The Wreck of the Nereid Conqueror
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The Wreck of the Nereid

Beneath the waves something breathes that needs no air

The Deep-Sea Watcher
The Adversary
The Deep-Sea Watcher
aberration (aquatic) · CR 5

A body of tentacles and wreckage fused with the relic it guards.

Show stat block
The Deep-Sea Watcher
Large monstrosity (aquatic), unaligned
Armor Class 15 (natural armor)
Hit Points 115 (11d10+55)
Speed 20 ft., swim 40 ft.
STR20+5
DEX12+1
CON20+5
INT6-2
WIS13+1
CHA9-1
Saving Throws Str +8, Con +8
Skills Perception +4
Resistances & immunities bludgeoning, slashing, and piercing from nonmagical weapons
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 14
Challenge 5
Traits

Amphibious. The Deep Sea Warden can breathe both air and water.

Wreckwood Grip. The Deep Sea Warden has advantage on attack rolls against any creature grappled by its tentacles.

Actions

Multiattack. The Deep Sea Warden makes two Tentacle Slam attacks.

Tentacle Slam. Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16).

Swallow. The Deep Sea Warden makes an attack against a grappled Medium or smaller target. On a hit, the target is swallowed and takes 14 (4d6) bludgeoning damage at the start of each of the Deep Sea Warden's turns.

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

The Story

You descend along the anchor chain and the daylight melts into a green twilight. On the ocean floor the Nereide lies on her side, a three-master half-buried in sand, schools of fish sliding through the broken hull. Chests lie open and glinting, far too inviting.

The ship did not sink by chance. In her hold rests a cargo of banished relics, deliberately sunk to the depths so no one would ever find them again. But someone descended recently to retrieve something, and did not come back alone, or did not come back at all. What they woke was De Diepzeewachter, and he counts every diver an intruder.

Underwater everything works differently: your breath is limited, your movements slow, and the darkness in the hull hides more than treasure. You search cabins and cargo holds, dodge collapsing timber and snaring weed, decipher why these relics were banished, and follow the trail of the diver who never returned.

Deep in the hold waits De Diepzeewachter, a horror of tentacles and wreckage that has fused with one of the relics and now guards the cargo with a deadly hunger. Do you take the treasure and risk his fury, or leave the find where it belongs? The battle unfolds in dark, crushing water, where a single torn air line is the difference between escape and staying down forever.

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The first 6 of 19 pages — exactly what's in the PDF. Click to enlarge

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Frequently asked questions

What language is this adventure in?

This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.

Which edition is it for?

The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.

What do I get after buying?

An instant-download PDF with the complete adventure, a cinematic map, NPCs, encounters, printable loot cards and a DM guide.

How long does it take to play?

A typical DM Shots one-shot runs in 3 to 4 hours, perfect for a single evening at the table.

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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.