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
Barnacle Elemental
CR 7Large Elemental
Barnacle Elemental
HP Range140 - 160 (Avg: 150)
AC18
XP2900

Description

A hulking mass of barnacles, rusted metal, and ancient ship debris fused into a slow-moving elemental. It is near-indestructible and often found guarding shipwrecks or summoned by deep-sea necromancers.

Details
SizeLarge
TypeElemental
CR7
XP2900
LanguagesPrimordial
Defenses
Armor Class18
HP Range140 - 160 (Avg: 150)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Barnacle Grasp

The elemental attempts to grapple a target within 5 feet. On a hit, the target is restrained by barnacles until it escapes with a DC 15 Strength check.

Crushing Slam

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Rust Wave (Recharge 5-6)

The elemental releases a wave of rust and corrosion in a 15-foot cone. Each creature in the area must make a DC 15 Constitution saving throw or take 21 (6d6) acid damage and have disadvantage on attack rolls until the end of their next turn.

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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