Doldrums Heap
An overgrown mass of tangling seaweed conjures a hallucinated lure that draws sailors willingly into its grasp.
Though most sargassum heaps divide once they grow too large, occasionally a heap will continue to grow indefinitely. These “doldrum heaps” can tangle and immobilize ships, tearing them apart or feasting on the hapless passengers.
In play
Mirage Spores (aura, incapacitation, mental) 300 feet. The doldrums heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 27 Will save or become fascinated with the doldrums heap and compelled to move toward it on the creature's turn.
Level 9
Perception +15 · Senses wavesense (precise) 120 feet · Skills Athletics +21, Stealth +18
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +6 | +4 | +5 | -4 | +2 | +0 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 16 | +21 | +18 | +15 |
HP 300 · Immunities critical hits, mental, precision, unconscious · Resistances cold 10 · Weaknesses slashing 10
Speed 20 feet, climb 20 feet, swim 40 feet
Actions
- Melee Tendril [Single Action] +21 (reach 15 ft), Damage 2d12+10 bludgeoning plus