Tanifa
In the Islands of the Southern Sea, there are many legends that concern large sea serpents that lurk in the depths. Each tribe has its own stories of such creatures, but the oldest and most frightening of these creatures was called the Tanifa.
Malevolent Monstrosity. The Tanifa (not to be confused with the Taniwha of the Maori tradition) is said to resemble a log or seaweed when floating motionlessly in the ocean. However, when the creature strikes it reveals its true size and ferocity.
Descendant of the Leviathan. The Tanifa is closely related to the Tannin (stats in The Adventurer’s Guide to the Bible), and both are ancient descendants of the Leviathan. As such, the Tanifa is not part of the natural order and will attack even Island Wayfinders who usually live in harmony with creatures of the sea.
Tanifa
Gargantuan monstrosity, unaligned
Armor Class: 18 (natural armor)
Hit Points: 200 (19d10 + 95)
Speed: swim 90 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 16 (+3) | 20 (+5) | 6 (-2) | 16 (+3) | 10 (+0) |
Saving Throws: Str +9, Con +9
Skills: Stealth +7
Condition Immunities: prone
Senses: darkvision 120 ft., passive perception 13
Challenge: 12 (8,400 XP) Proficiency: +4
Features
Amphibious: The Tanifa can breathe air and water.
False Appearance: While the Tanifa lies motionless beneath the surface of the water, it appears to be log, rock formation, mass of seaweed, or other natural element of the ocean.
Magic Resistance: The Tanifa has advantage on saving throws against spells and other magical effects.
Actions
Multiattack: The Tanifa makes two Bite attacks.
Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 5) piercing damage.
Steam Breath (Recharge 5-6): The Tanifa exhales a cloud of scalding hot steam in a 60-foot cone. Each target in this ara must make a DC 18 Dexterity saving throw, taking 55 (10d10) fire damage on a failed saving throw, or half as much on a success.
Legendary Actions
The Tanifa can take 3 legendary actions, choosing from the options below. Only one legendary action option may be used at a time, and only at the end of another creature’s turn. The Tanifa regains spent legendary actions at the start of its turn.
Detect: The Tanifa makes a Perception check.
Tail Slam (costs 2 actions): The Tanifa nudges a vehicle within 10 feet with its tail. The vehicle must succeed on a DC 16 Constitution saving throw or roll on its “Mishap” table, if it has one.
Vanish (costs 2 actions): The Tanifa sinks below the surface of the water, taking the Hide action.
Source attribution and license
Silk Road's Guide to Seafaring, printed pages 204.