

Sea water within 5 miles of the lair becomes coarse and choppy, as if whipped by an unseen wind.The region containing a sea fury's lair is warped by the sea fury's magic, which creates the following effects: The specter appears in an unoccupied space within 30 feet of the sea fury and obeys the sea fury's commands. This spirit has the statistics of a specter and lasts until the sea fury uses another lair action. The sea fury calls forth the spirit of a dead sailor or sea hag that met its end in the lair.Any creature that comes into contact with the rushing wave must succeed on a DC 16 Strength saving throw or be knocked prone by it and pushed 15 feet along its course. The sea fury conjures a 15-foot cube of water that fills an unoccupied space it can see within 30 feet of it, then moves the water in a straight line up to 60 feet, after which the water disperses.Caverns, tunnels, and pools of water within 120 feet of the sea fury become foggy or murky, to the extent that the area becomes heavily obscured.

On initiative count 20 (losing initiative ties), the sea fury can take a lair action to cause one of the following magical effects, but can't use the same effect two rounds in a row:

If the ancient deep crow dies, these effects fade immediately.ĮXPLORER'S GUIDE TO WILDEMOUNT Sea Fury Lair ActionsĪ sea fury lurks in the caverns where its coven once dwelled, decorating the walls with the bones of its slain kin, as well as baubles stolen from sunken wrecks.
