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monster

Sea Fury

Sea Fury
Sea Fury
CR 12
Medium Fey, Chaotic Evil
Reveal Stat Block
Armor Class
14 (natural armor)
Hit Points
105 (14d8 + 42)
Speed
30 ft., swim 50 ft.
str
19
+4
dex
15
+2
con
16
+3
int
12
+1
wis
12
+1
cha
18
+4

Traits

Amphibious.The sea fury can breathe air and water.
Legendary Resistance (3/Day).If the sea fury fails a saving throw, it can choose to succeed instead.
Magic Resistance.The sea fury has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.The sea fury makes two attacks with its claws.
Claws.mw 8 to hit, reach 5 ft., one target. ({@damage 2d8 + 4) slashing damage.
Death Glare.The sea fury targets one frightened creature it can see within 30 feet of it. The target must succeed on a 16 Wisdom saving throw or drop to 0 hit points.
Legendary Actions.The creature can take 3 legendary actions...
As Water.The sea fury transforms into a wave of foaming seawater, along with whatever it is wearing or carrying, and moves up to its speed without provoking opportunity attacks. While in this form, it can't be grappled or restrained. It reverts to its true form at the end of this movement.
Fearsome Apparition (Costs 2 Actions).The sea fury conjures an apparition of one of its dead sisters, which appears in an unoccupied space the sea fury can see within 30 feet of it. Enemies of the sea fury that can see the apparition must succeed on a 16 Wisdom saving throw or be frightened of it until it vanishes at the end of the sea fury's next turn.
Conjure Snakes (Costs 3 Actions).The sea fury disgorges a swarm of poisonous snakes, which occupies the same space as the sea fury, acts on its own initiative count, and attacks as directed by the sea fury. The sea fury can control up to three of these swarms at a time.

Sea Fury

In times of great danger, sea hags form massive covens to channel powerful magic against outside threats. But when the threat is vanquished, these covens often destroy themselves from within. One sea hag grows more powerful than the others, killing its kin one by one and siphoning their magical power as it does so.

Driven to madness by the power it claims—and by the loneliness that is the cost of its killing spree—the hag becomes a sea fury, which hoards treasure, spreads rumors, and does everything within its power to lure sailors and explorers to its lair. By doing so, it hopes to break its loneliness for a time—and then to destroy its new playthings when they have outlived their usefulness.