Ocean Phantom (5e Creature)

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Ocean Phantom[edit]

Gargantuan beast, unaligned


Armor Class 11 (natural armour)
Hit Points 247 (15d20 + 90)
Speed 0 ft., swim 40 ft.


STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 22 (+6) 1 (-5) 12 (+1) 9 (-1)

Saving Throws Str +10, Con +9, Wis +4
Skills Athletics +10
Proficiency Bonus +3
Damage Vulnerabilities cold, lighning
Damage Resistances fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, grappled, petrified, poisoned
Senses passive Perception 11
Languages
Challenge 8 (3,900 XP)


Private Army. Some of the Ocean Phantom's suction bells have evolved to cease functioning as feeding devices. Instead, they have adapted to become cradles for a breed of symbiotic sea crab. Should one be unlucky enough to brush up against one of these modified bells an army of spindletroopers(Crabs) will emerge from these bells like a swarm of enraged bees coming to the rescue of their hive. An Ocean Phantom caries 10 (3d6) symbiotic Spindletroopers. (crabs) In return for the Ocean Phantom providing the Spindletroopers with shelter and food, the spindletroopers, in turn, defend their host, coming out to fight whenever the Ocean Phantom is threatened or feeding. When prompted they scurry down the Ocean Phantom's tentacles to pinch and bite into anything that is in the clutches of the Phantom's grapple or is ever in striking range of their claws.

Phantom's Curtain. The Ocean Phantom sails above the ocean's surface. Anything directly under the Phantom is subjected to Like takes up its entire space below the Phantom. Other creatures can enter the space below in, but a creature that does so is subjected to the Phantom's curtain of grappling poisonous tentecles and has disadvantage on the saving throw. Each Tentacle can be attacked (AC 11; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the main body. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

ACTIONS

Multiattack. The Ocean Phantom attacks anything within its range.

Suction Bell. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) piercing damage. The target is Grappled (escape DC 15). Until the grapple ends, the target is Restrained and has disadvantage on Strength Checks and Strength Saving Throws. The Phantom's suction bell after will attack again on subsequent turns to extract nutrients from its victim.

Poison Sting. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 5) Poison damage.


oceanphantom-600px.jpg
An ocean Phantom on the hunt. Note the presence of the Phantom's inflatable gas sails that it uses to traverse the sea. The ocean phantom acts like a giant float. On top of the float, there are sails filled with carbon monoxide. These sails help the ocean phantom to move across the sea.

Although the ocean phantom looks like one animal it is actually made up of thousands of smaller creatures living together in a colony. Each individual has a particular role to play. The individuals may be part of the float organs, keeping it buoyant or part of the sail, helping it to move. They may even be part of a tentacle dangling below to grab food. When not feeding or avoiding hazards, the phantom simply drifts along with its sails collapsed and its underwater appendages retracted. It traverses the ocean like an enormous piece of lifeless flotsam. Underpinning the ocean phantom's sophistication and the astounding specialization of its constituent parts is an inherent flexibility. The whole structure of the creature is modular. It can exist as a huge mass or as smaller units, provided each unit has the full range of individuals it needs to survive. After a heavy storm, a large ocean phantom may have broken into many smaller parts, each of which will eventually regenerate into the next generation of this majestic abomination of the sea.

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