The Razor-Silt Maw
A treacherous stretch of churning surf where the sea floor rises into jagged, ore-rich pillars. The water is thick with toxic silt and hyper-aggressive sea urchins that have fed on the mineral runoff for centuries.
The Razor-Silt Maw
Defenses
Detection
“White-capped waves crash violently against black, metallic-flecked spires of rock. Beneath the surface, the water glows with a sickly phosphorescence from disturbed mineral dust, revealing thousands of long, twitching urchin spines.”
Standard Engagement
A ship drops anchor or a creature swims within 30 feet of the primary mineral shelf.
The hazard takes three actions on its turn. 1. Crashing Surf: The hazard attempts an Athletics check (+22) against the Fortitude DC of all creatures in the water to push them 15 feet toward the Jagged Spires. 2. Urchin Volley: The hazard fires spines at two different targets within 60 feet (Attack +21, 2d8+10 piercing plus Urchin Venom). 3. Silt Cloud: The hazard creates a 20-foot burst of toxic dust. Creatures in the area must succeed at a DC 27 Fortitude save or be Dazzled for 1 round.
The hazard settles 1 hour after all creatures leave the immediate surf zone.
Saving Throw DC 28 Fortitude; Stage 1: 2d6 poison damage and Clumsy 1 (1 round); Stage 2: 4d6 poison damage and Clumsy 2 (1 round); Stage 3: 6d6 poison damage and Paralyzed (1 round).
If a creature is pushed into the rocks by the surf, they take 4d6 slashing damage from the razor-sharp Aethel-Steel veins.
Ships attempting to remain stationary take 2d10+5 bludgeoning damage to their Hull every round at the start of the hazard's turn unless a crew member succeeds at a DC 25 Sailing Lore check.
The high concentration of ore makes teleportation or divination spells of 4th level or lower within the area require a DC 5 flat check or the spell is lost.
Turn The Razor-Silt Maw into a sheet
A high-res, share-ready sheet you can post or print.