List of 17 Seas Monsters

The following is a list of all the monsters, wildlife and monstrous races appearing in Seventeen Seas.


  • Axebeak – apex predator on the eponymous uncharted Axebeak Island, axebeaks are large and flightless aggressive birds of prey. Feeding on snakes, lizards, turtles and crawfish, axebeaks are named after their vicious and sharp beaks, shaped like axeblades, that they use to fend off rivals for their kills. ( Episode 1)


  • Banshee – the undead spirits of slain elven women, banshees are ghosts driven insane by thoughts of revenge. Powerful apparitions, they’re known for their unearthly shrieks, capable of withering a target away to nothing and their horrifying visages that inspire supernatural fear in their foes. Known to haunt shipwrecks, banshees are a particular terror to sails, capable of scuttling entire ships with a single cry. ( Episode 44)
  • Basilisk – a massive six-legged reptilian, basilisks are legendary beasts on the Seventeen Seas. Known for their petrifying gaze, basilisks are also said to slumber for years on years, remaining in torpor for the length of a human’s lifespan or more before awakening to find food. It’s believed they eat the stone flesh they transform, deriving sustenance from the minerals. ( Episode 34)
  • Behemoth – a species of massive reptiles native to the island of Tog, behemoths come in all shapes and sizes. Some are small bipedal omnivores, some gargantuan quadrapedal herbivores, others enormous aquatic carnivores. They are all of them under Tog’s dominion and, innocent as they may seem, they’re capable of attacking anyone the primordial commands ( Episode 71 73)


  • Chuul – bottom-dwelling crustaceous scavengers, chuuls are rarely seen by sailors and islands, preferring the murky depths. Occasionally encountered by merfolk, the chuul is a dangerous ambush predator, with tentacles it can use to paralyze its prey and massive pincers that can rend meat apart. They’re also known to be attracted towards sources of magic – whether items or fonts of power and the like. ( Episode 12)
  • Crabman – strange sentients from the waters beyond the Ilisan Seas, the crabmen are bipedal crustaceans with carapace-like armor, pincers for hands and a long hooked beak. Their vessels are strange, multiple-decked craft and they rely heavily on slaves and trained apes to work the lines. Their language consists of a series of rapid clicks and they come from a far distant land, only explorers and wayfarers in the known seas of the world. ( Episode 62 63)
  • Crogoldile – native to the mysterious Islum Auro, the crogoldile is, in all ways but one, an average crocodile. Like all the wildlife on Islum Auro, the crogoldile is composed completely of gold. Its prey the golden fish that swim the island’s rivers, it attacks anything that comes too close to its territory, hoping to drag its prey into the water. (Prologue ATG)


  • Dharculus – an extraplanar entity of mysterious origin, a dharculus is a simple predator of the Astral Sea, appearing as an enormous multi-headed eel that swims through the aether. Each head independent but guided by a central purpose, it’s essentially an astral scavenger, seeking out food wherever it can find it, occasionally attacking passing vessels or creatures. ( Episode 14)
  • Djinn – an extraplanar genie from the Elemental Plane of Air, djinn are the jolly, pleasure-loving denizens of Auros. Dwelling in gorgeous palaces and pavilions on the clouds, they command incredible powers of wind and storm. Their politics are very complex, involving many caliphs, and their reputation involves – a somewhat unfounded – legend about the granting of wishes. ( Episode 54)
  • Drake, Stormchaser – small flying reptiles, stormchaser drakes are scavengers that follow the path of storms, feeding on the fish and detritus that’s left in the tempest’s wake. Only a few feet tall, they’re nonetheless very pugnacious and quarrelsome, giving to squabbling amongst themselves. Subsequently, they’re ill-frequently found in groups larger than four or five, rarely working together with common purpose against larger prey. ( Episode 27 28)
  • Drownie – the bloated corpses of drowned sailors, drownies are a particularly common strain of undead that occasionally plague ships on the Seventeen Seas. Lurking around sunken ships, they prey on other living sentients, hoping to transform them too into drownies. They have a paralyzing touch, that prevents the victim from breathing or struggling, and they drag these victims under the water to drown them. Any that drown this way eventually become drownies themselves. ([[Episode 13 – Into the Bao Chen Sea | Episode 13)], 14, 44)


  • Efreet – a variety of fire djinn, the efreeti are the cruel and capricious overlords of Ignos, the Elemental Plane of Fire. From gleaming towers in the City of Brass, efreet are fabulously wealthy, passionate and vengeful beings of immense power and scope. They keep slaves of every shape and variety but absolutely abhor and smolder to be chained themselves – as they occasionally are by mortal spellcasters. (Prologue OMN)
  • Elemental, Lightning – composed of pure electricity and infused with a glimmer of sentience, lightning elementals are swift, vicious and cruel in their attacks. Summoned by arcane or primal casters and yanked from the stormy clouds, a lightning elemental brings all the fury of a hurricane to bear. The smallest elementals are mere wisps of mobile electricity, while the largest, often centered around a physical focus, like a tree or a ship’s figurehead, stand nearly ten feet high. (Episode 26)
  • Elemental, Water – a swirling creature of living liquid, a water elemental derives sustenance from the dying gasps of creatures that drown in its grip. Spellcasters often place water elementals in innocent-seeming pools. The larger water elementals have been known to overturn vessels out of pure spite (Episode 26 28)


  • Facehugger – bizarre little aberrations known by no other name, a facehugger is a five-tentacled cephalopod that parasitically attaches to a host and somehow takes control of their body. Revealed to the spawn of a kraken, it is believed a facehugger will eventually grow to a mature kraken though, according to Shipbreaker, it will take “longer than a mortal can conceive”. (Episode 29, 41 43)


  • Gargoyles – monsters of living stone, gargoyles are frequently crafted by spellcasters as guardians, notable for the impenetrable appearance as statues when not moving. Their skin is hard as stone, making them resistance to most forms of conventional attack and occasionally, they can come equipped with various other powers – breath weapons, wings, and the like – depending on how they’ve been sculpted. (Episode 33)
  • Genasi, Fire – humanoid creatures native to the Elemental Plane of Fire, fire genasi are notable for their copper skin and their flaming red hair. Living in vast cities and communities, the genasi are the most populous race on the plane and are largely thought to be the descendants of humanoid refugees imprisoned here. When encountered on other planes, they are frequently slaves to the efreeti. (Prologue ONM)
  • Giant, Frost – Standing twenty feet tall, the giants of the northern Seventeen Seas have earned a fierce reputation as raiders, hunters and conquerors. They have unchallenged affinity and aptitude with ice, they worship a frigid northern goddess and they sail mighty war-bergs, great icebergs converted into warships. Enslaving the orcish people, they nonetheless have a rich and barbaric culture, ruled by squabbling jarls and all subject to the high Jarlfather ( Episode 47, 48, 51 53)
  • Girallon – a foul abomination, the girallon were created by the aberrant monkeyfolk in one of their many blasphemies against Mother Monster. Massive, white-furred apes, with six arms and rudimentary intelligence, the girallon were occasionally used in foul rites and dark rituals but were known to always eventually go mad and attack their creators. Very few remain to this day and those that do are typically locked away in sealed vaults and tombs. (Episode 9)
  • Golem – constructs made from clay, stone or coral, a golem is a magical guardian or servant created by a spellcaster. Naturally resistant to magic and mindlessly obedient, golems can vary wildly in behavior and ability, dependent on who created them and what materials were used in the creation. ( Episode 42 43)
  • Gorehound – native to the Elemental Plane of Water, a gorehound is a ravenous aquatic predator. A squat quadraped with the head of a shark, the gorehound is a pack hunter that becomes absolutely feral at the scent of blood. Occasionally, these monstrous beasts are kept as guard animals or occasionally used as boarders, sent onto the decks of an enemy ship to sow chaos and confusion. ( Episode 16)


  • Hag – fiendish fey spellcasters, hags feature prominently in elven fairy tales. Supposedly originating from the Feywild, hags appear as wrinkled old women with unnaturally colored skin, preying on innocent souls and prolonging their lives. Normally organized into covens, they plot petty revenges and foul deeds from their swampy lairs and typically have as much contempt for one another as they do for the outside world. ( Episode 61)
  • Harpy – strange and vicious avian-like creatures, harpies appear like withered and wretched women, shamelessly naked, with bat-wings and long jagged talons. Despite their gruesome appearance, they are known for their incredible singing voices, which can lure unsuspecting sailors to their deaths. They dwell in rocky crags, like gulls, and are quarrelsome amongst each other, only united in purpose against common prey. ( Episode 56)
  • Hydra – a two-headed sea serpent, the hydra is known for its amazing regenerative abilities; if one head is cut off, another two sprout from that severed stump. The only thing that can stunt this regeneration is fire. Few hydras have ever been seen by common sailors, dwelling only in the uncharted waters far to the west. ( Episode 65)


  • Iron Gorgon – a mechanically construct, in the shape of an enormous bull, the iron gorgon guards the labyrinth beneath the island of Tog. Obviously tiefling in origin, it is an engineering and magical marvel. Armed with stomping hooves, goring horns and petrifying gas, it wanders the halls day and night, searching tirelessly for intruders. At the moment, however, its rusting in the dungeons below the Castle of Kelp on the Elemental Plane of Water. ( Episode 73)


  • Kobolds – diminutive reptiles native to the western seas, kobolds are believed to be distant relations to dragonbon. Pathetic and weak-willed, a kobold is allegedly happier when in the service of someone stronger, smarter and taller than they. When left to their own devices, they can be crafty and sly, known for constructing elaborate traps and favoring poisons. ( Episode 53, 54)
  • Kraken – more than giant squids, krakens are bizarre, alien monstrosities that dwell in the deepest places of the Seventeen Seas. Believed to have originated from an unknown plane further down the Chain, krakens are known for their telepathy, their idiosyncratic obsession with minor household items and their ability to rip ships apart with this dozen tentacles. ( Episode 41, 43)


  • Librivore – a bizarre extraplanar creature from some unknown plane, a librivore appears to be a cross between a crow and a centipede. Scuttling about on a dozen taloned legs, its covered in black feathers, sports a host of glittering black eyes, a beak and two long tendrils. They feed on books and knowledge and are occasionally kept as pets by powerful wizards. ( Episode 69)
  • Lion, Sea – native to the oceans of both Aquos and the Material Plane, sea lions are great territorial hunters that work together in prides to take down large aquatic prey. Some fifteen-feet long, a sea lion is a formidable beast, combining the all ferocity of a lion with the size and power of a crocodile. Their prey includes seals, dolphins and, in their larger prides, whales and giant squid. ( Episode 25, 40)


  • Magmin – native to the Elemental Plane of Fire, a magmin is a wild and destructive creature that appears in the form of a diminutive humanoid, composed wholly of crackling magma. A magmin loves nothing more than to explode, start fires and cause destruction but they are occasionally bound as servants and slaves by the efreet lords and wizards. (Prologue ONM)
  • Mephit – native to the elemental planes, mephits are capricious spirits, typically bound to the service of a higher elemental. They come in many varieties, all represented by combinations of two of the four elements, such as steam, dust, mud and ice. Winged and typically possessed of a breath weapon, they’re rarely considered dangerous, unless in great numbers. (Prologue ONM)
  • Mohrg Worm – used in Far Thanazian necromantic ritual, mohrg worms are slimy parasites, adpated to living in extremely cold climates. The adult worm attaches itself, like a leech, to a living host and implants them with its offspring, which grow like tapeworms inside the victim until they devour all the internal organs. Far Thanazian priests use them to empty a corpse they wish to reanimate of its organs. ( Episode 50 – Death is Dominion)
  • Mummy – created by some unknown Thanazian ritual, the mummy is the crudest of undead creatures. Wrapped in bindings, it marinates in the lower catacombs, awaiting its eventual rebirth as its proper undead form. In this form, it is mindless and savage, attacking and infecting any it encounters with its infectious touch. ( Episode 50)


  • Naga, Guardian – appearing in the form of a massive serpent, a guardian naga is a primordial spirit of wisdom. Possessed of great magic powers and an inherent sense of goodness, nagas serve as guardians and advisors to their people. Known for their potent venom, thick coils and array of truth-telling spells, guardian nagas are not ones to suffer fools and make dangerous enemies when provoked. ( Episode 57)


  • Oni – a bloated and perverse demon of mythic power, an oni was typically once a humanoid that, against all wisdom, gazed into powers they could not understand and were transformed by them. Strong and powerful, they wield enormous clubs and magical abilities with equal aplomb and have fierce, lionlike visages. Occasionally associated with mist, they have the ability to transform into vapor, spew freezing mist and become invisible, when it suits their malign purposes. (Episode 33)
  • Orcs – savage raiders from the frozen northern wastes, orcs are a cannibalistic people who survive by pillage and plunder. While some tribes are free, many are thralls to the frost giants, who rule the northern climes with impunity. A fiercely matriarchal society, orcish culture is full of blood and violence, rule by the dominant and the divine. ( Episode 47, 48)


  • Qullan – strange humanoids native to the Ilisan Sea, qullans appear to be human, save for their purple skin and strange yellow markings. Wearing animal pelts and wielding spiked clubs, qullans are known for their depraved and homicidal rage, an emotion they inspire in those around them. The more qullans present, the more powerful that effect becomes, until it overwhelms all their opposition. Whether they have a language or a culture beyond slaughter remains unknown. ( Episode 59 60)


  • Salamander – slaves to the efreet, salamanders were once a glorious people on the Elemental Plane of Fire, ruling vast island empires on the Sea of Ash. Fiery creatures with long, snake-like tails and wispy, flaming mustaches, salamanders tend to hold high positions within the households of the efreet when captive and tend to be marauding savages when free. (Prologue – ONM)
  • Scrag – marine trolls native to frigid northern waters, scrags are semi-sentient predators that prey on fish, crustaceans and especially orcs and sailors. Without society or culture, they nonetheless speak a similar dialect to Giant and are distantly related. Known for their impressive feats of regeneration, only acid or lightning is said to inhibit their mutations. It’s not uncommon to see a scrag with an extra arm or occasionally, an extra head. ( Episode 46)
  • Seadevil – native to the deepest depths of the ocean, seadevils are preadtory fish known for their voracious apetities, large fangs and most of all their glowing lights, used to lure in unwary prey. Coming in many sizes, the seadevils of the Elemental Plane of Water are, by far, the largest and most ferocious. Some species found there are even completely transparent, allowing them to camouflage perfectly as long as they remain still. ( Episode 19)
  • Shambling Mound – an autonmous, slow-moving plant, a shambling mound is composed entirely of seaweed. Known to float along the surface and snag unwary prey, the mound will devour anything they find – fish, plant matter, even people. Not normally aggressive, there are various varieties of shambling mound, including some made entirely from coral or kelp.
  • Shark, Hunter – approximately six feet long, a hunter shark is a common species of shark all across the Seventeen Seas. Hunting in large groups, a hunter shark is nonetheless territorial and willing to turn on its own kind. Blood attracts them and makes them absolutely frenzied in battle. ( Episode 27 28, 40)
  • Shockserpent – a sea serpent of incredible size, a shockserpent is electrically attuned and drawn towards locations of high magnetic concentration. Lairing near shockstone, a shockserpent can shoot bolts of deadly lightning for miles, relayed by shockstone in every direction. The beast typically lies dormant for ages uncounted, only stirring once in a blue moon to feed or to defend its lair. ( Episode 43)
  • Skeleton – Animated by dark magic and composed entirely of bones, a skeleton is emotionless and soulless, desiring nothing but to serve its creator. Skeletons are often used as guardians in dungeons and tombs. They also serve as basic infantry in undead armies. (Episodes 26 28, 49)
  • Skin Scarabs – used in Far Thanazian rituals, skin scarabs are a strange species of polar beetle, adapted to living in extremely cold climates. Feeding on dead flesh, they’re typically employed by Far Thanazian priests to strip the flesh from the bones of a corpse they wish to reanimate. ( Episode 50)
  • Stormskulls – animated by powerful arcane magic, a stormskull is an undead creature – a floating skull, wreathed in either storm clouds or crackling lightning. Capable of blasting foes with either lightning or thunder, they’re each vulnerable to the opposite type of damage. Only extremely powerful spellcasters or magical effects can create stormskulls and, like other undead, they mindlessly follow orders until commanded otherwise. ( Episode 28)


  • Turtle, Dragon: Massive reptiles, a dragon turtle is one of the largest and most fearsome predators in the Seventeen Seas. Practically immortal and capable of growing to the size of some small warships, a dragon turtle is most known of its hard shell, its cranky disposition and its breath of boiling steam. Some of the creature’s organs – the kidney, the liver and the heart – are considered sacred to Mother Monster, while its meat and its steam bladder are highly prized in black markets everywhere. ( Episode 40)


  • Wight – semiautonomous undead, wights are animated corpses with some limited control of their own actions. Still typically controlled by a higher necromantic power, a wight can nonetheless think of itself, limitedly and make basic decisions. In addition, they have a life-draining touch and an extreme vulnerability to fire. ( Episode 1 2, 42)
  • Woad – plant-like creatures native to the island “At Lake’s Bottom” in the Ilisan Sea, the woads are a peaceful, friendly race that’re curious and welcoming to outsiders. Resembling walking tree stumps, the woads take names from various species of trees and worship the Goddess, a dryad-like primordial that rules over the island. Due to Hakari’s influence, the woads have now developed a taste for meat ( Episode 63).


  • Yeti – vicious pack hunters that patrol the frozen wastes, yeti are a species of carnivorous apes. Their alpha males, called bluebacks, were distinguished by their horns and their tremendous throatsacs, which they used to make haunting wailing sounds that could carry for miles. Frost giants semi-domesticated the yeti, using them in hunts of seals, walrus and occasionally mammoths. ( Episode 48, 52, 54)


  • Zephyr – a massive bird of prey native to Auros, the Elemental Plane of Air, a zephyr cannot manifest in a traditional way on the Material Plane. Instead, in areas where the veil is thinnest, the zephyr appears as a massive windstorm, bringing gale force winds down from a clear sky. They are reputed to be unintelligent but playful creatures, who enjoy dashing ships this way and that as though they were toys. ( Episode 60)

List of 17 Seas Monsters

Seventeen Seas MeyerTimothyJ