The Drowned City of King Morvaen Legend
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The Drowned City of King Morvaen

Rooftops break the water like teeth, and a single breath is worth its weight in gold.

The Drowned King
The Adversary
The Drowned King
undead (crowned wraith) · CR 9

He sold his city to the deep, and now he rules a court where breathing is a crime.

Show stat block
The Drowned King
Medium undead, neutral evil
Armor Class 16
Hit Points 172 (23d8 + 69)
Speed 20 ft., swim 50 ft.
STR14+2
DEX16+3
CON16+3
INT15+2
WIS16+3
CHA19+4
Saving Throws Dex +7, Wis +7, Cha +8
Skills History +6, Intimidation +8
Resistances & immunities bludgeoning, piercing, and slashing from nonmagical weapons; suffocation, poison; restrained, exhausted, paralyzed, petrified (immune)
Senses darkvision 60 ft., passive Perception 13
Challenge 9 (5,000 XP)
Traits

Ruler of the Deep. As long as the Drowned King is underwater within his city, he regains 15 hit points at the start of his turn if he has at least 1 hit point.

Breath Ban. Any living creature within 30 ft. of the Drowned King that inhales water does not count this as drowning, but must make a DC 16 Constitution saving throw at the end of each minute or gain 1 level of exhaustion, until a healing spell removes this.

Amphibious. The Drowned King can breathe air and water.

Actions

Multiattack. The Drowned King attacks twice with his drowned scepter.

Drowned Scepter. Melee Weapon Attack: +8, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 9 (2d8) necrotic damage.

Tide of the Drowned (Recharge 5-6). The King calls up the water of his city in a 20-foot radius. Each creature in that area must make a DC 16 Constitution saving throw, taking 27 (6d8) necrotic damage and being suffocated for 1 minute on a failure, or half the damage with no suffocation on a success.

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

The Story

The sea has reclaimed this city, and you wade through streets where kings once walked. Rooftops break the water like teeth, briny sediment coats the facades, and fish drift like ghosts through broken windows. In the half-flooded throne room a crowned skeleton still sits, its empty eye sockets following you.

This city did not drown in a storm. King Morvaen once struck a pact with the deep to save his realm, and the sea claimed his city as its price, with every soul in it. Now he rules a court of the drowned, and every living thing that enters his throne room is an insult: breath here is the most precious, and forbidden, relic.

You navigate flooded palaces and sunken plazas, where the air in your lungs ticks away and the king sends his undead guard after you. You unravel how the city fell, seek the key to the pact, and hold off the sea-beasts that lair in the ruins while every breath counts.

In the throne room you confront the Drowned King himself, crowned and furious, who sold his city to the deep and means to snuff out your breath and add you to his court. Break his pact and the city may rest at last and the souls go free; fail, and the sea takes your breath too, and his court of the drowned swells with four new subjects.

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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.