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Monsters

Doldrums Heap

Though most sargassum heaps divide once they grow too large, occasionally a heap will continue to grow indefinitely.

commonAmphibiousPlant
Lvl 9AmphibiousPlant
AC
16
HP
300
Perc
+15
Fort
+21
Ref
+18
Will
+15
STR
+6
DEX
+4
CON
+5
INT
-4
WIS
+2
CHA
+0
Speed20 ft, swim 40 ft, climb 20 ft
Actions
  • 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.