The Harbor Citadel of Vhogarra Conqueror
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The Harbor Citadel of Vhogarra

A sunken fortress, reachable only at low tide, held by something

Vhogarra, the Call from the Deep
The Adversary
Vhogarra, the Call from the Deep
Deep-sea aberration (sea devil) · CR 9

A monstrosity of tentacles and phosphor-light that forged the drowned guard into its servants and wears the citadel like its shell.

Show stat block
Vhogarra, the Call from the Deep
Groot aberratie (diepzeewezen), chaotisch kwaadaardig
Armor Class 15 (natuurlijke wapenrusting)
Hit Points 143 (15d10+60)
Speed 6 m, zwemmen 15 m
STR20+5
DEX12+1
CON18+4
INT8-1
WIS14+2
CHA10+0
Saving Throws Con +7, Wis +5
Skills Waarneming +5
Resistances & immunities weerstand tegen koudschade
Senses duisterzicht 27 m, passieve Waarneming 15
Challenge 9 (5.000 XP)
Traits

Amfibisch. Vhogarra kan zowel lucht als water ademen.

Fosforlicht. Vhogarra verlicht een gebied van 6 m om zich heen met zwak licht; creatures in dat licht hebben nadeel op Heimelijkheidsworpen.

Actions

Multiattack. Vhogarra doet twee tentakelaanvallen en, indien beschikbaar, een bijtaanval tegen een vastgegrepen doelwit.

Tentakel. Melee wapenaanval: +9 tref, bereik 4,5 m, één doelwit. Trefkans: 13 (2d8+4) kneuzende schade, en het doelwit wordt vastgegrepen (ontsnappen DC16).

Beet. Melee wapenaanval, alleen tegen een vastgegrepen doelwit: +9 tref, bereik 1,5 m. Trefkans: 18 (3d8+5) doorborende schade.

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

The Story

Lightning tears the sky open and lights the citadel lying broken in two on the cliff above the harbor. Rain scourges the fallen battlements and the sea batters the wrecks in the bay below, where ship's masts jut from the water like grave-crosses. Something in the ruin refuses to die—a greenish light moves behind a shattered window. A soaked fisherman grabs your arm: "No one goes there at night. But my daughter did. Three days ago."

The harbormaster, a woman with a gaze of steel, tells the rest. The storm that split the Harbor Citadel of Vhogarra was no ordinary storm; something came out of the sea that night, and half her people have vanished since. The fortress can only be reached at low tide, across the exposed seabed—and the tide gives you just a few hours before the water returns and cuts off the way.

You cross to the broken citadel and press inside: flooded cellars choked with seaweed, collapsed stairways, halls where the water climbs higher by the hour. You follow the trail of the fisherman's daughter and the vanished guard, find their abandoned belongings and signs of a cult that dwelt here even before the storm—people who worshipped something from the deep and called it up.

The twist: the intruder from the sea is Vhogarra, the Call from the Deep—a monstrosity of tentacles and phosphor-light that reforged the drowned guard into its servants and inhabits the citadel like its shell. The survivors were not killed but transformed, and the fisherman's daughter is still alive—for now. In the climax, as the tide comes thundering back and the citadel floods, you stand face to face with Vhogarra in the half-submerged throne room. Do you defeat it and save the girl before the water rises too high, or must you choose who survives the crossing?

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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.