TEXT: Corsairs of The
  Corsairs of The
  Corsairs of The
  Corsairs of The
  Corsairs of The
  Pneumean Expanse
  Pneumean Expanse
  Pneumean Expanse
  Pneumean Expanse
  Pneumean Expanse
  
  About the Author
  Christopher Harding is a Games Design student at
  Staffordshire University (class of 2020). He writes adventures
  and supplements on Dungeon Masters Guild, as well as
  creating hand-drawn maps both birds-eye and isometric. His
  focuses in writing have been inclusivity, diversity, and
  sustainable living, though his love for heavy metal, horror in
  film and fiction, and the grimdark universe of Warhammer
  40,000 have weaved their influences in. He also creates his
  own herb and spice mixes for cooking, and brews his own
  mead and gin.
  Should you wish to get in contact or see his previous works
  and upcoming projects, check his Twitter, his Dungeon
  Masters Guild page, his official Website, and his LinkedIn
  page for additional info. He is always open to conversations
  and feedback, so feel free to drop him a message to discuss
  anything TTRPG related.
  Legal
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, Ravenloft, Eberron, the dragon
  ampersand, Ravnica and all other Wizards of the Coast
  product names, and their respective logos are trademarks of
  Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the
  Coast and/or other authors. Such material is used with
  permission under the Community Content Agreement for
  Dungeon Masters Guild.
  All other original material in this work is copyright 2019 by
  Christopher Harding and published under the Community
  Content Agreement for Dungeon Masters Guild.
  All artwork used in this adventure is free licensed by
  Dungeon Masters Guild, from their DM Resources packs.
  Credits
  2
  
  How To Use This
  Adventure
  This adventure is aimed at those groups looking for a small
  side adventure, or to spice up their sea regions. This
  supplement has the potential to start or build on existing
  campaigns, even interconnecting regions with fellow hunting
  parties. This adventure features illithids, an aboleth and their
  minions, gith, and sea races on the back of swordfish.
  Official Creatures
  These creatures can be found within official Dungeons and
  Dragons Source books.
  Aboleth (MM pg.14)
  Cranium Rats (VGtM pg)
  Gith (MM pg.160, MToF pg.96 & 205)
  Intellect Devourer (MM pg.191)
  Kuo-Toa (MM pg.198)
  Mindflayers (MM pg.222, VGtM pg.74 & 171)
  Sahuagin (MM pg.263)
  Adventure Overview
  The adventurers wake up in a locked room, soaked and dirty,
  covered with seaweed. The stagnant air around them reeks of
  saltwater. They discover that their boat was capsized but
  luckily they were rescued by a returning raiding party of gith
  and their allies. The harbour town they find themselves in
  rests on the back of a giant dragon turtle that they have allied
  with. They use this massive creature as a base of operations
  to hunt down servants of illithids and the foul slavers
  themselves that hide in coves and subterranean ocean
  hideouts. But these splinter groups of mindflayers are much
  more threatening than the hunters realize, having an
  unconventional alliance with a fellow psionic being - an
  aboleth. Together they work to enslave those of both the land
  and sea, their despicable plots too complicated to
  understand. Your quest is to assist the gith and their elite task
  force to hunt down the source of the problems, eradicating
  the scourge from the peninsula.
  Chapter Overviews
  1. Unexpected Company
  The party awakens in a large bedroom, damp and reeking of
  saltwater. Dorzak, Gharad, and Esznia watch over them and
  begin questioning why they were so far out to sea. After
  explaining, the party is properly introduced and told about the
  illithid vermin that infest the waters. They are given a quick
  tour of Dragonback Wharf before setting to work. The gith
  have recently lost numbers and ask for the adventurer's help
  for the next few raids.
  2. Earning Your Sea-Legs
  Dragonback Wharf is situated on the back of a giant dragon
  turtle, persuaded and appeased by the gith that live on it. It
  swims across The Pneumean Expanse, the ocean that
  surrounds Tarrofen Peninsula. The party have been tasked to
  see Lyrei and acquire the appropriate provisions before
  heading out to Bloodbrook Cove. Before setting out they
  must be trained to ride the sea mounts at hand, once they
  have a basic understanding their journey can begin. At
  Bloodbrook Cove they find sahuagin attacking and enslaving
  a moderately peaceful tribe of kuo-toa. After saving the tribe,
  the party returns to Dragonback Wharf.
  3. Behind the Veil
  Their next excursion is at the Jha'zar Inlet, south of
  Bloodbrook Cove. Here the raiding party finds a lone
  mindflayer psion, Zanketh and some of its minions, wreaking
  havoc and experimenting on the mind-controlled kuo-toa. The
  party learns that it's not just the mindflayer pulling the
  strings, as once it has been defeated, the kuo-toa are still in
  the same condition. The party can attempt to bargain or
  extract further information from Zanketh.
  Overview
  3
  
  4. Chase to Uul'Bahx Passage
  Upon returning to the wharf, the raiding party is told of some
  trouble happening around town. Provisions have gone
  missing, resources are damaged, and half of their mounts
  have been cut loose. Somewhere there is a spy in town
  sabotaging their efforts. Once the party find the spy, a chase
  ensues first on foot through the town, and then by sea on the
  remaining mounts. The spy leads them to Uul'Bahx Passage,
  where inside many horrors await.
  5. The Puppet Masters
  Anphi struggles against the mind control, breaking herself
  free for a few moments. She tells the party of the mindflayer
  colony below, deep within Qhardozek Hive. It's a rogue sect
  with only a few members, but their minions are vile and evil.
  She alludes to something else, something bigger and worse
  than the mindflayers, but the horror is too great, its as though
  a barrier is blocking out her ability to remember it. The party
  must fight their way through the rogue colony before facing
  off against the abomination Qolldux, an arcane wielding
  mindflayer. The fight is tough but the party prevail. The party
  finds research notes on a creature called an aboleth, noting
  that a tenuous alliance has been forged. Laid upon a research
  table can be found underwater breathing apparatus that
  attach the the face.
  6. The Heart of Evil
  A voice echoes in the party's head, beckoning them to the
  pool at the farthest edge of the hive. Eyes glow in the dark
  depths, as multiple tentacles launch from the still waters
  pulling the party in, collapsing the rock. Submerged and in
  near darkness, Uur'Dhama introduces themself as the new
  master of the seas and land, thanks to the party. They attempt
  to seduce and control the members before becoming enraged
  and lashing out. The party must now fight the aboleth runt in
  their lair, the Den of Horror.
  7. One Good Turn
  The threats have been defeated and for now the Tarrofen
  Peninsula and The Pneumean Expanse are safe from the
  clutches of planar slavers. The party is welcomed back and
  thanked for help, the gith couldn't have done it without them.
  They can use Dragonback Wharf as their home upon the
  seas, they are gifted treasure made by the gith, and are taught
  how to tame sea creatures to ride.
  Key Locations
  Dragonback Wharf
  This town is somewhat ramshackle, but still very stable
  considering where it is perched. On the back of a dragon
  turtle isn't something to be chuckled at, as having a mobile
  base of operations comes in very handy.
  Tarrofen Peninsula
  The Tarrofen Peninsula is close to 100 miles long from the
  mainland to the tip, with small islands dotted around a few
  kilometers away from the coastline. It's lush and green
  forests in the center, but turns to rocky outcrops and coral
  reefs around the coast.
  Bloodbrook Cove
  This cove is home to a tribe of kuo-toa, more friendly than
  usual as they rely heavily on trading to survive. Before the
  sahuagin and mindflayers began to overrule them, they
  worked with the gith at Dragonback Wharf and other
  communities across the peninsula.
  Jha'zar Inlet
  Once home to kuo-toa, it is now a breeding ground for chuul
  and uchuulon, with reckless experiments being performed on
  the helpless denizens. This tainted place is a wretched hive
  where the mindflayers unleash their vile creatures onto the
  world.
  The Pneumean Expanse
  This stretch of water is home to some of the most beautiful
  and vibrant fauna in the southern hemisphere. However, the
  beauty is betrayed by the abundance of psionics, and mind
  control toxins that are used as a defence mechanism. Many
  dangerous creatures reside below the waves, not least of all
  giant sharks and manta.
  Uul'Bahx Passage
  The dark passage from the cove to the hive is riddled with
  dangers and mindless servants of both the illithid and
  aboleth's making. Cranium rats, chuul, and intellect devourers
  scout the passage, hunting down all trespassers. The winding
  passage leads directly into the hive where horrors surely
  await.
  Qhardozek Hive
  Compared to the hive Qolldux came from, this is puny and
  pathetic. No elder brain chamber, minimal equipment, and
  hardly any aesthetic considerations. Aside from some
  carvings and a chamber for research, the hive is tiny, only a
  hundred feet in diameter.
  4
  
  Unexpected Company
  The smell of salt and fish clings in the air as the party awakes
  on a cold wooden floor, the room a little larger than a cell and
  their clothes still damp from the ordeal they've been through.
  As they begin to rouse, they hear footsteps approaching from
  the door at the far end of the room, murmurs in a strange
  language grow louder until the door creaks open. Standing in
  the doorway is Gharad, Mayor of Dragonback Wharf, an aged
  githzerai, with a slouch to their stance. He scans the room
  eyeing up the party before calling out to Esznia and Dorzak.
  From the corners of the room Dorzak and Esznia stand up,
  apparently keeping watch over the washed up group from the
  shadows.
  The three of them discuss something in their tongue,
  dropping in the odd Common phrase to keep the strangers
  on edge. Esznia struts over to the party, kneels down and
  begins to ask them questions. Who are they, why are they so
  far out to sea, and whether they are up for the chance to earn
  a bit of coin in exchange for their services. Esznia and
  Dorzak can tell they are adventurers, just by the equipment
  they carry. These folk are definitely not strangers to action.
  Once the party has agreed, or at least been deemed not a
  threat, they are free to go, though this in of itself presents
  some issues. The ramshackle cell they were detained in is
  part of a small village cobbled together from shipwrecks and
  basic supplies that can be traded at port.
  This shanty town is lovingly named Dragonback Wharf, as it
  rests on the back of a giant Dragon Turtle, though friendly
  and appeased by the inhabitants. Getting out of town and
  back to land will prove difficult. If the party has accepted the
  invitation, they are told of Bloodbrook Cove, a suspected
  target of raids and enslavement by creatures most foul. The
  party, upon agreeing to help with the raids, are escorted to
  Lyrei to stock up on provisions they may need, as well as
  become acquainted with their part-time mount.
  Earning Your Sea-Legs
  At the western pier of Dragonback Wharf, Lyrei runs the
  provisioners, trading wares and maintaining the upkeep on
  resources used by the town. She and her crew are the only
  licensed folk who can trade directly with those on land,
  though everyone is welcome to put in a requisition request
  for what they need and want. When she is not counting
  supplies and filling out forms, she tends to the sea-stables
  that hold the mounts used by the raiding party.
  Lyrei will gladly offer the strangers the provisions as
  requested by the raid party, on the condition that they help to
  transport some of their most recent trades to the correct
  people. With the influx of raids they are having to order in
  more supplies, but without the extra hands to help out. She
  hands a list to the party with the names to deliver their stock
  to.
  Upon returning to Lyrei, the party is told that their mounts
  have been prepared, but they will need to be taught how to
  ride the Giant Swordfish. The swordfish is the easiest to
  learn, but with time much like the raid captains, they could
  learn to ride giant manta, giant reef sharks, or even sea
  wyverns with enough practice and taming.
  Esznia and Dorzak accompany the party, along with 2
  githyanki warriors on the back of their mounts, traveling
  across The Pneumean Expanse to their destination. upon
  arriving at Bloodbrook Cove, the leader notices something is
  off. Usually the local kuo-toa tribe would welcome them, as in
  recent times the raiding party have been peacekeepers of a
  sort, defending the locals from attackers. This time they were
  too late, bodies of some of the tribe members strewn across
  the camp. The party can make an Investigation check to
  notice extra tracks and where the sahuagin have taken the
  remaining members of the clan. Further into the cove, the
  party can hear the cries of kuo-toa being coralled into holding
  pens like cattle. As they come into view they can see a full
  raiding party of 10 sahuagin. The sahuagin notice the party
  and ready their weapons poised to attack, defending their
  spoils and soon to be slaves.
  With the oppressive sahuagin defeated, the captured kuo-toa
  can be set free to bury their dead and recover from the attack.
  If the adventurers decide to investigate the area they find
  15gp worth of valuables on the sahuagin bodies, and a clam
  shell with etchings, possibly orders. They can understand the
  orders if they speak saguagin, otherwise they will need to find
  someone to decode it. The orders mention an informant in
  Dragonback Wharf, a kuo-toa that relays messages about the
  strength and movements of the gith.
  5
  
  Behind the Veil
  A short trip back from Bloodbrook Cove sees the party return
  to Dragonback Wharf, though the base of operations has
  moved further south and closer to the coastline. Once they
  return, they should return to the mayor and report their
  findings. The mayor asks the party to relay a message to
  Lyrei, asking her to round up a few people and a couple of
  boats worth of supplies to aid with the relief effort at
  Bloodbrook Cove.
  The next step for the party is to hit another pocket of
  disruption along the coast, the Jha'zar Inlet twenty miles
  south of Bloodbrook Cove. They may have helped out once,
  but the raid commander could desperately use another few
  sets of hands, at least until they recruit some more members.
  They can tell the party is adept at what they do, and will even
  throw in a reward if they can help out with the next attack.
  The party agrees, and after a short rest and restocking, the
  raiders are off once more atop their watery steeds.
  As the party approaches from the sea, they can smell smoke,
  twirling spires of black rising in the direction they are headed.
  There must have already been an attack, as even one of the
  community's great celebrations never raises this much
  commotion. They get closer and it hits them. The village has
  been set ablaze, yet from this distance no inhabitants can be
  see. The raiders dock their mounts a safe distance away and
  head on over to the village. They were too late. Some bodies
  lay on the ground, beaten into submission, and a trail of teal
  slime leads through the village and into the cave. To the
  horror of the party they discover clutches of eggs laid in the
  corpses of the kuo-toa.
  All characters with 14 passive Perception or higher can
  hear gentle clacking of bones and muffled voices. Shortly
  after they start to investigate and search for survivors they
  can hear chattering and splashing noises approach from deep
  in the cave. Those that have lower than 14 passive
  Perception are caught unaware, allowing the 3 chuulflayers
  to scuttle out of the cave and perform a surprise round, still
  with remnants from their prey decorating their carapaces.
  The fight is tough, but the party prevails, slaying the horrible
  creatures, their tentacles writhing as they take their last
  breath. The gith have seen these creatures before, and while
  it worries them its an assurance that they are on the right
  track. They're getting closer to their eternal nemesis, illithids.
  This monster is what happens when a chuul is captured by a
  mindflayer and converted into another dastardly minion.
  Wherever a minion is, the master is never far behind. The
  party hears a soft voice in their head, calling them to tropical
  tree-line. Waiting in ambush is Zanketh, the mindflayer
  behind these vile mutants. If a member of the party has 15
  passive Perception or higher, they can just make out the
  silhouette of Zanketh shuffling in the shrubbery, otherwise
  Zanketh strikes and initiates a surprise round.
  Now is not the time to mourn for the lost. This vital
  information must be given to the supreme commander as
  soon as they return to base. Once the party makes their way
  back, they are awarded 50 gold each and 4 Piscene Bubbles
  each. These bubbles give the user 10 minutes of
  waterbreathing per use.
  Chase to Uul'Bahx Passage
  Further down the coastline lies home, Dragonback Wharf.
  The raiding squad returns back to base, relaying their
  findings to Gharad at the town hall. This valuable information
  will help turn the tide, acting as a catalyst to rally locals from
  around the peninsula to hep with their cause. The eradication
  of the mindflayers is all that matters to them, as it would
  ensure their survival across the planes. While the party has
  been away there has been a ruckus all over town. Crates and
  barrels of supplies are knocked over, stalls damaged, produce
  stolen, and general anti-social behavior. It is believed the
  suspect is still in town hiding out, last seen by the
  warehouses. Reports say that a kuo-toa is on a rampage,
  seemingly crazed and acting out, spouting gibberish as they
  run amok.
  6
  
  The party searches across the settlement, asking the
  townsfolk if they have seen the kuo-toa in question, and after
  a few shaken heads they discover that the kuo-toa is Anphi, a
  refugee that was given a safe haven not too long ago. She was
  last seen close to the warehouse in a daze, opening crates
  and devouring the produce inside while gibbering
  unintelligible words. As the adventurers get close to her, she
  becomes frightened and sprints to the docks, stealing one of
  the mounts. It is now up to the party to chase her across The
  Pneumean Expanse to wherever she may be heading.
  Mounting up for the chase ahead of them, the party follows
  Anphi across The Pneumean Expanse, her maddened
  cackles fading on the sea breeze. Luckily Anphi didn't have
  much of a head start, as the adventurer discover her location
  quickly and was able to root her out. After 30 minutes of
  pursuing her on the back of aquatic beasts, they arrive at a
  rocky and barren outcrop with a large crack to the side. As
  the party gets closer to the opening, they can see a dim light
  emanating from further in, the smell of rancid meat fills the
  air as they begin to make their way inside.
  The Puppet Masters
  Anphi lies just past the entrance curled on the floor in pain.
  She is struggling against the mind control inflicted upon her
  by the mindflayers, breaking herself free for a few moments.
  She tells the party of the mindflayer colony past Uul'Bahx
  Passage, deep within Qhardozek Hive. Apparently it's a rogue
  sect with only a few members, but their minions are are
  numerous and spread out across the peninsula.
  She alludes to something else, something bigger and worse
  than the mindflayers lurking in the depths. The horror is too
  great to fathom, it's as though a barrier is blocking out her
  ability to remember. Anphi loses consciousness and is unable
  to woken by any means known by the adventurers.
  Further into the dank caverns, heavy footsteps and scratching
  echoes down the 10ft. wide hallway of splintered stone, the
  wails of agony dancing on the wind. A swarm of cranium
  rats and 2 intellect devourers rush towards the party,
  attempting to overwhelm them with their rush tactics. 2
  rounds after this initial onslaught, 1 chuulflayer approaches
  from further in the cave to support its allies. In this enclosed
  space it is much trickier to maneuver, forcing the adventurers
  and their foes to funnel in head to head. With the creatures
  defeated the coast appears to be clear for them to progress.
  Judging by what Anphi said, there may well be many more of
  these hideous abominations lurking on patrol. It is advised
  the party progresses slowly and carefully as not to alarm
  anything wandering by. Cranium rats and intellect devourers
  trudge through the twisting paths, searching for any
  intelligent life to bring back to their masters. It takes 10
  minutes of walking through damp crevasses and down
  crudely carved steps to reach the deadly grotto, the precipice
  of evil where the mindflayers and their minions call home -
  Qhardozek Hive.
  Upon entering the makeshift hive, some 80 feet in diameter,
  the adventurers feel a wave of pressure wash over them, their
  senses dampened and assaulted. Carvings of strange ruins,
  arcane technology and machinery litter the ground, sparking
  and humming strange notes. From above a floating orb emits
  a muted green light, brightening up the cave, while at the
  back of the room, a black, reflective pool of liquid sits,
  occasionally bubbling. All adventurers must succeed a DC 14
  Wisdom saving throw, else they have disadvantage on their
  next attack. In the center of the hive, a lithe, gray figure leans
  over a stone table, poking and prodding at the remains that
  lay there.
  7
  
  Almost immediately after they step foot into the grotto, the
  creature - Qolldux, looks up, revealing six long, pallid
  tentacles protruding from its face. In their minds the
  adventures can hear a voice say "Ahh fresh prey to do my
  bidding. Oh, how I will enjoy turning you into my minions."
  Qolldux stands up straight, levitating ever so slightly off the
  ground, before summoning 2 swarms of cranium rats, 1
  intellect devourer and 4 kuo-toa to attack the party. A
  devastating fight ensues, with Qolldux casting spells from
  afar.
  When Qolldux is close to death, they retreat to the reflecting
  pool to beg for help from Uur'Dhama, something that most
  illithids are too proud to do. As they approach, three massive
  tentacles burst from the pool, wrapping around Qolldux and
  lifting them into the air. A giant tooth filled maw raises out of
  the pool and devours the mindflayer.
  Once the encounter has been completed the party stumble
  upon research notes on a creature called an aboleth, noting
  that a tenuous alliance has been forged with this alien being.
  Communication is limited, but what can be deciphered by the
  scrawlings of various minions, is that any gatherings are
  performed around that pitch black pool. Whatever that
  monster was that ate Qolldux, it must be worse than the
  mindflayers. That pool and wherever it leads must be the lair
  of an aboleth.
  Heart of Evil
  The murky depths of Uur'Dhama's pool stretches deep below
  the island into the abyss and out to the sea. Vision is
  obscured in the dark and fetid water, the perfect lair for a
  creature as vile as an aboleth. For the party to defeat this
  creature without being utterly outmatched, they must find a
  way to bring it to the surface, or breathe underwater. A deadly
  battle is upon the party, but if victorious in will save countless
  lives by extinguishing the threat before them.
  Uur'Dhama's Lair
  Lair Actions
  When fighting inside its lair, Uur'Dhama can invoke the
  ambient magic to take lair actions. On initiative count 20
  (losing initiative ties), Uur'Dhama takes a lair action to cause
  one of the following effects:
  Uur'Dhama casts phantasmal force (no components
  required) on any number of creatures it can see within 60
  feet of it. While maintaining concentration on this effect,
  they can’t take other lair actions. If a target succeeds on
  the saving throw or if the effect ends for it, the target is
  immune to Uur'Dhama's phantasmal force lair action for
  the next 24 hours, although such a creature can choose to
  be affected.
  Pools of water within 90 feet of Uur'Dhama surge
  outward. Any creature on the ground within 20 feet of
  such a pool must succeed on a DC 14 Strength saving
  throw or be pulled up to 20 feet into the water and
  knocked prone. Uur'Dhama can’t use this lair action again
  until it has used a different one.
  Water in the Uur'Dhama’s lair becomes a conduit for the
  creature’s rage. Uur'Dhama can target any number of
  creatures it can see in such water within 90 feet of it. A
  target must succeed on a DC 14 Wisdom saving throw or
  take 7 (2d6) psychic damage. Uur'Dhama can’t use this
  lair action again until it has used a different one.
  8
  
  Regional Effects
  The region containing Uur'Dhama’s lair is warped by the
  creature’s presence, which creates one or more of the
  following effects:
  Underground surfaces within 1 mile of Uur'Dhama’s lair
  are slimy and wet and are difficult terrain.
  Water sources within 1 mile of the lair are supernaturally
  fouled. Enemies of Uur'Dhama that drink such water
  vomit it within minutes.
  As an action, Uur'Dhama can create an illusory image of
  itself within 1 mile of the lair. The copy can appear at any
  location Uur'Dhama has seen before or in any location a
  creature charmed by Uur'Dhama can currently see. Once
  created, the image lasts for as long as Uur'Dhama
  maintains concentration, as if concentrating on a spell.
  Although the image is intangible, it looks, sounds, and can
  move like Uur'Dhama. Uur'Dhama can sense, speak, and
  use telepathy from the image’s position as if present at
  that position. If the image takes any damage, it disappears.
  One Good Turn
  With the threats have defeated, the Tarrofen Peninsula and
  The Pneumean Expanse are safe from the clutches of the
  extra-planar slavers. No more will the threat of subjugation
  hang over the heads of the inhabitants, no more will they fear
  for their sanity and lives. On this day the scourge was
  stamped out from the region and those terrorized can
  breathe easy and begin to rebuild. No doubt the vermin from
  space still hide in their caves across the planet, but this
  region is safe at least. Upon returning to Dragonback Wharf
  the party is led to the mayor with the rest of their compatriots
  to break the fantastic news, the illithid scourge has been
  cleansed from the land. Even better, an aberrant aboleth
  strangely working with the mindflayers, has been taken out
  too, making the seas a much safer place for all who dwell and
  travel in the region. The mayor thanks the party for their
  assistance with these matters and offers them a variety of
  riches, tokens to use their mounts should they decide to
  return, and a humming, glowing piece of coral that can guide
  them to the waystone in the town center. A small coffer of
  donations is handed to the adventurers, funds that would be
  used to hire mercenaries to assist with the raids. The coffer
  contains 200gp, and a necklace with a ruby encrusted in the
  middle.
  9
  
  Anphi (She/Her, CG Kuo-Toa
  Archpriest)
  Two Sentences: A mind-broken Kuo-Toa, controlled and
  forced to spy on the raiders on behalf if her masters.
  Appearance: She wears disheveled robes and has many
  scars from being beaten by her masters. She always has a
  mournful expression.
  Characteristics: When not being controlled, she is always
  looking after her tribe, sometimes by force if necessary.
  Relatable: She just wants what is best for her tribe.
  Resisting the illithids would surely bring ruin to them, so
  she made the ultimate sacrifice.
  Antagonistic: She is sneaky and disrupts normal
  runnings of the raiding town such as letting livestock go,
  knocking over barrels and generally being a nuisance.
  Threatening: When threatened she will do one of two
  things - retreat as fast as possible, or snap into a rabid
  rage, becoming berzerk and attacking her foes.
  Special: Despite being mind controlled, due to the "crazy"
  nature of the kuo-toa psyche, she can sometimes break
  free for a few moments.
  Dorzak (He/Him, LG Githzerai
  Fighter)
  Dorzak is one of a few githzerai that roam the land and sea,
  in search of his people's ex-captors. His pain suffered at their
  hands makes him overzealous sometimes, ranting and raving
  about his victories.
  Personality: He can be rash and reckless sometimes, but
  luckily his superior can reign him in. He has a burning
  hatred for illithids and finds kinship in those who feel the
  same.
  Ideal: Is willing to work with anybody, provided they have
  the drive and passion for the task. Skills can be taught,
  drive cannot.
  Bond: His sea-wyvern mount, Bubbles, is his most prized
  possession and would do anything to keep her safe.
  Flaw: When he isn't brought under control, his temper can
  lead to on-the-fly decisions that negatively impact the clan.
  Esznia (She/They, CG Githyanki
  Supreme Commander)
  Esznia is the githyanki raid commander at Dragonback
  Wharf, organising all the excursions and hunts that the clan
  undertakes. She is well respected by her peers.
  Personality: They are careful and deliberate with their
  actions, taking all voices into account before coming to a
  decision. She sees herself as the mother of the group,
  caring for each individual.
  Ideal: She pours countless hours into the cause, because
  she knows that until the scourge have been eradicated,
  there can be no peace within the planes.
  Bond: Her bond is with the community, sacrificing her
  time to its care and upkeep.
  Flaw: Her willingness to put herself in less than ideal
  situations for the sake of the clan leads her to great
  mental strain and stress.
  Gharad (He/They, LG Githzerai
  Anarch)
  Gharad Is the "mayor" of Dragonback Wharf, directing and
  influencing the journey of the dragon turtle their town resides
  on. Their primary role is maintaining the smooth running of
  the wharf.
  Personality: They are headstrong and stubborn when it
  comes to leading the town, but takes great pleasure in
  seeing his plans come t fruition.
  Ideal: Wishes that instead of being in charge, someone
  worthy and younger would take up the mantle. So far very
  few are close.
  Bond: His partner is what keeps them going. Their
  understanding and drive, the compassion and trust their
  share. He is his rock, and they treasure each other always.
  Flaw: His aloof personality frustrates others around them,
  and sometimes demoralizes the crew.
  NPC's
  10
  
  Lyrei (She/Her LG Githyanki
  Knight)
  Lyrei is one of many Gith here, and the head provisioner on
  Dragonback Wharf, allocated and requisitioning resources
  and gear. She and her crew are the traders of the clan,
  working with coastal communities on trade agreements and
  safe passage.
  Personality: She is extremely charismatic, and very
  headstrong, never backing down from an argument. She
  tries to get the best for her clan, haggling for as long as it
  takes to get a better deal.
  Ideal: a good bargain should never be passed up, and if it
  helps cleanse the land of the illithid menace, even better.
  Bond: She is bound by a duty of care for her nephew,
  since his parents were lost on a raid. This young lad will
  grow up to be the best of her siblings, with a splash of her
  stubbornness.
  Flaw: Her stubbornness is both her boon and a flaw. The
  trouble she has caused in the past because of it has poorly
  impacted sales on more than one occasion.
  11
  Qolldux
  Medium undead, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 120 (16d8 + 48)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 16 (+3) 19 (+4) 17 (+3) 17 (+3)
  Saving Throws Con +7, Int +8, Wis +7, Cha +7
  Skills Arcana +8, Deception +7, Insight +7,
  Damage Resistances cold, lightning, necrotic
  Damage Immunities bludgeoning, piercing, and
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, poisoned
  Senses truesight 120ft., passive Perception 17
  Languages Deep Speech, Undercommon, telepathy
  120ft.
  Challenge 10 (5,900)
  Magic Resistance. Qolldux has advantage on saving
  throws against spells and other magical effects.
  Innate Spellcasting (Psionics). Qolldux's innate
  spellcasting ability is Intelligence (spell save DC 16).
  Spellcasting. Qolldux is a 12th-level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 16,
  +8 to hit with spell attacks). Qolldux has the
  following wizard spells prepared:
  Cantrips (at will): chill touch, dancing lights, mage
  hand, prestidigitation, shocking grasp
  1st level (4 slots): detect magic, disguise self.
  magic missile, shield
  2nd level (3 slots): invisibility, mirror image,
  scorching ray
  3rd level (3 slots): counterspel1, lightning bolt
  4th level (3 slots): confusion, Evard's black
  tentacles, phantasmal killer
  5th level (2 slots): modify memory, wall of force
  6th level (1 slot): disintegrate, globe of
  invulnerability
  Turn Resistance. Qolldux has advantage on saving
  throws against any effect that turns undead.
  Actions
  Chilling Grasp. Melee Spell Attack: +8 to hit. reach 5
  ft., one target. Hit: 10 (3d6) cold damage.
  Mind Blast (Recharge 5-6). Qolldux magically emits
  psychic energy in a 60-foot cone. Each creature in
  that area must succeed on a DC 16 Intelligence
  saving throw or take 22 (4d8 + 4) psychic damage
  and be stunned for 1 minute. A target can repeat the
  saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  
  Qolldux (They/Them CE
  Mindflayer Alhoon)
  Two Sentences: Head of the rogue sect of Qhardozek
  hive, Qolldux takes command of the hive through fear and
  manipulation, using their undeathly magics to rule with a
  iron, tentacles fist.
  Appearance: Their pale visage betrays their health, on the
  verge of death at almost all times from the energies that
  course through them. They are dressed in ornate silks and
  linens, carrying a staff with the skull of a mindflayer
  bound atop it.
  Characteristics:
  Relatable: As an outcast and abomination, Qolldux leaned
  into this, exiling themselves and gaining power through
  whatever means necessary.
  Antagonistic: They constantly send cell units and spies to
  communities in the near vicinity, enticing those that listen,
  and stealing those that don't.
  Threatening: She actively curses townsfolk that get too
  close, and her corrupting influence thickens the closer to
  the lair you get. Minions and beasts are called forth to
  attack anyone that threatens her way of life.
  Special: Despite her powers and willingness to commit
  acts of violence, if she can strike up a deal that benefits
  her, and lets her continue practicing her dark magics, that
  is what she will do. Murder is a last resort, but something
  she is very capable of performing.
  Uur'Dhama (They/Them LE
  Aboleth)
  Two Sentences: A monstrous vile creature from before
  the gods came to be. Their only want is to enslave and
  devour the lesser races, proving its superiority in the stars.
  Appearance: This aboleth differs slightly to its kin. The
  climate and environment it dwells in is imbued with
  strange, toxic materials. Their coloration is a deep regal
  blue and mottled with green splotches. The toxins have
  stunted their growth, making them slightly smaller than
  an adult would be under ideal circumstances.
  Characteristics: Uur'Dhama is a hateful, manipulative
  being, born with a sense of superiority across all planes of
  existence. Anything they see as other than themselves are
  vermin, fit only for food or to serve.
  Antagonistic: They have a pact with the Illithids to
  dominate the land and seas. It is a tenuous relationship
  that could break at any moment. They threaten all who
  use the world's oceans.
  Threatening: Their legions of servants and information
  networks below the waves are unsurpassed, allowing
  them to strike at any time.
  Special: Despite the promise made to work alongside the
  Illithids, Uur'Dhama is simply waiting for the right
  moment to overthrow them. Any opportunity the alliance
  is weakened, they will strike.
  Uur'Dhama is a unique creature with a liar. Use the lair
  rules for an aboleth (MM pg.15) with this addition: Every
  round a creature that isn't an aboleth is within the lair,
  they must succeed a DC 12 Consitution saving throw or
  else they become poisoned.
  Zanketh (They/Them LE
  Mindflayer Scion)
  Two Sentences: Zanketh is Qolldux's second in
  command, in charge of overseeing excursion to retrieve
  fresh subjects and brains. They too are an outcast, their
  psionic powers grew strong and their elder brain saw
  them as a threat.
  Appearance: Their robes are just as lavish as Qolldux's,
  but are much more tight fitting, with a membranous
  chestplate holding it all together.
  Characteristics: Zanketh is happy to work with with
  Qolldux, but reluctant to cooperate with the aboleth.
  When frustrated their face tentacles twitch and spasm.
  Antagonistic: They have a particular fondness of
  experiments, relishing every chance to set their vile
  creations out into the world.
  Threatening: Their psionic abilities manipulate and
  control weaker creatures, allowing them to be dissected
  while still alive.
  Special: While working alongside Qolldux has its boons,
  Zanketh thrives on the freedom of choice to experiment
  and test out their new creations, perhaps able to be
  persuaded to overthrow them, for the right incentive.
  12
  
  13
  Uur'Dhama
  Large aberration, lawful evil
  Armor Class 15 (natrual armor)
  Hit Points 135 (18d10 + 36)
  Speed 10 ft., swim 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 +5 9 (-1)
  14 (+2)
  19 (+4)
  16 (+3)
  18 (+4)
  Saving Throws Con +6, Int +8, Wis +6
  Skills History +12, Perception +10
  Damage Resistances poison
  Damage Immunities psychic
  Senses darkvision 120ft., passive Perception 20
  Languages Languages
  Challenge 10 (5,900 XP)
  Amphibious. Uur'Dhama can breathe air and water.
  Mucous Cloud. While underwater, Uur'Dhama is
  surrounded by transformative mucus. A creature that
  touches Uur'Dhama or that hits it with a melee attack
  while within 5 feet of it must make a DC 14
  Constitution saving throw. On a failure, the creature is
  diseased for 1d4 hours. The diseased creature can
  breathe only underwater.
  Probing Telepathy. If a creature communicates
  telepathically with Uur'Dhama, they learn the creature's
  greatest desires if Uur'Dhama can see the creature.
  Actions
  Multiattack. Uur'Dhama makes three tentacle attacks.
  Tentacle. Melee Weapon Attack: +9 to hit, reach 10ft.,
  one target. Hit: 12 (2d6 + 5) bludgeoning damage. If
  the target is a creature, it must succeed on a DC 14
  Constitution saving throw can be removed by any
  magic that cures disease.
  After 1 minute, the diseased creature's skin becomes
  translucent and slimy, the creature can't regain hit
  points unless it is underwater, and the disease can be
  removed only by heal or another disease-curing spell of
  6th level or higher. When the creature is outside a body
  of water, it takes 9 (2d8) acid damage every 10
  minutes unless moisture is applied to the skin before
  10 minutes have passed.
  Tail. Melee Weapon Attack: +9 to hit, reach 10ft. one
  target. Hit: 15 (3d6 + 5) bludgeoning damage.
  Enslave (3/Day). Uur'Dhama targets one creature it can
  see within 30 feet of it. The target must succeed on a
  DC 14 Wisdom saving throw or be magically charmed
  by Uur'Dhama until they die or until it is on a different
  plane of existence from the target. The charmed target
  is under Uur'Dhama's control and can't take reactions,
  and Uur'Dhama and the target can communicate
  telepathically with each other over any distance.
  Whenever the charmed target takes damage, the target
  can repeat the saving throw. On a success, the effect
  ends. No more than once every 24 hours, the target
  can also repeat the saving throw when it is at least 1
  mile away from Uur'Dhama.
  Legendary Actions
  Uur'Dhama can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn . Uur'Dhama regains spent
  legendary actions at the start of its turn.
  Detect. Uur'Dhama makes a Wisdom (Perception)
  check.
  Tail Swipe. Uur'Dhama makes one tail attack.
  Psychic Drain (Costs 2 Actions). One creature charmed
  by Uur'Dhama takes 10 (3d6) psychic damage, and
  Uur'Dhama regains hit points equal to the damage the
  creature takes.
  
  Creatures
  14
  Giant Dragon Turtle
  Gargantuan dragon, Neutral
  Armor Class 22
  Hit Points 400 (28d20 + 160)
  Speed 40ft., swim 60ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8) 12 (+1) 24 (+7) 10 (+0) 13 (+1) 13 (+1)
  Saving Throws Dex +5, Con + 11, Wis +6
  Damage Resistances fire
  Damage Immunities Damage_Immunities
  Condition Immunities condition_Immunities
  Senses darkvision 120ft., blindsight 120ft., passive
  Perception 12
  Languages Aquan, Draconic
  Challenge 19 (22,000)
  Amphibious. The dragon turtle can breathe air and
  water.
  Actions
  Multiattack. The dragon turtle makes three attacks: one
  with its bite and two with its claws. It can make one tail
  attack in place of its two claw attacks.
  Bite. Melee Weapon Attack: +13 to hit, reach 15ft., one
  target. Hit: 31 (3d12 + 12) piercing damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 10ft.,
  one target. Hit: 20 (2d8 + 11) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one
  target. Hit: 32 (3d12 + 13) bludgeoning damage. If the
  target is a creature, it must succeed on a DC 21
  Strength saving throw or be pushed up to 15 feet away
  from the dragon turtle and knocked prone.
  Steam Breath (Recharge 3-4). The dragon turtle exhales
  scalding steam in a 80-foot cone. Each creature in that
  area must make a DC 19 Constitution saving throw,
  taking 80 (11d12 + 35) fire damage on a failed save, or
  half as much damage on a successful one. Being
  underwater doesn't grant resistance against this
  damage.
  
  15
  Giant Manta
  Large beast, Unaligned
  Armor Class 13 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 0 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 15 (+2) 3 (-4) 12 (+1) 5 (-3)
  Skills Stealth +5, Perception +3
  Senses passive Perception 13
  Languages --
  Challenge 1/4 (50XP)
  Underwater Camouflage. The ray has advantage on
  Dexterity (Stealth checks made while underwater).
  Water Breathing. The ray can breathe only
  underwater.
  Actions
  Sting. Melee Weapon Attack:, +5 to hit, reach 5ft.,
  one target, Hit: 5 (1d4+3) piercing damage and the
  target must make a DC 12 Constitution saving
  throw or be poisoned for 1 minute. The creature can
  repeat the saving throw at the end of each of its
  turn.
  Giant Swordfish
  Large beast, Unaligned
  Armor Class 14 (natural armor)
  Hit Points 25 (5d8 + 6)
  Speed 0 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 13 (+2) 3 (-4) 12 (+1) 5 (-3)
  Skills Stealth +4, Perception +3
  Senses passive Perception 12
  Languages --
  Challenge 1/2 (100XP)
  Water Breathing. The swordfish can breathe only
  underwater.
  Lunge. When a swordfish moves 10ft. or more
  before attacking with its spear attack, it can add an
  additional damage die to its damage roll.
  Actions
  Spear. Melee Weapon Attack:, +5 to hit, reach 10ft.,
  one target, Hit: 10 (2d6+4) piercing damage.
  Slash. Melee Weapon Attack:, +5 to hit, reach 5ft.,
  one target, Hit: 9 (4d4+2) slashing damage.
  
  16
  Giant Reef Shark
  Large beast, Unaligned
  Armor Class 14 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 0 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+4) 15 (+2) 16 (+3) 3 (-4) 12 (+1) 4 (-3)
  Skills Stealth +2, Perception +2
  Senses blindsight 30ft., passive Perception 13
  Languages --
  Challenge 1 (150XP)
  Blood Frenzy. The shark has advantage on melee
  attack rolls against any creature that doesn't have all
  its hit points.
  Pack Tactics. The shark has advantage on an attack
  roll against a creature if at least one of the shark's
  allies is within 5 feet of the creature and the ally
  isn't incapacitated.
  Water Breathing. The shark can breathe only
  underwater.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Sea Wyvern
  Large dragon, Unaligned
  Armor Class 14 (natural armor)
  Hit Points 89 (10d10 + 35)
  Speed 20 ft., swim 30 ft., fly 70ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
  Skills Perception +4
  Senses blindsight 30ft., darkvision 60ft., passive
  Perception 14
  Languages --
  Challenge 6 (2,300XP)
  Amphibious. The wyvern can breathe both
  underwater and on land.
  Actions
  Multiattack. The wyvern makes two attacks: one with
  its bite and one with its tail. While flying, it can use
  its claws in place of one other attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 13 (2d8 + 4) slashing damage.
  Tail Slam. Melee Weapon Attack: +7 to hit, reach 10
  ft., one target. Hit: 11 (2d6 + 4) bludgeoning
  damage. The target must make a DC 15 Strength
  saving throw, taking 24 (7d6) thunder damage on a
  failed save, or have as much on a successful one
  Steam Breath (Recharge 3-4). The wyvern exhales
  scalding steam in a 30-foot cone. Each creature in
  that area must make a DC 15 Constitution saving
  throw, taking 40 (4d12 + 15) fire damage on a
  failed save, or half as much damage on a successful
  one. Being underwater doesn't grant resistance
  against this damage.
  
  17
  Chuulflayer
  Large aberration, chaotic evil
  Armor Class 18
  Hit Points 93 (11d10 + 33)
  Speed 20ft., swim 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 4 (-3)
  Saving Throws Str +6
  Damage Resistances acid, psychic slashing
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  Senses darkvision 60ft., passive Perception 15
  Languages Understands Deep Speech but can't
  speak
  Challenge 5 (2,900XP)
  Amphibious. Chuulflayers can breathe air and water.
  Sense Magic. The chuulflayer senses magic within
  120 feet of it at will. This trait otherwise works like
  the Detect Magic spell but isn't itself magical.
  Suffocating Grapple. When a chuulflayer successfully
  grapples a creature, they deal 12 (3d6 + 4)
  bludgeoning damage.
  Actions
  Multiattack. The chuulflayer makes two pincer
  attacks. If the chuulflayer is grappling a creature, the
  chuulflayer can also use its tentacles once.
  Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft.,
  one target. Hit: (2d6 + 4) bludgeoning damage. The
  target is grappled (escape DC 14) if it is a Large or
  smaller creature and the chuulflayer doesn't have
  two other creatures grappled
  Tentacles. One creature grappled by the chuulflayer
  must succeed on a DC 13 Constitution saving throw
  or be poisoned for 1 minute. Until this poison ends,
  the target is paralyzed. The target can repeat the
  saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  Frenzy Ichor. A creature hit by the frenzy ichor must
  succeed a DC 15 Wisdom saving throw or be
  charmed and under the influence of the chuulflayer
  until their next turn. Any damage sustained to that
  creature will break the effect.
  Young Sea Wyvern
  Medium dragon, Unaligned
  Armor Class 12 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 20 ft., swim 30 ft., fly 50ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
  Skills Perception +3
  Senses blindsight 30ft., darkvision 60ft., passive
  Perception 12
  Languages --
  Challenge 4 (2,300XP)
  Amphibious. The wyvern can breathe both
  underwater and on land.
  Actions
  Multiattack. The wyvern makes two attacks: one with
  its bite and one with its tail. While flying, it can use
  its claws in place of one other attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 9 (2d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 11 (2d8 + 2) slashing damage.
  Tail Slam. Melee Weapon Attack: +5 to hit, reach 10
  ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
  The target must make a DC 13 Strength saving
  throw, taking 15 (5d6) thunder damage on a failed
  save, or have as much on a successful one.
  Steam Breath (Recharge 3-4). The wyvern exhales
  scalding steam in a 20-foot cone. Each creature in
  that area must make a DC 13 Constitution saving
  throw, taking 25 (6d6 + 10) fire damage on a failed
  save, or half as much damage on a successful one.
  Being underwater doesn't grant resistance against
  this damage.
  
  Dragonback Wharf Waystone
  Fragment
  This fragment of the waystone central to the roaming town of
  Dragonback Wharf has an incredibly useful property. If this
  disc-shaped shard isleft in daylight for 2 hours, it begins to
  glow red at the edge pointing towards Dragonback Wharf.
  This effect lasts 12 hours, but can be charged while in use.
  The glow becomes increasingly intense the closer to its
  counterpart it becomes. This item has no effect when it is not
  on the same plane as the waystone.
  Piscene Bubble
  These gelatinous spheres are found and harvested in coral
  reefs, a rare byproduct of the indigenous flora below the
  waves. Ingesting the mucous will coat the throat and lungs,
  filtering the water into the stomach but clearing the air to the
  lungs. This allows the user to breathe underwater for 10
  minutes.
  Items
  18
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Corsairs of The Pneumean Expanse.pdf