Doldrums Heap
Though most sargassum heaps divide once they grow too large, occasionally a heap will continue to grow indefinitely.
- AC
- 16
- HP
- 300
- Perc
- +15
- Fort
- +21
- Ref
- +18
- Will
- +15
- STR
- +6
- DEX
- +4
- CON
- +5
- INT
- -4
- WIS
- +2
- CHA
- +0
- tendril +21 2d12+10 bludgeoning plus reach 15 ft
- AC
- 16
- HP
- 300
- STR
- +6
- DEX
- +4
- CON
- +5
- INT
- -4
- WIS
- +2
- CHA
- +0
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.
AC 16
Fort +21
Ref +18
Will +15
HP 300
Immunities
critical hits, mental, precision, unconscious
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.