics: Swarm, shock, strangle
  Vampire Pod
  Instead of tentacles, the bright red jellyfish has 
  multiple feeding arms with fanged mouths on 
  the end. It can emerge from water for short 
  periods,  long enough to grab prey and drag 
  them down. Grows up to 2 meters wide.
  Tactics: Snatch, bite, armored
  Spotted Shark
  Sometimes growing as large as a small ship, 
  the spotted shark is a slow moving, massive 
  predator whose’s spotted hide blends in with 
  the rippling surface of water. Its mouth opens 
  wide enough to swallow most prey.
  Tactics: Ambush, batter, swallow
  Hook Eel
  These flesh eaters bolt through water at 
  unmatched speeds. Using bioluminescene, they 
  entice prey with a dazzling light show. Their 
  teeth are barbed; once they get ahold of a target, 
  it is impossible to break their grip.
  Tactics: Illusion, death-grip, circle behind
  tier i
  
  Venom Ringed Octopus
  The rings on the octopus secrete extremely 
  deadly poison. While they do not hunt humans, 
  they are extremely territorial and try to destoy 
  ships that upset the waters around their home. 
  Tentacles grow up to 10 meters.
  Tactics: Guard, poison, clobber
  Spider Crab
  They leave their sea-vent homes periodically to 
  find more food. Growing up to 6 meters from 
  claw to claw, they float beneath the surface 
  and skewer prey with dagger-like claws. They 
  usually find the heart on the first stab.
  Tactics: Lurk, spear, precise
  Colossal Squid
  Grow up to 14 meters long. Their tentacles 
  have the standard suckers and teeth, but their 
  skin is also lined with numerous hooks to help 
  it maintain its grip on prey. They sometimes 
  mistake human ships for the whales they hunt.
  Tactics: Entangle, bleed dry, ship killer
  Banshee Sea Lion
  These lethal, translucent seals camoflauge with 
  sea foam and let out a wailing sound when they 
  attack. Their slender bodies and broad fins let 
  them leap out of the water and catch birds—or 
  humans—in midair.
  Tactics: Intimidate, adapt, tackle
  tier ii
  
  Swallowfish
  Equal in size to a blue whale, the fish can 
  unhinge its jaw and suck in objects equal to its 
  size. Its stomach is filled with acid that quickly 
  changes objects into liquid and poisons the 
  water around it with acidic fumes.
  Tactics: Consume, burn, stink
  Siren Seal
  Round, big-eyed, and perenially smiling, the 
  seal projects an adorable, almost supernatural 
  appeal that catches even the most veteran sailor 
  off guard. It will body-slam then drag its prey 
  into the deepest level of the ocean.
  Tactics: Charm, deceive, drown
  Bedeviler Bettle
  Up to 2 meters wide, the beetles alternate 
  between floating on the ocean surface and 
  flying for short spurts. They spray a chemical 
  fume that causes the target to lose control of 
  their body, jerking, twitching, speechless. 
  Tactics: Skitter, spray, armor
  Doppelganger Lizard
  The palm-sized lizards do everything in pairs. 
  The pale half uses its whip like tail to causes 
  stinging welts; the dark half spits a venom that 
  prevents blood clotting. They travel in packs, 
  their coordinated assault surprisingly lethal.
  Tactics: Lash, coordinate pack, climb
  tier iii
  
  Snapping Cay
  The size of a small island, its shell resembles 
  a type of coral reef. Once a creature lands on 
  it—human or animal—it devours it with a few 
  quick bites. They are found in open water and 
  burrowed into beaches.
  Tactics: Camoflauge, chomp, cutting shell 
  and beak
  Gulper
  A titan sized serpent, it coils around prey and 
  then shoves it into their unhinged jaw. Its 
  scales secrete an oily substances that makes 
  it impossible to float and difficult to swim, 
  keeping even escaped prey in its watery domain.
  Tactics: Lasso, trap, cripple
  Bloody Maw
  Spiked webbing connects the giant squid’s arms. 
  Its tentacles release a binding goo, encasing its 
  prey in a bubble. Firework-like lights confuse 
  enemies, and it can turn inside out so only the 
  barbed webbing is visible.
  Tactics: Envelop, dazzle, lethal armor
  Chameleon Shark
  The silvery shark can reshape parts of its body 
  into different limbs, allowing it to morph from 
  fins to legs to wings. Whichever form suits its 
  needs, it always retains a mouth crammed full of 
  deadly teeth and milky white eyes.
  Tactics: Amphibious, persistent, always moving
  tier iV
  
  Leviathan Star
  Its spindly, plated arms are armored and self-
  healing. Covered in thousands of tiny hooks, 
  they latch onto prey like velcro. It rarely moves 
  from a small territory but doesn’t need to wth 
  its telescoping arms extending 30 meters.
  Tactics: Long reach,  impede, regeneration
  Sunken Salamander
  The reptile has an almost human face, wide 
  range of expressions, and ability to imitate 
  sounds. Above water, it slims down and sprints 
  across the surface. Underwater, it swells like a 
  puffer fish and swims in schools.
  Tactics: Mimic, taunt, burning spit
  Blobfish
  Rubbery, gelatinous, oozing, the amphibious 
  creature stretches and tightens its body to avoid 
  danger. It feeds by enveloping prey in its gooey 
  hold and digesting with hundreds of mouths on 
  its skin.
  Tactics: Engulf, versatile, silent
  Lion Crab
  The enormous crab floats easily on arms covered 
  with buoyant fur and often blends in with kelp. 
  Its fur creates static that releases with a shock 
  strong enough to paralyze most targets.
  Tactics: Bladed pinchers, lightning, camouflage
  tier V
  
  Sickle Shark
  The serpentine shark has generated countless myths about sea 
  serpents and dragons in the depths. It swims in a bent manner 
  that appears awkward, but allows it to lunge forward like a striking 
  serpent. With more than 300 teeth in 25 rows, a single bite can 
  be lethal, but it often coils around prey, constricting it to death. 
  Their size ranges from 2 to 10 meters.
  Tactics: Capsize, constrict, spiral
  Abyssal Worm
  Up to 50 meters, the grotesque worm can break into multiple 
  copies at will; the new parts instantly function, but remain in a 
  joined hive-mind with the original worm. Possessing a sucker 
  mouth lined with fangs, secretion of a paralyzing neurotoxin, and 
  barbed skin to afix to prey, everything about it spells death. The 
  worm prefers the water, but is able to survive on land, and may 
  temporarily move ashore to hide among dead seaweed until food 
  passes within range.
  Tactics: Paralyze, latch onto, multiplicity
  
  Touchstones
  Using mythical creatures is optional. A small selection is provided below. Like the examples below, 
  traditional touchstones can provide a starting point that you adapt better to fit your world and create 
  unique creatures.
  Centaur
  Intelligent, technologically savy, and amphibious, centaurs 
  have frilled gills along their necks that allow them to breathe 
  underwater. They swim atop and below water with a trotting 
  motion. While slower in water, they compensate with advanced 
  firearms with flechettes that still fire underwater. They do not 
  build ships of their own, but steal them from humans who 
  enter their territory. They cannot speak human language and 
  are assumed to communicate more like horses, though there 
  are persistent rumors of mental magic that lets them read and 
  project thoughts.
  Tactics: Engineer, herd defense, mystical
  Harpy
  Rumored to be storms taken physical form, they soar, 
  swoop, and dive with blurred speed. They are known to be 
  termperamental, just as likely to sing sailors a lullaby or save 
  them from some sea terror as they are to rend them to pieces 
  or unleash a tempest. To most, they seem to communicate with 
  wordless music, mimicking a wide range of instruments and 
  natural sounds. Humans with mystical leanings can attune to 
  the songs of harpies; they will receive visions of what the harpy 
  is speaking. This lack of language as humans understand it 
  underscores their elemental origins.
  Tactics: Storms, trickery, musical visions
  Mythical
  
  Merfolk
  Merfolk are able to shift form, sliding between dolphin, half-
  fish/half-human, and human form. The transition requires 
  time and ritual magic, which is why most prefer to stay in their 
  mermaid or merman form. Stories say mer cannot have children 
  of their own, so they steal human children, and transform them 
  with marine magic. There are also rumors that the mer gain 
  immortality through marriage with a human, but the human’s 
  life is cut short by the leacherous bond. As a result, there are 
  cults of humans devoted to earning the mer’s favor so they 
  might also be changed, or married, and gain an exotic life under 
  the sea. However, most adults who approach the mer are used as 
  food rather than recruits. While the mer can communicate with 
  humans, they are distinctly alien and predatory. Their magic is 
  based on ritual and song, and grants them the power to alter the 
  physical plane.
  Tactics: Magical manipulation, stalk prey, false promises
  Undine
  The undine are water spirits found in the ocean, rivers, lakes, and 
  waterfalls. They are shapeshifters, each able to transform into 
  a giant equivalent of one aquatic beast. The personality of each 
  undine reflects its kindred animals; crocodile undines are patient 
  and predatory, while dolphin undines are social and playful. Their 
  human appearance is always attractive yet fragile. They appear 
  harmless, which allows them to gain the help of humans. Their 
  violence towards human varies; if an undine is threatened or harmed 
  by a human, it will tear them to pieces, but otherwise it depends 
  on the undine’s personality and level of hunger. While all undines 
  feed on human souls, most only need one soul per generation. The 
  non-predatory undines may agree to share occult mysteries with 
  humans they like, and there are numerous marine cults dedicated 
  to a specific undine. Like water, undines can warp perception, 
  appearing more threatening or invisible as it suits them.
  Tactics: Shapeshift, exploit, glamour
  
  Primordial
  In their natural state, primordials lack individuality, taking 
  elemental group form like fog, sandstorm, or wind. For short 
  periods of time, they can materialize in human form, but it is 
  easier for them to possess a human or animal instead. Their 
  essence when possessing a host is overwhelming to the mortal 
  body, often causing physical illness for the host. If someone 
  suspects a possession, they may try to cast them our or make 
  a deal with the primordial for the host’s freedom. There are 
  cults who invite primordials into their bodies in exchange for 
  supernatural knowledge. There are rumors that these symbiotic 
  partnerships, if continued long enough, blur the line between 
  spiritual and physical, granting the symbiotic pair the power 
  to teleport, bend elements to their will, and phase through 
  physical objects.
  The primordials are separated into four broad clans based on 
  their primary element:
  ◊ Sozag: fire, droughts, destructive and cleansing magic
  ◊ Wazidan: air, sandstorms, travel and manipulation magic
  ◊ Nisatan:  earth, earthquakes, healing and plant magic
  ◊ Sus: water, fog, concealment and illusion magic
  Tactics: Possession, natural disasters, acquisition
  Sea Raiders
  Humanoid in stature, their faces are a mix of robotics and animal. 
  Instead of human skin, they have feathers, fur, scales, or blubber, 
  and their eye(s) are goggle-like and made of some otherwordly 
  synthetic metal and glass. They wear layers of clothes looted from 
  those they kill. They communicate with whistles, clicks, and trills 
  similar to dolphins and swim just as adeptly. The Sea Raiders mix 
  advanced technology with superhuman physicallity, able to swim, 
  run, and leap far beyond a normal human.
  While many believe they were destroyed during the Maritime 
  Wars, they retreated back into the Reef Lands with their numbers 
  significantly depleted. Their settlements lie mostly abandoned, 
  and tempt treasure hunters, warriors, and knowledge seekers 
  alike. The waters around their islands are infested with the most 
  lethal monsters in the world, which deters all but the most brave...
  or foolish. Those who disrupt the last sea raiders quickly die, 
  protecting the myth these creatures are extinct.
  Tactics: Gunnery, blitz, steal
  
SOURCE: textdata/thevault/Blades in the Dark (PbtA) [multi]/Forged in the Dark (Games built from BitD)/Tides Of Gold/Sheets/TOG Bestiary (Updated).pdf