The waters of Tallanon are older than the mountains and deeper than memory.
Here:
The rivers carve the land like veins
The seas swallow ships whole
The deeps hide creatures that have never seen the sun
And the tides obey no mortal law
The waters are ruled by predators of scale and shadow, spirits born of drowned souls, and leviathans that reshape coastlines with their passing.
Sailors say:
“The sea does not hate you.
It simply does not care if you return.”
Water encounters emphasize:
Drowning hazards (Endurance tests)
Limited movement (Swim Speed)
Ambush predators (from below)
Visibility issues (murk, depth, waves)
Shipboard combat (Agility tests)
Use:
Awareness for spotting underwater threats
Endurance for resisting drowning
Agility for staying aboard ships
Magic Resistance for sirens & deep spirits
Water encounters should feel alien, dangerous, and unpredictable.
d12
Encounter
1
Nibblefin Piranha Swarm churns the water
2
Reed‑Snare Eel coils around ankles
3
Barnacleback Crab scuttles from rocks
4
Drowned Sailor rises from the shallows
5
Reef Serpent glides beneath the waves
6
Ship‑Grave Siren sings from the rocks
7
Abyssal Angler Horror drifts in the dark
8
Kraken Spawn lashes out with tentacles
9
Leviathan of the Shelf stirs the deep
10
Sudden whirlpool forms nearby
11
Fog rolls in — visibility drops to nothing
12
The Abyssal Maw awakens
Below are all 10 creatures, fully statted using your templates.
(Already created earlier — included here for chapter completeness.)
Rank: Novice • Role: Swarm • Block: Mini
Long eel that coils around legs and drags prey under.
Rank: Novice • Role: Lurker • Block: Mini
Speed: Swim 8
HP: 2d6+2
Offense: Might+1
Defense: 1
Key Skills: Awareness 2, Agility 3, Dark Sight 3
Attack — Constricting Bite: Offense = Might+1, damage 1d6.
Fail Agility (3) → Restrained.
Traits:
• Water Ambush — +1 Offense when attacking from water
• Slippery Body — advantage to escape grapples
Loot: 1–4 eel meat, 5 scale, 6 constrictor gland
Crab with a shell encrusted in razor barnacles.
Rank: Skilled • Role: Defender • Block: Mini
Speed: 5
HP: 3d6+3
Offense: Might+2
Defense: 3
Key Skills: Endurance 4, Brawl 3, Awareness 3
Attack — Pincer Crush: Offense = Might+2, damage 1d6+2.
Traits:
• Barnacle Armor — melee attackers take 1d3
• Shell Guard — +1 Defense when stationary
Loot: 1–3 shell, 4–5 claw, 6 barnacle shard
Undead mariner filled with brine and sorrow.
Rank: Skilled • Role: Minion • Block: Mini
Speed: Swim 6, Land 4
HP: 3d6+3
Offense: Might+2
Defense: 2
Key Skills: Dark Sight 4, Magic Resistance 3, Brawl 3
Attack — Waterlogged Slam: Offense = Might+2, damage 1d6+1.
Traits:
• Undead — immune to poison & fear
• Drowned Grip — Offense = Might+1; target Agility (4) or pulled underwater
Loot: 1–3 soggy rope, 4–5 rusted trinket, 6 drowned charm
Serpentine predator that glides through coral forests.
Rank: Elite • Role: Skirmisher • Block: Full
Speed: Swim 9
HP: 6d6+6
Offense: Might+3
Defense: 3
Size: Large
Awareness 6, Agility 6, Might 7, Endurance 6, Charm 0, Roguery 2, Wilderness Lore 4, Folk Lore 2,
Brawl 6, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 4, Healing 1, Magic 0, Magic Resistance 4
• Coral Camouflage: Awareness (5) to detect
• Reef Dash: Move 4; Offense = Might+3; damage 2d6+2
• Venom Bite: Endurance (5) or take 1d3 poison
Primary — Serpent Bite: Offense = Might+3, damage 2d6+2
Secondary — Tail Whip: Offense = Might+2, damage 1d6+2
1–3 scales, 4 serpent fang, 5 reef shard, 6 serpent‑heart
Spirit that lures sailors to watery graves.
Rank: Elite • Role: Controller • Block: Full
Speed: Swim 8
HP: 7d6+7
Offense: Magic+3
Defense: 3
Size: Medium
Awareness 6, Agility 5, Might 2, Endurance 7, Charm 8, Roguery 3, Wilderness Lore 3, Folk Lore 6,
Brawl 2, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 5, Healing 2, Magic 8, Magic Resistance 6
• Siren Song: Charm (5) or move toward her
• Drowning Kiss: Offense = Magic+3; damage 2d6; target Endurance (5) or begin drowning
• Mist Form: Half damage from physical attacks
Primary — Water Lash: Offense = Magic+3, damage 2d6
Special — Siren’s Wail: 4‑square radius; 2d6 psychic
1–3 seaweed, 4 siren hair, 5 drowned charm, 6 siren‑heart
Deep‑sea monster with a lure of cold light.
Rank: Veteran • Role: Lurker • Block: Full
Speed: Swim 7
HP: 8d6+8
Offense: Might+4
Defense: 4
Size: Large
Awareness 6, Agility 4, Might 9, Endurance 8, Charm 0, Roguery 1, Wilderness Lore 5, Folk Lore 3,
Brawl 8, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 6, Healing 1, Magic 0, Magic Resistance 4
• Lure Light: Creatures within 6 squares Awareness (5) or approach
• Abyssal Bite: Offense = Might+4; damage 3d6
• Crushing Jaws: Grappled targets take 2d6/round
Primary — Abyssal Bite: Offense = Might+4, damage 3d6
Secondary — Tail Smash: Offense = Might+3, damage 2d6
1–3 deep‑flesh, 4 angler tooth, 5 abyss shard, 6 abyssal core
Juvenile kraken with grasping tentacles.
Rank: Veteran • Role: Controller • Block: Full
Speed: Swim 8
HP: 9d6+9
Offense: Might+4
Defense: 4
Size: Huge
Awareness 6, Agility 5, Might 10, Endurance 9, Charm 0, Roguery 1, Wilderness Lore 4, Folk Lore 3,
Brawl 9, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 5, Healing 2, Magic 0, Magic Resistance 5
• Tentacle Grab: Offense = Might+4; target Agility (5) or Restrained
• Ink Cloud: 3‑square radius; −2 to attacks
• Crushing Pull: Restrained targets take 2d6
Primary — Tentacle Slam: Offense = Might+4, damage 3d6
Secondary — Beak Bite: Offense = Might+3, damage 2d6
1–3 ink, 4 tentacle, 5 kraken shard, 6 kraken‑heart
(Already created earlier — included here for chapter completeness.)
Rank: Legendary • Role: Titan • Block: Full
The hunger at the bottom of the world.
Rank: Mythic • Role: Titan / Lurker • Block: Full
Speed: Swim 7
HP: 16d6+16
Offense: Might+6
Defense: 8
Size: Titanic
Awareness 10, Agility 5, Might 14, Endurance 16, Charm 0, Roguery 0, Wilderness Lore 10, Folk Lore 7,
Brawl 12, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 6, Healing 3, Magic 10, Magic Resistance 10
• World‑End Bite: Offense = Might+6; damage 5d6; Agility (6) or swallowed
• Crushing Depths: Swallowed targets take 3d6/round
• Abyssal Pull: 6‑square radius; Agility (6) or dragged 1d6 squares
• Mythic Regeneration: Regains 2d6 HP/round
Primary — Titanic Bite: Offense = Might+6, damage 5d6
Mythic — Abyssal Collapse: 6‑square radius; 5d6; Endurance (6) halves
1–2 abyssal water
3–4 deep shard
5 maw‑tooth
6 mythic abyss core
Any suggestions, spelling errors or ideas - email doombladerpg@gmail.com