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“Iku-Turso: The Eternal Terror of the Northern Deep”

Create

Iku-Turso is an ancient Finnish sea demon and primordial leviathan, feared as the embodiment of eternal chaos, disease, and war. Said to have crawled from the abyss before time began, this many-tentacled god-beast haunts the cold northern oceans, where its emergence is heralded by blood tides and storms that swallow fleets. Worshipped and cursed in equal measure, Iku-Turso is a relic of a world before gods—a living cataclysm that drags both mortals and deities into the deep.


Appearance

Iku-Turso is a monstrous, abyssal entity resembling a fusion of serpent, giant, and octopus, its body the size of an island, covered in barnacled scales and writhing tendrils tipped with jagged hooks. Its eyes burn like drowned stars, and its breath boils the sea to mist. Coral and shipwrecks cling to its hide like trophies, and when it surfaces, its silhouette blots out the moon.


Behaviour

The Eternal Terror is a slow, deliberate predator, more akin to a natural disaster than a thinking creature. It moves with uncanny silence through the abyssal dark, striking only when roused by intrusion, prophecy, or sacrilege. It shows a grim patience, lurking for centuries between awakenings, its malice simmering beneath the waves.


Habitat

Iku-Turso dwells in the frozen, lightless trenches of the northern seas, particularly near volcanic vents and sunken ruins of prehuman origin. Ancient cults claim it can sleep beneath the polar ice or crawl across the seabed to appear in distant waters. Even its resting places corrupt the ocean, warping currents and birthing storms.


Modus Operandi

When provoked or summoned, Iku-Turso erupts from the deep, ensnaring ships and coastal settlements with its tentacles while summoning maelstroms and poisonous fog. It wields both physical devastation and eldritch sorcery, capable of rotting flesh, fouling crops, and spreading plagues across entire regions. It rarely kills swiftly—its victims are dragged beneath the waves to feed its dominion of drowned souls.


Motivation

Driven by ancient vengeance and elemental hunger, Iku-Turso seeks to restore the drowned age before mortal dominion, when only gods and monsters ruled the seas. It despises light, civilization, and order, viewing mortal ships as insults to the ocean’s sovereignty. Some legends claim it is bound by ancient pacts—others whisper it dreams of breaking them.

  • Iku-Turso 5e 2024
  • Doom-Turso 5e 2024
  • Storm-Turso 5e 2024
  • Drowned-Turso 5e 2024
  • Iku-Turso, Pathfinder
Iku-Turso: The Eternal Terror of the Northern Deep
Create

Apocalyptic Form
Gargantuan celestial (titan), chaotic evil


Armor Class 26 (natural armor)
Hit Points 1,180 (40d20 + 600)
Speed 60 ft., swim 120 ft.


STRDEXCONINTWISCHA
38 (+14)12 (+1)40 (+15)22 (+6)26 (+8)28 (+9)

Saving Throws Str +20, Con +21, Wis +14, Cha +15
Skills Athletics +20, Perception +14, Arcana +12, Intimidation +15
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, lightning, necrotic, poison
Condition Immunities charmed, frightened, poisoned, paralyzed
Senses truesight 240 ft., passive Perception 24
Languages All, telepathy 240 ft.
Challenge 35 (1,000,000 XP)
Proficiency Bonus +10


Traits

Amphibious. Iku-Turso can breathe both air and water.

Primordial Regeneration. If Iku-Turso begins its turn in water, it regains 60 hit points. If reduced to 0 hit points, it dissolves into a storm of brine and lightning, reforming after 1d10 days unless destroyed by divine intervention.

Abyssal Majesty. Any creature that starts its turn within 120 feet of Iku-Turso must succeed on a DC 26 Wisdom saving throw or be frightened until the start of its next turn. Creatures who succeed are immune for 24 hours.

Mythic Resilience (Recharges after a Long Rest). When Iku-Turso is first reduced to 0 hit points, it does not die or fall unconscious. Instead, it roars, triggering its Mythic Awakening, restoring 600 hit points and unleashing a second phase.


Innate Spellcasting.

Iku-Turso’s innate spellcasting ability is Charisma (spell save DC 26). It can innately cast the following spells, requiring no material components:

At will: control water, lightning bolt, detect thoughts, darkness
3/day each: maelstrom, cone of cold, blight, wall of force
1/day each: tsunami, storm of vengeance, power word kill


Actions

Multiattack. Iku-Turso makes three attacks: one with its Bite and two with its Tentacles.

Bite. Melee Weapon Attack: +20 to hit, reach 30 ft., one target. Hit: 80 (10d12 + 14) piercing damage plus 27 (6d8) cold damage.

Tentacle. Melee Weapon Attack: +20 to hit, reach 60 ft., one target. Hit: 72 (8d12 + 14) bludgeoning damage, and the target is grappled (escape DC 26). Until this grapple ends, the target is restrained.

Abyssal Tempest (Recharge 5–6). Iku-Turso summons a cataclysmic storm in a 300-foot radius centered on itself. Each creature of its choice in that area must make a DC 26 Constitution saving throw, taking 144 (24d12) cold damage and 72 (12d12) lightning damage on a failed save, or half as much on a success. The area becomes difficult terrain, and visibility is reduced to 10 feet for 1 minute.


Legendary Actions

Iku-Turso can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

  • Tentacle Slam. Iku-Turso makes one Tentacle attack.
  • Fathom’s Grasp (Costs 2 Actions). Iku-Turso pulls all creatures within 120 feet up to 30 feet closer to it.
  • Thunderous Roar (Costs 3 Actions). Iku-Turso unleashes a roar that echoes across the sea. Each creature of its choice within 240 feet must succeed on a DC 26 Constitution saving throw or be deafened and knocked prone.

Mythic Actions (Phase II)

While in its Mythic Form, Iku-Turso can use the following actions in addition to its normal legendary actions:

  • Abyssal Rebirth. Iku-Turso calls forth fragments of its drowned essence. Three Abyssal Spawn (use kraken priest statistics) rise from the water to serve it.
  • Tidal Annihilation (Costs 3 Actions). Massive waves sweep the battlefield. All structures within 1 mile take 200 bludgeoning damage; creatures must succeed on a DC 26 Strength saving throw or be swept 100 feet and knocked prone.
  • Sea of Eyes (1/Rest). The water around Iku-Turso becomes sentient and malevolent for 1 minute. Any creature that ends its turn in water within 300 feet must succeed on a DC 26 Wisdom saving throw or be paralyzed by terror.

Lair Actions

When fighting inside its lair, Iku-Turso can invoke the sea itself to act on its behalf. On initiative count 20 (losing initiative ties), it takes one lair action to cause one of the following effects:

  • Boiling geysers erupt from the sea floor. Each creature within 120 feet must make a DC 24 Dexterity saving throw or take 45 (10d8) fire damage.
  • A colossal current surges. All non-aquatic creatures must succeed on a DC 24 Strength saving throw or be moved 60 feet in a direction of Iku-Turso’s choice.
  • Dark, psychic whispers echo through the deep. Each creature that isn’t a construct or undead must succeed on a DC 24 Wisdom saving throw or be charmed until initiative count 20 on the next round.

Regional Effects

The region containing Iku-Turso’s lair becomes twisted by its abyssal presence, which creates one or more of the following effects:

  • Endless Storms. Within 100 miles of its lair, the sea is perpetually stormy, and navigation checks are made at disadvantage.
  • Whispers of the Deep. Dreams and thoughts of nearby mortals are haunted by visions of drowning and monstrous eyes beneath the waves.
  • Blighted Sea Life. Aquatic creatures within 50 miles become aggressive, diseased, and unnaturally large.

If Iku-Turso dies, these effects fade over 1d10 days.


Combat Tactics

Iku-Turso begins combat by summoning a storm with Abyssal Tempest, controlling the battlefield with waves and darkness. It targets spellcasters first, grappling them with its tentacles to drag them beneath the sea. In its mythic phase, it floods the area, calling forth abyssal spawn and using Tidal Annihilation to reshape the terrain. Victory against Iku-Turso requires more than strength—it demands defiance against the ocean itself.

Iku-Turso, The Eternal Terror of the North
The Drowned God of Vengeance and Storms

Born from the primordial chaos before the world took shape, Iku-Turso is the ocean’s wrath made flesh—a monstrous, antediluvian god whose name was once whispered by sailors and shamans alike in trembling awe.

Said to dwell in the blackest trenches of the northern sea, his many-eyed visage and tangled beard of kelp mark him as both divine and abhorrent. From his slumber rise plagues, tempests, and omens of war; even the gods of men once feared his surfacing. Legends claim his breath kindled the first storms and his blood seeded the sea with monsters. When he stirs, coastlines crumble and nations drown beneath the tide.

To face Iku-Turso is to defy inevitability—to challenge the endless cycle of decay and renewal that the deep itself demands. Few mortals have seen him and lived; fewer still can bear the knowledge of what waits beneath the waves when the Eternal Terror awakens once more.

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Source: Pathfinder d20pfsrd.com

This grotesque, emerald-scaled creature resembles a crossbreed of an eel, a viperfish, and a clawed humanoid.

Iku-Turso are malevolent sea monsters living in seas around Pohjola the home of all evil.

Iku-tursos are hideous denizens of the deep sea. There, they venerate the sinister Kiputytto Lady of Poison, god of plague and contagion and Loviatar God of torment. Theres victims are plucked from ship and shore in special air-filled torture chambers. Disease is sacred to the iku-tursos, and those who suffer from sickness are considered blessed -an iku-turso often chooses to leave obviously diseased victims to their fates rather than attempt to capture them.

Iku-Turso CR 8
XP 4,800

NE Medium aberration (aquatic)

Init +7; Senses Blindsense 30 ft., Darkvision 60 ft.; Perception +12
DEFENSE
AC 21, touch 14, flat-footed 17 (+3 Dexterity, +1 Dodge, +7 natural)

hp 102 (12d8+48)

Fort +8, Ref +9, Will +11

Immune disease

Weaknesses light blindness
OFFENSE
Speed 20 ft., Swim 60 ft.

Melee bite +16 (1d8+7 plus disease), 2 claws +16 (1d6+7)

Special Attacks light lure
STATISTICS
Strength 24, Dexterity 16, Constitution 19, Intelligence 7, Wisdom 12, Charisma 17

Base Atk +9; CMB +16; CMD 30

Feats Combat Reflexes, Critical Focus, Dodge, Improved Initiative, Iron Will, Lightning Reflexes

Skills Perception +12, Stealth +14, Survival +12, Swim +15

Languages Aklo, Aquan, Undercommon

SQ amphibious
SPECIAL ABILITIES
Disease (Su)

An iku-turso’s bite inflicts a strange, supernatural disease called tursas. This disease causes the victim’s skin to grow painfully scaly, causes strange hallucinations, and eventually transforms the victim into an iku-turso.

Tursas: Bite—injury; save Fort DC 20; onset 1 minute; frequency 1/day; effect 1d3 Wisdomdamage and 1d6 Charismadrain; cure 2 consecutive saves.

As long as a victim suffers any ability damage from tursas, it gains the ability to breathe water. A creature reduced to 0 Charisma by this disease transforms into a fully grown and healthy iku-turso—it immediately forgets its previous life and abilities and seeks out the nearest iku-turso community to join it. A wish or miracle can reverse this transformation. The save DC is Constitution-based.

Light Lure (Su)

As a standard action, an iku-turso can call forth a few small points oflight, functioning like a dancing lights spell (CL equals the iku-turso’s HD) except as described here. Creatures within 100 feet of one of these lights must make a DC 18 Will save upon sighting them or be compelled to approach them by the safest and most direct path.


A creature that successfully saves is immune to the same iku-turso’s light lure for 24 hours. If a subject of this effect has to move through hazardous terrain to reach the lights, that subject receives another saving throw to end the effect before entering the hazardous terrain. This effect ends once the character reaches the light or takes any form of damage. This is a visual mind-affecting charm effect. The save DC is Charisma-based.

ECOLOGY
Environment cold or temperate water or underground

Organization solitary, pair, or cell (3-8)

Treasure standard

Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC;  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Colossal monstrosity (titanic, primordial), chaotic evil


Armor Class 23 (natural armor)

Hit Points 750 (40d20 + 320)

Speed 50 ft., swim 120 ft.

STRDEXCONINTWISCHA
36 (+13)10 (+0)26 (+8)18 (+4)22 (+6)21 (+5)

Saving Throws Str +20, Con +15, Wis +13

Skills Perception +13, Athletics +20, Intimidation +12

Damage Resistances Cold, Lightning, Bludgeoning, Piercing, and Slashing from nonmagical attacks

Damage Immunities Poison, Psychic

Condition Immunities Charmed, Frightened, Paralyzed, Poisoned

Senses Truesight 120 ft., Passive Perception 23

Languages Primordial, Aquan; understands Celestial but cannot speak it

Challenge 22 (41,000 XP)

Proficiency Bonus +7


Traits

Mythic Form (Recharge 1/Day).
When reduced to 0 hit points, the Doom-Turso instead transforms into its Mythic Form, regaining 350 hit points. While in this state, its attacks deal an additional 14 (4d6) lightning damage and all water within 120 ft. becomes a living storm.

Aquatic Mastery.
The Doom-Turso can breathe air and water and control all water within 1 mile as if under a constant control water spell (no concentration). Ships and creatures in this area have disadvantage on checks and saves to resist strong currents or capsizing.

Siege Monster.
The Doom-Turso deals double damage to objects and structures.


Innate Spellcasting

The Doom-Turso’s innate spellcasting ability is Wisdom (spell save DC 21). It requires no components.

  • At will: control water, lightning bolt, water breathing
  • 3/day each: chain lightning, tsunami, wall of water
  • 1/day each: storm of vengeance, maelstrom

Actions

Multiattack. The Doom-Turso makes three attacks: one with its Bite and two with its Tentacles.

Bite. Melee Weapon Attack: +20 to hit, reach 30 ft., one target.
Hit: 45 (6d10 + 12) piercing damage plus 18 (4d8) lightning damage.

Tentacle. Melee Weapon Attack: +20 to hit, reach 60 ft., one target.
Hit: 36 (4d10 + 12) bludgeoning damage, and the target is grappled (escape DC 20). The Doom-Turso can grapple up to four creatures.

Crushing Depths (Recharge 5–6).
The Doom-Turso summons a 60-foot-radius sphere of crushing pressure centered on a point it can see within 300 ft. Each creature in the area must succeed on a DC 21 Constitution save or take 63 (14d8) bludgeoning damage and be restrained; half damage on a successful save.

Devour the Deep (Mythic Form Only).
The Doom-Turso inhales a vortex of water and souls. All creatures of its choice within 100 ft. must succeed on a DC 21 Strength save or be pulled 30 ft. toward it and take 70 (20d6) necrotic damage.


Legendary Actions

The Doom-Turso can take 3 legendary actions, choosing from the options below. Only one may be used at a time and only at the end of another creature’s turn.

  • Tentacle Swipe. Makes one Tentacle attack.
  • Thunderous Roar (Costs 2 Actions). All creatures within 60 ft. must succeed on a DC 21 Wisdom saving throw or be frightened until the end of their next turn.
  • Maelstrom Surge (Costs 3 Actions). Creates a 60-foot-radius whirlpool centered on itself. All Huge or smaller creatures must make a DC 21 Strength save or be pulled 40 ft. toward the center and knocked prone.

Lair Actions (in its Deep-Sea Trench)

On initiative count 20 (losing ties), the Doom-Turso can take one lair action:

  • Rising Current. Surges of water lift or drag all creatures within 100 ft. up to 30 ft.
  • Crushing Pressure. Non-aquatic creatures must succeed on a DC 18 Constitution save or be slowed until the next round.
  • Call of the Deep. Summons 1d4 Drowned-Turso under its control until destroyed.

Regional Effects

Within 10 miles of the Doom-Turso’s lair:

  • Storms rage continuously; waves reach hundreds of feet.
  • Marine creatures mutate, gaining extra eyes, fins, and teeth.
  • Corpses left in the water rise as Drowned-Turso within 24 hours.

These effects fade 1d10 days after its death.


Tactics

The Doom-Turso strikes first from beneath the waves, using Crushing Depths to disable groups of foes before surfacing to grapple spellcasters and ranged attackers. It creates isolation with storms and maelstroms, then focuses on survivors. When bloodied, it shifts to Mythic Form, transforming the battlefield into a living tempest and annihilating all that oppose it. It fights relentlessly, leaving only a black whirlpool in its wake.


Lore & Role

When black tides churn and storm clouds blot out the stars, sailors whisper the name Doom-Turso, the Cataclysm of the Deep. Born from the abyssal womb of Iku-Turso, this living storm is both child and echo of the ancient terror. It surfaces only when the sea hungers for ruin, heralding drowned kingdoms and shattered coasts. To behold it is to witness the ocean’s hate made flesh — a god’s nightmare loosed upon the mortal world.


Appearance

The Doom-Turso towers like a mountain of sinew and coral-encrusted armor, its form half-whale, half-kraken, and wholly unnatural. Barnacle-spined tentacles coil from its back like living storms, crackling with pale lightning beneath translucent, bioluminescent skin. Its elongated head bears abyssal sun–like eyes and a jaw lined with obsidian teeth large enough to bite through ship hulls. Its massive body displaces water in a 60-foot radius, creating waves that batter anything nearby.

Huge monstrosity (sea spawn), chaotic evil


Lore & Role

The Storm-Turso is the herald of Iku-Turso’s wrath, a semi-divine spawn that prowls the ocean depths to scout, strike, and command lesser servants of the deep. Coastal communities fear its sudden appearance, for wherever it rises, lightning splits the sky, waves rise to engulf ships, and the sea seems alive with malicious intent. It acts as the lieutenant of Doom-Turso, preparing the battlefield for the cataclysmic arrival of its greater sibling.


Armor Class 20 (natural armor)

Hit Points 310 (23d12 + 138)

Speed 40 ft., swim 90 ft.

Size Huge (15 ft. × 15 ft. space)

STRDEXCONINTWISCHA
28 (+9)12 (+1)24 (+7)16 (+3)18 (+4)17 (+3)

Saving Throws Str +15, Con +13, Wis +10

Skills Perception +10, Athletics +15, Intimidation +9

Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from nonmagical attacks

Damage Immunities Poison

Condition Immunities Charmed, Frightened, Poisoned

Senses Darkvision 120 ft., Passive Perception 20

Languages Primordial, Aquan; understands Celestial but cannot speak it

Challenge 12 (8,400 XP)

Proficiency Bonus +5


Traits

Aquatic Mastery. The Storm-Turso can breathe air and water and can control all water within 1,000 ft. as if under a constant control water spell (no concentration). Ships and creatures in this area have disadvantage on Dexterity checks and saving throws to resist waves and currents.

Sea Herald. Whenever Storm-Turso is in combat, it can summon 1d4 Drowned-Turso within 60 ft., which act immediately after its turn.

Siege Monster. Storm-Turso deals double damage to objects and structures.


Innate Spellcasting

The Storm-Turso’s innate spellcasting ability is Wisdom (spell save DC 17). It requires no components.

  • At will: control water, lightning bolt
  • 3/day each: gust of wind, call lightning, wall of water
  • 1/day: maelstrom

Actions

Multiattack. Storm-Turso makes two Tentacle attacks and one Bite attack.

Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Hit: 27 (4d10 + 9) piercing damage plus 9 (2d8) lightning damage.

Tentacle. Melee Weapon Attack: +15 to hit, reach 30 ft., one target.
Hit: 22 (3d10 + 9) bludgeoning damage; the target is grappled (escape DC 18). Storm-Turso can grapple up to three creatures.

Crashing Wave (Recharge 5–6). Storm-Turso summons a surge of ocean water in a 30-foot cone. Each creature must make a DC 17 Strength saving throw or take 36 (8d8) bludgeoning damage and be knocked prone; half damage on a successful save.

Thunderclap (Recharge 6). All creatures within 60 ft. must make a DC 17 Constitution save or take 22 (5d8) thunder damage and be deafened until the end of their next turn; half damage on a success.


Legendary Actions

Storm-Turso can take 2 legendary actions, choosing from the options below. Only one action may be used at a time and only at the end of another creature’s turn.

  • Tentacle Strike. Makes one Tentacle attack.
  • Call Lightning (Costs 2 Actions). Summons a bolt of lightning at a point it can see within 120 ft. Each creature within 5 ft. of that point must make a DC 17 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much on a success.

Lair Actions (in its Oceanic Domain)

On initiative count 20 (losing ties), Storm-Turso can take one of the following lair actions:

  • Tidal Surge. A 20-ft-high wave sweeps across a 60-ft-long area. Each creature in the area must succeed on a DC 15 Strength saving throw or be knocked prone and moved 20 ft. in the direction of the wave.
  • Gale Winds. A strong wind rips through the battlefield. Ranged attacks and movement checks for non-flying creatures are made with disadvantage until the next round.
  • Summon Drowned-Turso. One Drowned-Turso appears under Storm-Turso’s control.

Tactics

Storm-Turso begins combat by using Crashing Wave and Thunderclap to scatter and weaken enemy formations. It grapples key targets with its tentacles, then uses lightning attacks to disrupt spellcasters. It commands Drowned-Turso to flank and harass, forcing the party into water hazards. Storm-Turso prefers ambushes near reefs, sunken ships, or storm-heavy seas.


Physical Description

Storm-Turso is roughly 45 feet long, with a sinuous, coral-encrusted body and barnacle-spined tentacles. Electric arcs flash along its bioluminescent spines, and its glowing pale blue eyes exude intelligence and malice. Its gaping maw reveals jagged obsidian teeth capable of splitting a small ship. When it moves, waves crash and the air hums with tension, signaling its presence long before it is fully visible.

Large monstrosity (sea spawn), chaotic evil


Lore & Role

The Drowned-Turso is the first stage of Iku-Turso’s spawn, a cursed servant born from the ocean’s depths. It drifts near shipwrecks and coastal waters, dragging sailors and unwary travelers into watery graves. Though weaker than its older siblings, it is relentless and cunning, attacking in packs to scout and harass enemies on behalf of Storm-Turso and Doom-Turso.


Armor Class 16 (natural armor)

Hit Points 95 (10d10 + 40)

Speed 30 ft., swim 50 ft.

Size Large (10 ft. × 10 ft. space)

STRDEXCONINTWISCHA
18 (+4)10 (+0)18 (+4)8 (−1)12 (+1)10 (+0)

Saving Throws Str +7, Con +7

Skills Athletics +7, Perception +4

Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from nonmagical attacks

Damage Immunities Poison

Condition Immunities Charmed, Frightened, Poisoned

Senses Darkvision 60 ft., Passive Perception 14

Languages Aquan; understands Primordial but cannot speak it

Challenge 5 (1,800 XP)

Proficiency Bonus +3


Traits

Aquatic. The Drowned-Turso can breathe both air and water.

Pack Tactics. The Drowned-Turso has advantage on an attack roll against a creature if at least one of its allies is within 5 ft. of the creature and the ally isn’t incapacitated.

Siege Monster. The Drowned-Turso deals double damage to objects and structures, but this does not affect creatures, keeping combat balanced.


Actions

Multiattack. The Drowned-Turso makes two Tentacle attacks.

Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target.
Hit: 16 (2d10 + 5) bludgeoning damage; the target is grappled (escape DC 15). The Drowned-Turso can grapple one target at a time.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 18 (3d8 + 5) piercing damage.

Abyssal Pull (Recharge 5–6). The Drowned-Turso targets a creature it is grappling and pulls it 10 ft. closer. The target must succeed on a DC 15 Strength saving throw or be restrained until the end of its next turn.


Lair Actions (optional, near wrecks or reefs)

On initiative count 20 (losing ties), the Drowned-Turso can take one of the following actions:

  • Swirling Currents. Creates a 15-ft-radius whirlpool. Creatures in the area must succeed on a DC 14 Strength save or be pulled 10 ft. toward the center and knocked prone.
  • Summon Allies. One Drowned-Turso ally appears if fewer than three are present.

Tactics

Drowned-Turso attacks in coordinated packs, using Tentacle grapples to isolate prey while weaker adventurers are dragged underwater. It favors melee combat, pulling key targets into hazards like whirlpools or wreckage, and retreats into deeper water if badly injured.


Physical Description

The Drowned-Turso is roughly 25–30 feet long, with a muscular, sinuous body coated in algae and barnacles. Tentacles sprout from its sides, tipped with sharp spines, and its jaws contain serrated teeth capable of tearing wood and flesh alike. Pale, glowing blue eyes reflect predatory intelligence, and its movements churn the water, signaling danger long before it surfaces.

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