Umberlee

Queen of the Depths

Goddess of oceans, currents, waves, and sea winds

CR 33Intermediate deityChaotic evilOceansCurrentsWavesSea winds

Avatar of Umberlee

Large celestial (avatar), chaotic evil

Armor Class
24 (natural armor)
Hit Points
615 (30d12 + 420)
Speed
40 ft., swim 120 ft.
STRDEXCONINTWISCHA
28 (+9)20 (+5)30 (+10)22 (+6)24 (+7)28 (+9)
Saving Throws
Str +19, Dex +15, Con +20, Int +16, Wis +17, Cha +19
Skills
Athletics +19, Intimidation +19, Perception +17
Damage Resistances
acid, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
cold, lightning, necrotic, poison
Condition Immunities
charmed, frightened, paralyzed, poisoned
Senses
truesight 120 ft., passive Perception 27
Languages
all, telepathy 120 ft.
Challenge
33 (300,000 XP)
Proficiency Bonus
+10

Traits

Amphibious. Umberlee can breathe air and water.
Legendary Resistance (5/Day). If Umberlee fails a saving throw, she can choose to succeed instead.
Magic Resistance. Umberlee has advantage on saving throws against spells and other magical effects.
Queen of the Depths. Umberlee can communicate telepathically with aquatic creatures within 1 mile. She knows the location of each creature within 1 mile that is in or touching a body of water.
Master of Storms. Umberlee can cast control weather at will without components or concentration.
Immutable Form. Umberlee is immune to any spell or effect that would alter her form.
Doom of the Sea (Mythic Trait; 1/Day). When Umberlee is reduced to 0 hit points, she instead regains 307 hit points and can use her mythic actions for 1 hour. Water fills the ground within 120 feet to a depth of 10 feet, and Umberlee’s enemies treat that area as difficult terrain.

Actions

Multiattack. Umberlee makes three Trident of the Depths attacks.
Trident of the Depths. Melee or Ranged Weapon Attack: +19 to hit, reach 10 ft. or range 60/180 ft., one target. Hit: 27 (4d8 + 9) piercing damage plus 21 (6d6) cold damage. The target must succeed on a DC 27 Wisdom saving throw or be charmed and incapacitated until the end of its next turn.
Summon Sharks (Recharge 5–6). If sufficient water is present, Umberlee summons six giant sharks in unoccupied spaces within 120 feet. They obey her, act immediately after her turn, and remain for 1 hour or until destroyed.
Summon Water Elementals (1/Day). Umberlee summons five water elementals in unoccupied spaces within 60 feet. They obey her and act immediately after her turn.
Tidal Wave (Recharge 5–6). Each creature in a 120-foot-long, 20-foot-wide line makes a DC 27 Strength saving throw, taking 78 (12d12) bludgeoning damage and falling prone on a failed save, or taking half as much damage on a successful one.

Reactions

Wrath of the Waves. When a creature hits Umberlee with a melee attack, it must succeed on a DC 27 Strength saving throw or be pushed 30 feet and knocked prone. On a success, it is pushed 10 feet.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Detect. Umberlee makes a Wisdom (Perception) check.
Trident Attack. Umberlee makes one Trident of the Depths attack.
Call of the Deep (Costs 2 Actions). Each creature in a 20-foot-radius sphere centered on a point within 120 feet makes a DC 27 Strength saving throw, taking 36 (8d8) bludgeoning damage and falling prone on a failed save, or taking half as much damage on a successful one.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Watery Grasp. One creature within 60 feet must succeed on a DC 27 Strength saving throw or be restrained until initiative count 20 on the next round.
Drowning Fog. Fog fills a 30-foot-radius sphere within 120 feet. The area is heavily obscured until initiative count 20 on the next round, and creatures there cannot breathe unless they can breathe water.
Sea Surge. Each creature in a 30-foot cone makes a DC 27 Dexterity saving throw, taking 45 (10d8) cold damage on a failed save, or half as much on a successful one.
Drowned Ones. Four ghosts appear in unoccupied spaces within 60 feet. They obey Umberlee and remain until destroyed or dismissed.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Riptide. Each enemy in water within 120 feet must succeed on a DC 27 Strength saving throw or be pulled 60 feet toward Umberlee and restrained until the end of its next turn.
Crushing Depths (Costs 2 Actions). One creature within 120 feet must make a DC 27 Constitution saving throw, taking 66 (12d10) force damage and becoming stunned until the end of its next turn on a failed save, or taking half as much damage on a successful one.
Maelstrom (Costs 3 Actions). A 60-foot-radius whirlpool centered on a point within 120 feet lasts until the start of Umberlee’s next turn. Each creature there makes a DC 27 Strength saving throw, taking 88 (16d10) bludgeoning damage and being pulled to the center on a failed save, or taking half as much damage on a successful one.

Introduction

Umberlee, the Bitch Queen and Queen of the Depths, governs the sea, currents, waves, and drowning. Sailors offer tribute because they fear her attention, not because they expect mercy.

Her priests collect offerings at harbors, bless ships for a price, and interpret disaster as proof that someone failed to show proper respect. Umberlee belongs to the , though even her allies avoid trusting her promises.

The avatar manifests when a fleet crosses forbidden water, when coastal rulers withhold tribute, or when magic attempts to domesticate the sea. She prefers to leave one survivor who can explain why the others drowned.

Physical Appearance

Umberlee appears as a beautiful, severe woman with sea-green skin, cold blue eyes, and dark teal hair braided with seaweed. Dark scale armor and a fitted mantle leave her movement unimpeded.

She carries the Trident of the Depths in both hands. Her voice carries the pressure of deep water, forcing listeners to swallow between words. Wood swells, lamps gutter blue, and drinking water turns brackish before she arrives.

Roleplaying the Avatar

Umberlee is vain, petty, and exact about tribute. She treats fear as respect and considers survival a favor that creates debt.

  • Ask what the speaker offered before asking what was lost.
  • Address ship captains as though their vessels were borrowed property.
  • Change the price after someone boasts they can pay it.
  • Let one insult pass, then punish an unrelated display of confidence.
  • Offer safe passage only through water under your control.

Use in a Campaign

The Harbor Price

Umberlee demands the city’s oldest lighthouse as tribute. Destroying it will make the next winter passage nearly impossible.

Fleet in Still Water

An invasion fleet cannot move because the sea has become flat and solid beneath it. The avatar offers release if the admiral yields every captured sailor.

The Drowned Treaty

A peace accord vanished with the ship carrying it. Umberlee will return the document only after both nations confess what each secretly planned to violate.

Queen’s Pilot

The party needs passage through a storm no mortal navigator can cross. Umberlee agrees to guide them if one character remains aboard her vessel afterward.

Lairs

Umberlee’s lairs remove the certainty of dry ground. Water climbs steps, doors open under pressure, and every deep pool connects to a larger body than its dimensions permit.

The Drowned Court

A palace beneath a harbor floods and drains room by room according to the avatar’s mood.

Temple of the Turning Tide

A cliffside sanctuary can be entered only between waves. Its lower chambers contain tribute taken from wrecks.

The Black Buoy

A shrine anchored over a lightless trench rings before every nearby sinking and pulls approaching vessels off course.

The Blood Sea

In Fury’s Heart, reefs move like jaws and currents carry every swimmer toward Umberlee’s throne.

Shared References

Open a reference for its canonical description and related entries.

Umberlee as a sea-green goddess with dark teal braided hair, scale armor, and a brutal three-pronged trident.