That Which Lurks Beneath v1.3
That Which Lurks Beneath v1.3
That Which Lurks Beneath v1.3
This small chamber appears to have been an This room is mostly empty save for some old
oɝce or study of some kind. A desk sits rusted dungeoneering equipment resting
against the northeast corner of the room. against the far wall. To the east, a door stands
open slightly outward.
General Features
There is a submerged stairwell in this room that leads
down into a wide open underwater chamber. This is how Ceilings. The ceilings are made of moldy stone and rise
the characters must proceed. The water here is 10 ft. 30 ft. above the ȵoor.
deep. Floors and Walls. The ȵoors are made of cracked tiled
Encounter: An Alien Beast. There is an aberrant stone while the walls are made of a cobbled granite.
chimera in this chamber hiding under the water in the Doors. The doors are made of an unknown material
northeast corner of the room. It uses the chimera stat similar to wood in composition, but with the appearance
block (as well as the aberrant features) but with the of stone.
following changes. Lighting. The area is completely dark.
Unusual Features. The entire area is submerged
Its breath weapon deals acid damage instead of ȴre. underwater.
Any creature that can see the aberrant chimera when it
starts its turn must make a DC 14 Wisdom saving throw 1. Sunken Hallway
or else any attacks they make that turn are at
disadvantage as the alien energies of the creature pull
at their mind.
There are ȴve sets of doors leading out of this
Treasure: A King's Weapon. The statue holds a room. Above, a huge shark can be seen
trident of ȴsh command. swimming.
5. Storage Chamber
Encounter: Shark Attack. There is a giant shark
swimming near the ceiling of this room. It is very territorial
and will attack anything that enters.
Numerous crates and tools litter this room.
Alcoves to the east and west contain various
cloaks, amulets, and hats. 2. Sunken Great Hall
Treasure: Underwater Gear. There are a number of This large room appears to have once been a
caps of waterbreathing here equal to the number of gathering place of some kind. There are
characters. There are also an equal number of amulets currently two large merfolk-like creatures and
with the continual ȵame spell cast on them. two large sharks swimming about.
6. High Priest's Chambers Encounter: Mersharks! There are two merrow and two
hunter sharks in this room. The merrow use the hunter
sharks like attack dogs. They draw in a target with their
This room looks to have once been an
harpoon and then let the sharks feast on it. The merrow
opulent bedchamber, but it has fallen into
complete disarray. Moving about beneath won't ȴght to the death and will ȵee if able when they
what remains of the bed is what appears to reach 15 hp or less. The sharks will enter a blood frenzy
be a pile of ȵesh. once combat begins and will not ȵee regardless of how
hurt they are.
This chamber contains four alcoves, each of This small room contains an onyx chest sitting
which contains a statue of a warrior. To the on a raised platform.
south, a door can be seen.
5. Hall of Sand
Aftermath
With the aboleth dead, anyone who was enslaved by it
regains control of their minds. These people will need help
getting back to the surface. If they weren't dealt with, the
merrow, sharks, and so on might prove to be an obstacle
in this task.
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Reference Document 5.0 Copyright 2016, Wizards of
the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
Chris Perkins, Rodney Thompson, Peter Lee, James
Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
and Steve Townshend, based on original material by E.
Gary Gygax and Dave Arneson. Kraken Beach
Scavengers: Copyright 2020, Hamrick Brands, LLC END
OF LICENSE