Puala Beast

Huge aberration, neutral

Armor Class 17 (natural armor)
Hit Points 380 (40d12+120)
Speed 30 ft. Swim 60 ft.

26 (+8) 11 (+0) 17 (+3) 18 (+4) 15 (+2) 13 (+1)

Skills History +10
Saving Throws Str +14, Con +9, Wis +8
Damage Immunities cold, poison
Condition Immunities poisoned
Damage Resistances fire
Senses darkvision 120 ft., passive Perception 10
Languages Primordial, Aquan, telepathy 120 ft.
Challenge 18 (20,000 XP)


  • Capsize. A puala beast can rise out of the water with such force that a vessel with a beam of 25 feet or less is automatically capsized. A vessel with a wider beam has a chance of capsizing equal to the hit dice of the puala divided by the vessel’s beamwidth expressed as a percentage; thus a galleon with a 30-foot beam will have an 83% chance of being capsized.
  • Water Mastery. The puala beast gains a +2 bonus on attack and damage rolls if it is touching the water. (Already figured in)
  • Innate Spellcasting. The puala beast’s innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit). It can innately cast the following spells, requiring no material components.
  • Transmutation. Three times per day, the puala can transmute up to 500 pounds of inanimate stone or wood into water of equal weight.
  • Regeneration. The puala beast regenerates 20 hit points at the beginning of its turn as long as it has at least 1 hit point and is in contact with water.
  • Whirpool. A puala beast can create a whirlpool once every 5 minutes, provided it is underwater. The whirlpool is 10 feet wide at the base, up to 50 feet wide at the top, and 20 feet or taller. The puala beast controls the height of the vortex. It lasts 1 minute or until the puala beast breaks it apart. Any creature half the height of the vortex or less must succeed on a Dexterity save (DC 18) when it comes into contact with the vortex or be pulled into the vortex. A swimming creature may use an action and attempt a Strength save (DC 18) each round to escape the vortex. Any creature caught in the vortex takes 22 (5d8) bludgeoning damage upon being pulled in and then at the beginning of each of its turns. The creature is considered restrained until it escapes and is trapped underwater. Further, any attempt to cast a spell that has a somatic component or requires concentration requires the caster to succeed at a Constitution save (DC 18) to successfully cast the spell. If the save is failed, the spell slot is lost and the spell fails to go off. If a trapped creature is concentrating on a spell, they have to make a concentration check (DC 18) at the end of their turn.


  • Multiattack. The puala can strike twice with its fists each round or cast a spell.
  • Fists. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (3d8+10) bludgeoning damage.


The puala is a huge aquatic beast, ranging up to 20 feet long, over 30 with its tail. It has legs like a man’s, but its torso is long, shaped more like a fish. It has a long tail that tapers toward the

Elemental Wrath. When roused in anger, the puala uses its powers over the weather and water to react. It usually changes the weather patterns to suit its nature, the stormier the better, followed by a whirlpool. It then uses its spell-like abilities to the greatest benefit. It does not have the capacity to forgive, but neither does it have the capacity to hold a grudge.

Alien Nature. The puala beast does not need air to breathe, nor food or drink. It is a magical creature that is most at home in the deep waters. Its skin is ice cold, holding the Void within it, and when it comes into contact with warm water it also creates a mist. When the beast lingers in one area for too long the mist grows, encompassing vast stretches of the ocean.

Force of Nature. The puala beast is very intelligent and able to communicate telepathically with almost any species. Its origins are beyond those of mortal men and it is not able to understand their drives or reactions. It does not believe in fate, or anything other than the natural unfolding of the universe. Much like a storm, the puala passes over the world, through the deeps, with little thought to what it might harm or aid. They can be reasoned with, but only the cleverest are able to do so.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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