Thalassas world illustration - Pirate theme
Pirate

Thalassas

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beelzebubby

A vast oceanic world of cursed waters, ancient ruins, and perilous islands veiled in eternal mists.


Author's Note: The world of The Shrouded Seas is an oceanic expanse veiled in eternal mists, where myths and danger collide. Its treacherous waters are dotted with countless islands, each harboring secrets of ancient civilizations lost to time. Shrouded in mystery, the seas are said to be cursed, haunted by spectral ships, sea monsters, and whispers of drowned gods. Navigators rely on star charts and enchanted compasses, as the mists twist both time and direction. Empires of seafaring merchants and ruthless pirate armadas clash for control of rare treasures, while explorers seek the fabled heart of the abyss—the source of the sea’s curse.
Played2 times
Cloned0 times
Created
159 days ago
Last Updated
13 days ago
VisibilityPublic
Androsphinx
CR 17Large Monstrosity
Androsphinx
HP Range114 - 285 (Avg: 200)
AC17
XP18000
Details
SizeLarge
TypeMonstrosity
CR17
XP18000
LanguagesCommon, Sphinx
Defenses
Armor Class17
HP Range114 - 285 (Avg: 200)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage Immunities,
Condition Immunities,
Actions

Claw

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Multiattack

The sphinx makes two claw attacks.

Roar

The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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