Medium monstrosity, neutral
Armor Class 13
Hit Points 71 (11d8 + 22)
Speed 20 ft., swim 40 ft.
|16 (+3)||16 (+3)||14 (+2)||9 (-1)||10 (+0)||10 (+0)|
- Regeneration. The benthonir regains 5 hit points at the start of its turn if it has at least 1 hit point.
- Water Breathing. The benthonir can breathe air and water. Additionally, a benthonir can freely cast spells and use other abilities while submerged.
- Multiattack. The benthonir makes two attacks: one with its bite and one with its claw.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
- Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Endemic to deepest parts of the ocean, benthonir are transparent humanoids with an undifferentiated biology. Each drop of the condensed slime that makes up a benthonir’s body is interchangeable with the rest so long as enough of the body remains viable to maintain life. This extends to the beginning of their lives, with vast fields of benthonir buds growing on the walls of ocean trenches.
Kraken Cultists. Vast schools of benthonir gather in the trenches. There they worship the krakens they believe created them from the lesser creatures of the trenches and, at the krakens’ behest, wage war on the asquenti realms above. In their pantheon, the krakens only bend knee to the even greater Vulnatatoa.
Mutations. With their great numbers and evershifting form, it comes as no surprise that the benthonir are susceptible to a wide variety of mutations. Few surface dwellers have seen a normal benthonir and fewer still recognize them as kin to the mutants who can be found on the surface. Thankfully for surface dwellers, the benthonir can only bud in the trenches, leaving the surface as yet uninvaded.
- Fire Shark benthonirs have red coloration that gathers in scales over their transparent flesh. This appearance grants them advantage on Dexterity (Stealth) checks while in the vast kelp jungles below he waves. They are also immune to fire rather than cold and often have multiple arms.
- Human Born benthonirs look completely human but lose fast healing and their swim speed, instead gaining a normal 30-foot land speed. They can suppress their bite, claw, and morphic form as a bonus action. Using these abilities can reveal their true nature, but otherwise detecting their benthoniri biology requires close examination requiring at least 1 hour and a successful DC 20 Intelligence (Nature) check.
- Human Mimic benthonirs look like incomplete human beings, wrinkled as their flesh constantly melts and reforms, but could be mistaken for elderly humans in poor light. They have a land speed of 30 feet and a swim speed of 20 feet.
- Namonti benthonirs look like asquenti and can only be distinguished with a cursory medical examination (Wisdom (Medicine) DC 10) or scoring a critical hit on them in combat. They also possess the base asquenti pincer, sonic lance, and sonic pincer attacks rather than their claw and bite.
Pirate Campaign Compendium © 2018, Legendary Games; Lead Designer Jason Nelson. Authors: Alex Augunas, Jeff Gomez, Matt Goodall, Jim Groves, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Lyz Liddell, Thomas J. Phillips, Alistair J. Rigg, Alex Riggs, Loren Sieg, Neil Spicer, Todd Stewart, Rachel Ventura, Michael D. Welham, Linda Zayas-Palmer.