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Ballastmaw — illustration by FTTHelper — FLUX.2 pro via fal.ai
Art by FTTHelper — FLUX.2 pro via fal.ai
Original generation · R21 Media Group

Ballastmaw

Huge elemental, neutral

AC
17
HP
187
Speed
20
CR
10

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

Multiattack. The ballastmaw makes two bite attacks.

Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (3d8 + 6) Piercing damage, and if the target is a Large or smaller creature it is grappled (escape DC 18). The ballastmaw has two jaws, each of which can grapple one target.

Bilge Flood (Recharge 5–6). The ballastmaw exhales the black water it has swallowed in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 40 (9d8) Bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also knocked prone.

Reactions

Drag Under. When a Medium or smaller creature within 10 feet of the ballastmaw is knocked prone, the ballastmaw pulls it up to 10 feet straight toward itself. This movement does not provoke opportunity attacks.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022