Large aberration, chaotic evil

Armor Class 16 (natural armor)
Hit Points 180 (19d10+76)
Speed 10 ft., swim 60 ft.

22 (+6) 15 (+2) 19 (+4) 11 (+0) 14 (+2) 13 (+1)

Saving Throws Con +7, Str +9
Damage Resistances cold
Damage Immunities lightning
Skills Athletics +9, Perception +8
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 18
Languages Aklo, Aquan
Challenge 8 (3,900 XP)

Special Traits

  • Electric Field. A jorganth has a passive electric field surrounding it with a radius of 30 feet. Any creatures wearing metal armor or using a metal weapon takes 7 (2d6) lightning damage at the start of their turns while in this electric field.
  • Innate Spellcasting. A jorganth’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
  • Water Breathing. A jorganth can only breathe underwater.


  • Multiattack. The jorganth makes one bite attack and two tentacle attacks.
  • Bite. Melee Weapon Attack: +7 to hit, 10 ft. reach, one target. Hit: 9 (1d6 + 6) piercing damage.
  • Tentacle. Melee Weapon Attack: +7 to hit, 10 ft. reach, one target. Hit: 9 (1d6 + 6) bludgeoning damage plus 14 (4d6) lightning damage.
  • Hyper Beam. The jorganth can fire off an explosive beam of lightning 5 feet wide and 120 feet long. Any creatures caught in this beam must succeed a DC 16 Dexterity saving throw or take 13 (3d8) lightning damage. When a jorganth uses this ability, its Electric Field trait shuts off for 1 round.
  • Will-o’-the-Deep. The jorganth can shut off its Electric Field trait in order to summon a will-o’-wisp within 30 feet of itself. This will-o’-wisp has a swim speed of 50 feet and is completely loyal to the jorganth. Once this will-o’-wisp is summoned, the jorganth must wait 1 minute before its Electric Field trait turns back on.


Jorganths are otherworldly eel-serpents, invaders from beyond into the deepest and darkest reaches of the oceans on the homeworld of the player characters. At first glance they appear basically reptilian, though they combine wormlike and piscine features with insectile appendages and sensory organs. They are fierce predators and cunning hunters, able to track down their prey wherever they hide. An adult jorganth is nearly 20 feet long and weighs 1 ton.

Fey or Fiend. The jorganth is an otherworldly abomination of uncertain origins. They are found in numbers in the benighted ocean depths of the fey realms, where the joyous revels of aquatic faeries were never seen. There they feed upon the weaker inhabitants of the boundless reefs and pelagic abysms, as common camouflage and the glamours of the fey and their fey-touched pets are of no use against its hyperacute senses. However, they may not be native to the realms of Faerie, arriving instead by a chance transpatial thinness or rupture from a far-distant planet or dimension. Their advent occurred so far below the faerie seas that it went unnoticed for many long years, time enough for the jorganths to grow and multiply, such that even the mightiest hunters of the fey lords could never eradicate the nests of these alien predators. The rulers of the fey sought to lure these vicious beasts out of their own waters by enticing them into richer hunting grounds in the material world through planar vortices of their own, but while some took the bait enough remained that the threat was truly ended in neither place but instead now spread into the deep trenches of the mortal seafloor, there to once more seed new oceans with their terrifying progeny.

Feed on Fear. Jorganth are psychic parasites, scavenging the naked terror of the creatures it hunts with an avid glee and tormenting it with hit-and-run attacks, disappearing in the gloom and lurking just out of sight, only to rush in again bringing agony and panic in its wake. Their alien psychophysiology appears to require the consumption of this psychic fodder as well as physical provender in order for them to grow, and jorganths are certainly not above preying on their own kind. In fact, jorganths learn well the meaning of fear trying to survive their larval stages, as most are devoured by their kin before reaching adulthood. This cannibalistic terrorism is perhaps why the species has never risen beyond the level of lurking terror in the depths to become a true threat to the civilized races above.

Saltmarsh Jorganth. It is rare but not unheard of for jorganth to abandon the deep waters and crawl up onto the continental shelf and coastal reef waters, and thence even into tidewaters, bays, saltwater sloughs, and similar coastal wetlands. These jorganth are much like their deep-dwelling kin, but they are able to give birth to standard flying will-o’-wisps rather than will-o’-the-deeps.

Section 15: Copyright Notice

Sea Monsters (5E) © 2021, Legendary Games; Authors Michael Ritter, Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

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