Thalassara world illustration - Pirates and Fantasy theme
Pirates and Fantasy

Thalassara

m
maxtyl

Pirate D&D — Become a Legend in this Dangerous World. Sail a vast and perilous world where pirate crews, ancient races, and forgotten gods clash across treacherous seas and exotic islands. From cursed shipwrecks to mythical artifacts, every voyage is a chance to carve your legend—or meet a watery grave. Alliances shift like the tides, and only the boldest will rise above the storm.


Author's Note: Explore a world dominated by vast oceans and treacherous seas. Islands dot the landscape, hiding forgotten treasures, ancient ruins, and cursed artifacts. Mystical sea monsters and ghost ships roam the deep, while rival factions clash over hidden riches and power. Adventurers must navigate this perilous world, facing storms, monsters, and rival crews. Will you rise to fame as a feared pirate captain, uncover ancient secrets, or be swallowed by the relentless tides? The ocean holds no mercy, only opportunity.
Played24 times
Cloned1 times
Created
547 days ago
Last Updated
1 days ago
VisibilityPublic
Water Elemental
CR 5Large Elemental
Water Elemental
HP Range60 - 168 (Avg: 114)
AC14
XP1800
Details
SizeLarge
TypeElemental
CR5
XP1800
LanguagesAquan
Defenses
Armor Class14
HP Range60 - 168 (Avg: 114)
Damage VulnerabilitiesNone
Damage Resistances,
Damage Immunities
Condition Immunities, , , , , , ,
Actions

Multiattack

The elemental makes two slam attacks.

Slam

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Whelm

Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

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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