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Belemnite, “The Depths’ Stalker”

Belemnite 1
Create

A streamlined predator of the deep, the Belemnite measures between 6 to 10 feet long, its muscular, tapered body protected by a dense, glossy shell. Ten barbed tentacles writhe around a hooked beak, and its massive, lidless eyes gleam with cold intelligence. A bone-like rostrum juts from its rear—used for balance in motion and brutal, harpoon-like strikes.


Behaviour:
The Belemnite is a stealthy, opportunistic hunter that relies on patience, speed, and brute force. Solitary by nature, it lurks motionless in crevices or beneath silt until prey ventures too close. When provoked, it defends itself with blinding ink clouds and precision strikes, often targeting vital points before retreating into the murk.


Habitat:
Belemnites thrive in the crushing depths of ocean trenches, drowned caverns, and the flooded ruins of ancient kingdoms. Though deep-dwelling by nature, they are occasionally seen in shallower waters following seismic events or magical disturbances.


Modus Operandi:
Using bursts of jet propulsion, the Belemnite strikes with tentacles first—grappling and restraining prey—before driving its rostrum deep into the target’s flesh. The creature’s ink is mildly toxic and disorienting, often enough to stagger even seasoned divers and marine warriors. Corpses are dragged to secluded feeding grounds or lairs piled with the bones of the fallen.


Motivation:
Though not malevolent, the Belemnite is territorial and reactive, driven by hunger and instinct. Some sages believe their presence near ancient sites is no coincidence—perhaps they were once magically bred to guard sunken temples, now left to roam freely in the abyss.


  • Belemnite 5e 2004
  • Belemnite, Pathfinder
  • Belemnite, 3.5
Belemnite 2
Create

Medium monstrosity, unaligned
Challenge 5 (1,800 XP)  Proficiency Bonus +3


Armor Class 16 (natural armor)

Hit Points 110 (13d8 + 52)

Speed 10 ft., swim 60 ft.


STRDEXCONINTWISCHA
18 (+4)16 (+3)18 (+4)4 (–3)14 (+2)6 (–2)

Saving Throws Dex +6, Con +6

Skills Stealth +6, Perception +5

Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses Darkvision 120 ft., Passive Perception 15

Languages


Traits


Aquatic Camouflage. While underwater and motionless, the belemnite has advantage on Dexterity (Stealth) checks made to hide. Its chromatophores allow it to blend into seafloor terrain or wreckage with uncanny precision.

Jet Propulsion (Recharge 5–6). As a bonus action, the belemnite blasts a jet of water from its siphon, moving up to 60 feet in a straight line without provoking opportunity attacks. It may move through enemy-occupied spaces; if it does, it can make one Rostrum Strike against a creature it passes through.

Toxic Ink Cloud (1/Day). As an action, the belemnite releases a 20-foot-radius cloud of dark, mildly venomous ink centered on itself. The area becomes heavily obscured for 1 minute or until dispersed by strong current or wind.

Each creature in the cloud when it appears must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, a creature has disadvantage on Wisdom (Perception) checks and attack rolls. The creature can repeat the save at the end of each of its turns, ending the effect on a success.

Deepwater Predator is a special trait of the belemnite reflecting its adaptation to life in the deep ocean.

Advantage on initiative rolls while underwater: When combat begins underwater, the belemnite is quicker to react than most opponents because it’s perfectly adapted to its environment, so it gets to roll twice and take the better result when determining who acts first.

Immune to the effects of depth pressure: The belemnite can dive to extreme depths without suffering harm from the intense water pressure that would normally injure or crush most creatures.


Actions


Multiattack. The belemnite makes two Tentacle Lash attacks. If both attacks hit the same creature, the belemnite may make a Rostrum Strike against that creature as a bonus action.

Tentacle Lash. Melee Weapon Attack: +7 to hit, reach 15 ft., one target.
Hit: 12 (2d6 + 5) slashing damage. The target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15). The belemnite can grapple up to two creatures at once.

Rostrum Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled or prone creature.
Hit: 18 (3d8 + 5) piercing damage. If this attack reduces a creature to 0 hit points, the belemnite may drag the corpse up to 30 feet toward its lair as a bonus action.

Ink Burst (Recharge 6). The belemnite ejects a concentrated burst of ink in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw or become blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.


Tactics

  • Ambush Hunter: Lies in wait using Aquatic Camouflage, striking from below when prey is unaware.
  • Tactical Control: Opens combat with Toxic Ink Cloud to obscure the field and disorient opponents.
  • High Mobility: Uses Jet Propulsion to burst through tight formations, reposition, or isolate enemies.
  • Execution Finisher: Exploits grappled or blinded enemies with Rostrum Strike, dragging them to safety if they fall.

Variant: Elder Belemnite (Optional)

Large monstrosity, CR 8–10 depending on enhancements

Increase hit points to 150+, add lair actions, and grant the following:

Legendary Actions (3/turn)

The elder belemnite 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 Grab (1 Action): Makes one Tentacle Lash attack.
  • Ink Veil (2 Actions): Recharges Ink Burst and uses it immediately.
  • Lurking Surge (3 Actions): Moves up to its swim speed and makes a Rostrum Strike against a grappled target.
Belemnite
Create
Belemnite
Large animal (Aquatic)
Hit Dice8d8+8 (44 hp)
Initiative+1
SpeedSwim 30 ft. (6 squares)
Armor Class20 (-1 Size, +1 Dexterity, +10 Natural), touch 10, flat-footed 19
Base Attack/Grapple+6/+15
AttackTentacle +11 melee (1d4+5)
Full Attack10 Tentacles +11 melee (1d4+5) and 1 Bite +6 melee (1d8+2)
Space/Reach10 ft./10 ft.
Special AttacksImproved Grab, Constrict (2d8+7)
Special QualitiesLow Light Vision, Jet, Ink Cloud
SavesFort +7, Ref +7, Will +3
AbilitiesStrength 20, Dexterity 12, Constitution 13, Intelligence 1, Wisdom 12, Charisma 2
SkillsHide +1, Listen +6, Spot +6, Swim +13
FeatsAlertnessDiehardEndurance
EnvironmentWarm Aquatic
OrganizationSolitary, Group (1-8)
Challenge Rating8
TreasureNone
AlignmentAlways Neutral
Advancement9-12 HD (Large)
Level Adjustment—-

Improved Grab (Ex): If the Belemnite successfully hits a creature with it’s Tentacles Attack it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict.

Ink Cloud (Ex): An Belemnite can emit a 20x20x20 cloud of Ink once per round once per minute as a Free Action. It provides the Belemnite with total concealment, and blocks all sight within the cloud.

Jet (Ex): Once per round as a Full Round Action the Belemnite may move 120′ backwards in a straight line without provoking an attack of opportunity.

Skills: Belemnites get a +8 Racial Bonus on Swim checks, and may always take 10 on a Swim check even if distracted or endangered.

Constrict (Ex): The Belemnite does 2d8+7 wth a successful Grapple check.

Belemnite 3
Create

Medium Magical Beast


Init +6; Senses darkvision 120 ft.; Perception +15 (+19 in water)
Aura aquatic camouflage


DEFENSE
AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)
hp 123 (13d10+52)
Fort +11, Ref +10, Will +6
DR 5/—
Resistances bludgeoning, piercing, and slashing from nonmagical attacks


OFFENSE
Speed 10 ft., swim 60 ft.
Melee 2 tentacles +18 (2d6+9 plus grab), rostrum +13 (3d8+9)
Space/Reach 5 ft./15 ft. (tentacles), 5 ft. (rostrum)
Special Attacks constrict (2d6+9), rostrum strike, ink cloud (1/day), ink burst (30-ft cone, recharge 6), jet propulsion (recharge 5–6)


STATISTICS
Str 28, Dex 16, Con 18, Int 4, Wis 14, Cha 6
Base Atk +13; CMB +19 (+23 grapple); CMD 32 (cannot be tripped)
Feats Multiattack, Improved Grapple, Weapon Focus (tentacle), Improved Initiative, Dodge
Skills Stealth +17, Perception +15 (+19 in water)


SPECIAL ABILITIES

  • Rostrum Strike (Ex): When a creature is grappled or prone, the belemnite can make a rostrum attack dealing 3d8+9 piercing damage. If the attack reduces the creature to 0 hp, the belemnite may drag the corpse up to 30 ft. as a free action.
  • Ink Cloud (Su) (1/day): Emits a 20-ft.-radius cloud of toxic ink. Creatures within must succeed on a DC 18 Fort save or be poisoned (injury, 1 minute, save ends). The area is heavily obscured for 1 minute or until dispersed.
  • Ink Burst (Su) (Recharge 6): Emits a 30-ft. cone of ink. Creatures in the cone must succeed on a DC 18 Reflex save or be blinded for 1 minute (save ends).
  • Jet Propulsion (Ex) (Recharge 5–6): As a swift action, the belemnite can propel itself up to 60 ft. in a straight line without provoking AoOs, moving through enemy spaces and making a rostrum attack against one creature it passes through.
  • Aquatic Camouflage (Ex): +8 racial bonus on Stealth checks underwater when motionless.
  • Deepwater Predator (Ex): Can breathe underwater and is unaffected by pressure effects.

ECOLOGY
Environment temperate or tropical ocean depths, underwater caves, trenches
Organization solitary or pair
Treasure standard


DESCRIPTION
The belemnite is a sleek, torpedo-shaped predator with a glossy black chitinous shell. Ten barbed tentacles extend from its face, capable of grappling prey with brutal efficiency. A sharp, bone-like rostrum juts from its rear, used to ram and impale foes with deadly precision. It lurks in underwater trenches, waiting patiently before striking with terrifying speed.


COMBAT
The belemnite uses aquatic camouflage to remain unseen, striking with its tentacles to grapple foes. It then rams enemies with its rostrum for devastating damage. When threatened, it releases a toxic ink cloud to blind and poison enemies, then jets away to reposition or finish off weakened prey.

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