DeepMaw
This is the version published in Silk Road's Guide to Seafaring. View the existing Rules version.
The Deepmaw is a freshwater predator that is known to attack creatures and even small ships. Often sighted in the Tigris and Euphrates rivers, the Deepmaw will occasionally even move into the brackish waters of coastal routes when hunting in rivers becomes scarce.
Loot the Body! The heart of a Deepmaw is a rare and important material component in certain spells and religious rituals, where it is burnt as incense for its abjurative properties. The heart can be carefully removed from a slain Deepmaw with a successful DC 14 Medicine check. Prices may vary, but a Deepmaw heart will usually fetch a price of 70 (2d6 x 10) gp, and can be sold in any market around the world.
Deepmaw
Huge monstrosity, unaligned
Armor Class: 12 (natural armor)
Hit Points: 120 (16d12 + 64)
Speed: 5 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 14 (+2) | 2 (-5) | 10 (+0) | 4 (-3) |
Skills: Stealth +3
Senses: blindsight 30 ft., passive perception 10
Challenge: 3 (700 XP) Proficiency: +2
Features
Water Breathing: The Deepmaw can breathe water and hold its breath for up to 30 minutes on land.
Actions
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target is grappled (escape DC 14).
Bonus Actions
Swallow: The deepmaw swallows a medium or smaller creature it is grappling, ending the grapple on it. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Deepmaw, and it takes 5 (2d4) acid damage at the start of each of the deepmaw’s turns. The deepmaw can only have one target swallowed at a time. If the deepmaw takes 10 damage or more on a single turn from a creature inside of it, the deepmaw must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which lands prone within 5 feet of it. If the deepmaw dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.
Source attribution and license
Silk Road's Guide to Seafaring, printed pages 195.