Wave 3: The Arrival (Death Storm on the Sea, MMotRS)

At the start of a Round when there are 3 or fewer Zombie Sahuagin left, shows up and starts a Solo/Legendary battle. When it appears, Captain Sylvestra takes to the helm of her ship to prevent the ships from capsizing or crashing, and Captain Luriana Saltwell recognizes it as the undead remnants of her old friend Kaarkatoa and falls to her knees in shock and sorrow with the Prone and Incapacitated conditions (because of this, both are not applied to the number of Heroes during this fight).

Players can use Assess with Influence or other skills to try and snap her out of it and others can use Help to improve the odds of success. On first success, it is reduced to Prone, Slowed, and Dazed and she uses her turn to stand up (removing Prone) but is still overwhelmed. A second success removes Slowed, but she refuses to do more than defend herself as she tries to figure out a way to save it. A third success convinces her that it's already undead and too late, and the best thing to do for it would be to destroy it and end its suffering (removing Dazed).

Bringing her back into the fight is not necessary but will make it significantly easier/safer.

Level 4 Solo Gargantuan Undead Sea Serpent
M35/heroStr+++
Horde Carrier.

Vulnerable to Bludgeoning. When Crit or damaged by Bludgeoning, zombified sea life dislodges according to the following 1d10 table.

  • 1-5. 2/Hero
  • 6-8. 1/2 Heroes
  • 9-10. 1/Hero
Too Big to Fit!

Kaarkatoa wraps itself around both ships to attack its occupants, providing three targetable areas: the bow of the Excelsius where the head pokes out from the sea, the stern of the Siren's Serenade where the tail swipes, and across the center of both in a 2-space wide line where the body wraps around the deck.

After each Hero's Turn, choose one.
  • Sea Spray (1 use).

    (Cone 6 or Line 12 from Head) DC12 STR save or 3d10 Cold. On damage: Knockback 3.

  • Bite.

    (Reach 4 from Head) 2d10. On damage: Grappled. Priority die is raised by 1 face vs Grappled targets.

  • Tail Swipe.

    (Reach 4, AoE from Tail) DC12 DEX save or 1d10+5, Knockback 3 towards Body, starboard (right) or portside (left).

  • Rib Constrict.

    (Reach 2, AoE from Body) DC12 DEX save or 2d10+5. On damage: Grappled. Priority die is raised by 1 face vs Grappled targets.

BLOODIED:

Sea Spray recharges, then:

Rock the Boat! All Creatures aboard the ship must make a DC12 DEX save or fall Prone and slide 5 spaces portside (left). If they would fall off the ship, they must spend an Action or make a DC12 STR save to catch themselves.

LAST STAND:

Kaarkatoa is falling apart! 40 more damage and its destroyed. Until then, it releases 2/Hero minions when Crit and uses Rock the Boat at the top of each Round, alternating direction each time, starting with starboard.

Note: This fight could include a lot of Companions. If including more than one Companion per Hero, then treat each Companion as 1/2 of a Hero.

Kaarkatoa may end up changing to the Titan rules once they are released.

Heroes
Count4 × LVL 3
Total Levels12
Monsters
Count1
Total Levels16
Total HP140
Encounter
Monsters per HeroN/A
DifficultyDeadly