
Original generation · R21 Media Group
Ballastmaw
Huge elemental, neutral
Every harbour on the Reach has its charted shoals, and every harbourmaster has the one uncharted thing he pays pilots not to ask about. Off Saltspire it is a shingle bar that was not there when the tide table was printed, sitting exactly where a loaded hull would cut the corner. The old ballast stones of a thousand ships went down in that channel, and enough of them were cursed by the men who heaved them overboard that they learned to hold together — and to hold what comes aboard.
Armor Class 17 (natural armor)
Hit Points 187 (15d12 + 90)
Speed 20 ft., swim 40 ft.
- STR
- 22 (+6)
- DEX
- 10 (+0)
- CON
- 23 (+6)
- INT
- 3 (-4)
- WIS
- 15 (+2)
- CHA
- 6 (-2)
Saving Throws Con +10, Wis +6
Skills Perception +6
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 16
Languages —
Challenge 10
Traits
False Harbour. While the ballastmaw remains motionless, it is indistinguishable from an ordinary shingle bar or ballast shoal. A creature that swims or sails over it has no hint of its presence until it attacks.
Undertow. Any creature that starts its turn within 10 feet of the ballastmaw while both are in water must succeed on a DC 18 Strength saving throw or be pulled 10 feet straight toward the ballastmaw.
Siege Monster. The ballastmaw deals double damage to objects and structures.
Actions
The ballastmaw makes two bite attacks.