The Drowned God Molgoth Conqueror
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The Drowned God Molgoth

On the seabed dreams Molgoth, something that must not wake

The Drowned God
The Adversary
The Drowned God
Dead deity (aberration) · CR 18

A mountain of flesh and eyes whose dreams raise the sea, and who is just beginning to wake.

Show stat block
The Drowned God
Kolossaal, aberratie, Chaotisch kwaadaardig (dromend)
Armor Class 20 (natuurlijke pantsering)
Hit Points 310 (20d20+100)
Speed 6 m, zwemmen 18 m
STR28+9
DEX8-1
CON24+7
INT12+1
WIS20+5
CHA22+6
Saving Throws Kracht +14, Constitutie +12, Wijsheid +10, Charisma +11
Skills Waarneming +10, Intimidatie +11
Resistances & immunities kneuzend, snijdend en stekend van niet-magische wapens; immuun voor verlamd en versteend
Senses blindzicht 27 m, duisterzicht 36 m, passieve Waarneming 20
Challenge 18 (20.000 XP)
Traits

Legendarische Weerstand (3/dag). Als de Verdronken God een redingsworp mist, kan hij in plaats daarvan slagen.

Ontwakende Droom. In gevecht is de Verdronken God volledig ontwaakt; buiten gevecht doet zijn slapende droom het omringende water rijzen.

Duizend Ogen. De Verdronken God kan niet verrast worden en heeft voordeel op waarnemingsworpen op zicht.

Actions

Multiattack. De Verdronken God voert drie Tentakel-aanvallen uit.

Tentakel. Aanvalsworp met wapen (nabij): +14, bereik 6 m, één doelwit. Trefkans: 24 (3d12+9) kneuzende schade en het doelwit is vastgegrepen (ontsnappings-DC 20).

Golf van Waanzin (Recharge 5-6). Elk wezen binnen 18 m dat de Verdronken God kan zien moet een DC 20 Wijsheids-redding maken; bij falen 1 minuut verward en 27 (6d8) psychische schade, bij slagen de helft van de schade zonder verwarring.

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

The Story

All along the coast the water is rising, even without a storm. Fishermen haul up creatures that have no name, and at night people whisper words in their sleep in a tongue no one knows. The harbor city stands knee-deep in seawater that keeps climbing.

Deep beneath the waves lies the carcass of Molgoth, a forgotten sea god, dead but dreaming, and his dreams seep into the world. Every dream lifts the water higher and draws deep-sea things up toward the light. If he fully wakes, the ocean swallows every coast there is.

You descend into the black water, past sunken temples and shoals of praying deep-sea worshippers, toward the place where the god lies. You must find the old rite that keeps him asleep, resist the whispers that would have you kneel, and defeat the creatures that guard his dreams.

The twist: putting De Verdronken God back to sleep demands a sacrifice or a song that works only once, and the god takes notice of you; he begins to wake precisely because you draw near. In the climax, face to face with a mountain of flesh, coral, and countless eyes whose dreams raise the sea, you must complete the rite before the last dream breaks and Molgoth opens his mouth, wide as a bay, to swallow the world.

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Frequently asked questions

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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.

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

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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.