TEXT:  
   
   
  
   
  
   
  Beneath The Waves 
  Should coastal and watery endeavors arise within your games, this 
  small collection of monsters should serve you well. We made it as a 
  companion for Salt and Sacrifice, but also simply because the ocean is 
  terrifying. We opted for mostly physical descriptions and took it easy 
  on the lore so you can mostly make these your own! We hope you enjoy 
  these baddies and hope they get some game time at your table! 
   
  Blivic 
  Lurking in abandoned coves, near shipwrecks, or dreary coastal 
  settlements, blivic’s sole directive is to kill and multiply. Cousins to 
  gleran, blivics are another bipedal fishlike horror with emaciated 
  bodies covered in thin translucent skin. Their faces are equipped with 
  a bifurcated jaw like that of a snake, and a swordfish-like appendage 
  between its eyes that acts both as a weapon and a reproductive organ. 
  A blivic’s forearms end in pointed barbs and on average they stand 
  around 5’ tall on webbed talons.  
   
  Blivics carry eggs in their bellies and inject them through a tube that 
  runs through its pointed facial appendage. Beneath their thin frames, 
  photophores beneath the skin glow hues of pink or purple. When 
  threatened or hunting, these bioluminescent organs flare brightly, 
  emitting pulsating light that can either act as a lure, or disorient 
  attackers making for an easier escape. 
  BLIVIC                                                                              DIFFICULTY 25 
  Size 1 frightening amphibious monster 
  Perception 13 (+3); darksight 
  Defense 14; Health 24 
  Strength 12 (+2), Agility 14 (+4), Intellect 11 (+1), Will 8 (-2) 
  Speed 8; swimmer 
  Immune gaining insanity 
  ATTACK OPTIONS 
   
  Barbs (melee) +3 with 1 boon (2d6 plus Bleed on attack rolls of 20+) 
  Bite (melee) +3 (1d6+3)  
  Bleed If living, the target must make a Strength challenge roll. On 
  a failure, it becomes fatigued for 1 minute or until it heals any 
  damage. At the end of each round while fatigued this way, it 
  takes 1d3 damage. 
  SPECIAL ATTACKS 
  Impregnating Sting the blivic makes a Strength attack roll against 
  the target’s Agility. On a success, the target takes d6 damage 
  and becomes impregnated. 
  SPECIAL ACTIONS 
   
  Detonate The gestational period of a blivic's eggs can be 
  prematurely accelerated via pheromones to the point of 
  spontaneous, volatile eruption. Any impregnated target within 
  short range of the blivic takes 3d6 damage as the eggs rupture, 
  leaving behind viscous afterbirth dribbling from the wound. 
  Dazzling Retreat Upon becoming injured, creatures adjacent to the 
  blivic that aren’t blind must succeed a Strength challenge roll of 
  become dazed for 1 round. The blivic then moves up to ½ its speed 
  away as a free action. 
  Blutwog 
  Found in the most brackish water wherever the sea meets still pools, 
  ponds, and swamps – you’ll often find blutwogs devouring whatever 
  creatures they can catch and slaking their thirst with its blood. 
   
  This half-evolved mistake of nature has 3 eyes on its dome-like head, 2 
  smaller ones on each side and a large central eye taking up a majority 
  of its face. Small orifices for nostrils and ears can barely be made out 
  beneath the gooey slime that coats it, dripping over a maw of needle-
  like teeth. Half-man, half fish, its torso has strong pectorals that sprout 
  bulbous arms that give it a crawling posture. It drags its lower fish-like 
  half across land, which resembles that of a tadpole or fish and is lined 
  with several sharp spines. 
   
  Blutwogs have an insatiable thirst for blood, consuming it allows them 
  to grow larger and stronger. They use their bulky muscles to take hold 
  of victims and then devour them, drinking their insides. Their tails 
  serve as a primary defense mechanism and their massive eye makes 
  them extremely perceptive. Blutwogs prefer to lurk before striking, 
  hiding under objects or climbing high above them using their superb 
  upper body strength. 
  BLUTWOG                                                                     DIFFICULTY 25 
  Size 1/2 amphibious monster 
  Perception 15 (+5); darksight 
  Defense 13; Health 21 
  Strength 14 (+4), Agility 13 (+3), Intellect 11 (+1), Will 10 (+0) 
  Speed 6; climber, swimmer 
  Immune gaining insanity 
  ATTACK OPTIONS 
   
  Bite (melee) +4 with 1 boon (2d6+2) 
  Claws (melee) +4 with 2 boons (1d6) plus Clasp on attack roll 20+ 
  Clasp Make a Strength challenge roll as a free action, if successful 
  the target is grabbed. 
  Tail (melee; reach +1) +4 (1d6+3) 
  SPECIAL ACTIONS 
   
  Backlash When a creature within the blutwog’s reach hits it with a 
  melee attack, the blutwog can use a triggered action to attack that 
  creature with is tail. 
   
  Depth Spitter  
  Not all creatures that terrorize the deep are terrifying in their true 
  form. The depth spitter in its normal form resembles a worm with a 
  mouth with four pseudopods extending out. However, in order to 
  defend itself it will take over the corpse of drowned or dead creature 
  and attaches directly to the nervous system. 
   
  In appearance, a depth spitter corpse will become bloated and any 
  rotting flesh will hang on instead of  falling off as it normally would. 
  The only other indication that a depth spitter has taken control of a 
  body is the worm itself sticking out from the mouth of the corpse. The 
  depth spitter feeds on blood and any excess nutrients it has is used to 
  repair and maintain the corpse it uses as a home.  
   
  
  This corpse will walk along the bottom of the ocean hunting for blood 
  from other dead creatures. Sometimes these creatures will make 
  landfall and attack seaside villages. They feed by lapping up the blood 
  of their victims with a slimy webbing covered in tiny hooks that latches 
  on and tears at the skin, drawing blood to the surface.  
  DEPTH SPITTER                                                        DIFFICULTY 10 
  Size ½ or 1 frightening humanoid or beast (Aquatic) 
  Perception 6 (-4); sightless 
  Defense 12; Health 15 
  Strength 13 (+3), Agility 13 (+3), Intellect 6 (-4), Will 10 (+0) 
  Speed 10 
  Immune blinded 
  Bottom Feeder The depth spitter can walk along the bottom of the 
  ocean floor as if it was normal terrain. 
  ATTACK OPTIONS 
  Fangs Spit Attack +3 with 1 boon (1d6+2) and Vampiric Webbing 
  Vampiric Webbing A thick sticky webbing latches onto the target 
  and begins draining the its blood. The target must make a 
  Strength challenge roll. On a failure the target takes 1d6 
  damage and the depth spitter heals the same 
  amount. 
   
  Sea Arachnid  
  Of all the creatures that exist, spiders are the 
  most prone to mutations when exposed to 
  magic. The simplest changes are increases in 
  size and strength while others gain 
  preternatural abilities. Of one of the most 
  terrifying transformations are sea arachnids. 
   
  With a thick carapace that is covered in tiny 
  hairs, the Sea Arachnid has the disquieting 
  appearance of a spider that is a thousand times 
  its normal size. The hairs on their body can detect 
  disturbances in the water and their multifaceted eyes 
  allow them to hunt prey with unnatural precision. 
  Their preferred targets are humanoids that traverse their waters in 
  small watercraft.  
   
  The Sea Arachnid can glide across the top of water with same ease as 
  traveling across land. They will often lie in wait for a prey to travel too 
  close and leap out to wrap the target in sticky webbing. They can also 
  use their webbing to create sacs of air that allow them to dive deep into 
  the water to hunt food that hides beneath the surface. 
  SEA ARACHNID                                                         DIFFICULTY 50 
  Size 2 frightening beast 
  Perception 15 (+5); darksight 
  Defense 15; Health 40 
  Strength 13 (+3), Agility 15 (+5), Intellect 6 (-4), Will 11 (+1) 
  Speed 12; climber 
  Immune damage from poison; poisoned 
  Water Walk The sea arachnid can walk on top of water as if it was 
  solid ground and attack creatures within its reach under water. 
  Wave Sense The sea arachnid can sense movement in water up to 
  medium range. 
  ATTACK OPTIONS 
  Fangs (melee) +5 with 1 boon (1d6 plus poison) 
  Poison The target must make a Strength challenge roll with 1 
  bane. On a failure, it takes 1d6 damage and becomes poisoned 
  for 1 minute. If it is already poisoned, the target instead takes 
  1d6 extra damage. 
  SPECIAL ACTIONS 
  Webbing As a triggered action on the sea spider’s turn, a target of 
  equal size or smaller in short range must make an agility 
  challenge roll or become immobilized. The immobilized target 
  may make a strength challenge roll as an action on its turn to 
  break out of the webbing. As a triggered action on subsequent 
  turns the sea spider may pull the immobilized creature into 
  melee range. The sea arachnid may only have one creature 
  webbed at a time. 
   
  The Sludgeslinger 
  Often found burrowing into muddy banks and sandy 
  coasts, this ten-foot-tall brute resembles an 
  ankylosaurus-dog hybrid covered in barnacle-like 
  formations and seashells that serve as natural 
  armor. 
  Its molar-shaped head holds two rather small 
  eyes and a row of spiny, jagged teeth. The 
  sludgeslinger has poor vision but more than 
  makes up for this in sheer brutality. Its tail is 
  tapered and bulbous at the tip like that of a cudgel 
  used to stun and pulverize its prey.  
  The dominating feature on this beast's softer 
  underbelly is a large mucus sac used for storing mud 
  and silt it swallows when burrowing. While often used to 
  push mud into the gaps where its natural armor has been 
  chipped away, a threatened or cornered sludgeslinger will spray this 
  concoction of mucus and mud onto threats to slow or smother them. 
  THE SLUDGSLINGER                                            DIFFICULTY 100 
  Size 3 monster 
  Perception 9 (-1); darksight 
  Defense 17; Health 90 
  Strength 16 (+6), Agility 10 (+0), Intellect 8 (-2), Will 8 (-2) 
  Speed 8 
  ATTACK OPTIONS 
  Tail (melee) +6 with 1 boon (1d6+2) 
  Headbutt (melee) +6 with 2 boons (1d6) 
  SPECIAL ATTACKS 
  Tail Slam the sludgeslinger pounds its tail onto a point on the 
  ground, all creatures in a circle around this point in a 4-yard 
  radius must make an Agility challenge roll with 1 bane. On a 
  failure, it falls prone and cannot stand up for 1 round. 
  
   
  Mudjaculate The sludgeslinger expels a thick rope of mud from its 
  maw and makes an Agility attack roll against the target’s 
  Agility. On a success, the target is immobilized for one round. 
  Attack rolls of 20+ also cause Sludged 
  Sludged the target is buried under a thick pile of sludge and 
  remains immobilized indefinitely. At the end of each round 
  make a Strength challenge roll, this affliction is removed on a 
  success. If the target is a living creature after three failures it 
  suffocates and dies. 
  SPECIAL ACTIONS 
  Fill In The sludgslinger uses the reserves from its mud sac to heal 
  3d6 damage. It cannot use this ability again until completing a rest 
  or spending 1 full round submerged in muddy water. 
   
  Qalupalik 
  Travelers that try to cross frozen waters tell tales of humanoid figures 
  that swim beneath the ice with webbed hands and feet. They are 
  followed by what looks like trails of oil, and sometimes trapped under 
  the ice with these creatures are corpses whose faces remain ever frozen 
  in fear. 
  The qalupalik is creature with slick green skin and hair that flows like 
  oil. Their faces are featureless save for a mouth filled with three rows 
  of dagger-like teeth and two pitch black eyes. 
  Their hair is strong like piano wire and can rapidly grow to grab 
  creatures foolish enough to get close to them. They drag these poor 
  souls underneath the water tearing them apart and eating their flesh. 
  Their victim’s final moments are often filled with biting pain as their 
  lungs fill with freezing cold water. 
  QALUPALIK                                                                DIFFICULTY 100 
  Size 1 amphibious monster 
  Perception 10 (+0); darksight 
  Defense 14; Health 35 
  Strength 12 (+2), Agility 14 (+4), Intellect 10 (+0), Will 14 (+4) 
  Speed 15; swimmer 
  Slick Skin The Qalupalik gets 2 boons when trying to resist a grab. 
  ATTACK OPTIONS 
  Claws (melee) +4 with 2 boons (1d6+2) 
  Strangling Hair (melee) The qalupalik’s hair extends outward to 
  wrap around a single target. Make a grab attack against a target 
  within short range with 1 one boon. The hair can be cut with an 
  applicable item or weapon as part of breaking the grapple giving 
  two boons to the check. While a qalupalik has a creature 
  grabbed in this way it can use Razor Strands as a special action 
  SPECIAL ATTACKS 
  Double Strike The qalupalik can make two attacks on its turn, only 
  one of which can be Strangling hair. 
  SPECIAL ACTIONS 
  Razor Strands If the qalupalik has a creature grabbed by its 
  Strangling Hair; it can use a triggered action on its turn to deal 
  3d6 damage to the creature as the strands of hair tighten and cut 
  through flesh. 
   
   
   
  
  \ 
   
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/3rd Party/Black Candle Games - The Drowned Ones.pdf