The Blood Reef of Morgra Conqueror
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The Blood Reef of Morgra

Beneath the waves of Morgra, the Tide Priestess breeds an army of teeth

The Tide Priestess
The Adversary
The Tide Priestess
sea-devil priestess · CR 6

She thinks she holds a god on a leash, and the leash is almost out of length.

Show stat block
The Tide Priestess
Medium sea devil (priestess), chaotic evil
Armor Class 14 (natural armor)
Hit Points 112 (15d8+45)
Speed 30 ft., swim 40 ft.
STR16+3
DEX14+2
CON16+3
INT12+1
WIS17+3
CHA14+2
Saving Throws Wis +6, Cha +5
Skills Religion +4, Insight +6, Perception +6
Resistances & immunities cold
Senses darkvision 120 ft. (amphibious), passive Perception 16
Challenge 6
Traits

Amphibious. The Tide Priestess can breathe both air and water.

Blood Bond. As long as her bound sea devil god is within 1 mile, the Tide Priestess regains 10 hit points at the start of each turn as long as she is not at 0 hit points.

Tide Blessing. As an action, the Tide Priestess can restore 22 (4d10) hit points to herself or an ally within 30 ft. (3/day).

Actions

Multiattack. The Tide Priestess attacks twice with her trident.

Trident. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.

Tidal Wave (Recharge 5-6). A wave crashes in a 30-by-10-foot line. Each creature in that area must make a Strength saving throw (DC 14), taking 18 (4d8) bludgeoning damage and being pushed 15 ft. and knocked prone on a failure, or half as much damage without being pushed on a success.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

The water along the coast turns red, nets come up empty, and the fishermen no longer return. The beacons along the cliffs now burn day and night, but they hold back nothing of what rises from the deep. The villages send for help, and that help is you.

Beneath the waves, on the Bloedrif of Morgra, a reef of bone and blood coral, the Tide Priestess of the sea devils calls upon her shark god. With every sacrifice, every drowned crewman, her army grows and the tide turns fouler. What she truly means to breed already slumbers in the darkness behind her altar, and it is hungry.

You arrange a way to breathe underwater, explore wrecks and undersea caves, forge a shaky alliance with a school of frightened sea folk, and dive toward the reef while scaled hunters strike from every crevice. Along the way you find the sunken ship whose cargo set the whole cult of the Tide Priestess in motion.

The twist: the shark god is no god but a colossal, half-awakened primordial beast that the Tide Priestess believes she commands but long ago stopped controlling. The climax falls at the blood altar: kill the priestess before she completes the ritual, or turn her own god against her, while the water goes black with teeth and the time until the flood runs out.

Ambience playlist

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.