Thalassa Morwen - AI-generated fantasy Monster

Thalassa Morwen

Thalassa Morwen was once the high cantor of a coastal kingdom that worshiped the sea as a merciful judge. When the kingdom's rulers sacrificed an entire harbor to appease a storm, Thalassa attempted to call the sea's spirit into the coral altar. The ritual succeeded only partially, drowning her body while binding her soul to the altar. Now she protects the site and seeks vessels through which she can carry the altar's voice back to the surface.

MediumUndead(Undead)CR Challenge Rating 5Chaotic Neutral

Thalassa Morwen

controllerundeadaquaticspellcastersolo monstercoral altarlightningtentaclesdrowned one
HP82AC+7SPD30 ft., Swim 40 ft., Can move through spaces occupied by coral and shallow water without extra movementCR5 (1,800 XP)ArcanaDeceptionPerceptionReligion
STR
14
DEX
14
CON
16
save
INT
15
WIS
18
save
CHA
16
save
Amphibious. Thalassa can breathe air and water, and magical effects cannot force her to breathe.
Undead Nature. Thalassa has advantage on saving throws against being charmed, frightened, or turned. She does not need to eat, drink, sleep, or breathe.
Drowned Movement. Thalassa can move through spaces occupied by coral, kelp, and shallow water without treating them as difficult terrain. She can also see normally through nonmagical underwater obscurity within 30 feet.
Coral Carapace. If Thalassa takes 15 or more damage from a single source, the coral embedded in her body erupts. Each creature within 5 feet must succeed on a Dexterity saving throw or take 4 () piercing damage. This trait cannot trigger again until the start of her next turn.
Altar-Bound Concentration. Thalassa has advantage on Constitution saving throws made to maintain concentration while she is standing in water or within 10 feet of the Coral Altar.
Spellcasting. Thalassa's spellcasting ability is Wisdom. She can cast her prepared spells without material components while within the Coral Altar of the Deep.
Conjure Elemental. Thalassa exhales a column of briny water and calls a drowned elemental into being in an unoccupied space she can see within 60 feet. The elemental lasts for 1 minute, until Thalassa loses concentration, or until it is reduced to 0 hit points. The elemental uses the statistics of a water weird, except it is Large, has 30 hit points, and disappears when the effect ends. The elemental obeys Thalassa's verbal commands and acts immediately after her in the initiative order.
Tentacles. Thalassa lashes out with two spectral tentacles. Melee Spell Attack: to hit, reach 15 ft., one target. Hit: 9 () bludgeoning damage plus 7 () cold damage, and the target must succeed on a Strength saving throw or be pulled up to 10 feet toward Thalassa and grappled. The grapple ends if Thalassa is incapacitated or if the target escapes with a Strength or Dexterity check.
Lightning Bolt. Thalassa releases a 100-foot-long, 5-foot-wide bolt of blue-white lightning. Each creature in the line must make a Dexterity saving throw, taking 28 () lightning damage on a failed save, or half as much damage on a successful one. Thalassa cannot use Lightning Bolt again until the start of her next turn.
Drowned One. Thalassa targets one creature she can see within 60 feet. The target must succeed on a Constitution saving throw or take 10 () necrotic damage and become Drowned until the end of its next turn. While Drowned, the creature cannot speak, its speed is reduced by 10 feet, and it has disadvantage on attack rolls against creatures other than Thalassa. A creature already Drowned instead takes 7 () necrotic damage and is restrained until the end of its next turn.
Undertow. When a creature Thalassa can see within 30 feet is hit by an attack, Thalassa twists the water around it. The attacker must succeed on a Dexterity saving throw or have disadvantage on the attack roll. On a failed attack, the target is pushed 5 feet.
Cantrips
Shape WaterTransmutation Thalassa manipulates water, mist, and small currents for minor magical effects.
2nd level
DarknessEvocation Thalassa creates a 20-foot-radius sphere of magical darkness that she can see through, lasting up to 10 minutes with concentration.
3rd level
Lightning BoltEvocation A 100-foot line of lightning deals 8d6 lightning damage, with a Dexterity saving throw for half damage.
5th level
Conjure ElementalConjuration Thalassa summons a bound water elemental spirit for 1 minute. The spirit obeys her commands and disappears if she loses concentration.
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