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King of the Deep (The Blood Sea Monster)

D&D 3e (3.0/3.5) Rules

by James O'Rance

Colossal Outsider (Chaos, Evil, Water)
Hit Dice: 50d8+400 (625 hp)
Initiative: -3 (Dex)
Speed: 5 ft., swim 50 ft.
AC: 23 (-4 size, -3 Dex, +20 natural)
Attacks: 2 claws +64 melee, 6 tentacles +62 melee
Damage: Claws 2d8+13, tentacles 4d6+6
Face/Reach: 40 ft. by 40 ft./25 ft.
Special Attacks: Control undead, roar, improved grab, bite, spells
Special Qualities: Cold and electricity immunity, damage reduction 15/+2, psychic vulnerability, SR 30
Saves: Fort +35, Ref +24, Will +34
Abilities: Str 36, Dex 4, Con 26, Int 18, Wis 20, Cha 18
Skills: Bluff +50, Concentration +61, Hide +22, Knowledge (arcana, religion, the planes) +57, Listen +45, Move Silently +37, Scry +40, Search +44, Sense Motive +41, Spellcraft +57, Spot +45
Feats: Blind-Fight, Cleave, Expertise, Extra Turning, Great Cleave, Improved Disarm, Improved Trip, Iron Will, Multiattack, Power Attack, Sunder, Weapon Focus (Claw, Tentacles)
Climate/Terrain: Any aquatic
Organisation: Solitary*
Challenge Rating: 21+
Treasure: Standard
Alignment: Always chaotic evil

* The King of the Deep is a unique creature.

The King of the Deep is a shadowy entity of monstrous size and aspect. It possess a piscean body with a kraken's six-tentacled head, two savage pincers, and a repulsive mane of silky, tangled hair, and is covered by razor-sharp scales. This fearsome creature is also known as the Blood Sea monster.

The King of the Deep is a supernatural being that manifests due to the combined powers of the wisked priests of destroyed Istar, known as death statues (see related article). Up to ten of these undead priests exist beneath the Blood Sea of Istar, and together they are able to summon the King from the Abyss. If all of these death statues are destroyed, the King dissipates into nothing.

The King of the Deep understands all languages, and can communicate telepathically with any intelligent creature within 100 ft.


The King of the Deep is one of the Dark Queen's most fearsome minions. Although it can only drag its bulk slowly on land, the monster's powerful claws and tentacled maw remain a terrible danger to foes. In the seas, the King of the Deep is in its element, and will prove a match for almost any opponent. It enjoys toying with opponents, using its roar or spells to dismay them or focusing physical attacks upon a single enemy while others strike at it ineffectually.

Psychic Vulnerability (Ex): The King of the Deep possesses only one weakness, its reliance upon the psychic strength of the ten death statues that summoned it to the material plane. This psychic force continues to support the King's existence on the material plane, and if one of the death statues is destroyed the King of the Deep is weakened, and gains 5 negative levels. This also occurs if a death statue is affected by a trap the soul spell or removed from the material plane. If all of the statues are destroyed, the King vanishes from the material plane.

Control Undead (Su): The King of the Deep can rebuke or command undead as a 20th-level evil cleric.

Roar (Su): Once per day, the King of the Deep can produce a horrendous roar that causes fear in all opponents within 30 ft. (Will save negates, DC 39).

Improved Grab (Ex): The King must hit with a tentacle attack to use this ability. If it pins an opponent, it can attempt to bite with a +63 attack bonus.

Bite (Su): The King of the Deep's beaked mouth is a gate that leads directly to the Abyss. An opponent struck by the King of the Deep's bite attack must make a Will save (DC 39) or be transported instantly to the Abyss.

Spells: The King of the Deep casts cleric spells, plus spells from the domains of Chaos, Evil, and Water, as though it were a 20th-level cleric.

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