Abyssal Lurker of the Shattered Depths
In the dark, damp corners of the ocean's forgotten trenches lurks a creature born from the remnants of ancient nightmares. Its elongated body is draped in chitinous plates that shimmer with a faint glow, reflecting an unsettling array of colors. Glowing eyes punctuate its head, peering through the aquatic gloom, while long tendrils whip about it like ribbons in the current, either ready for defense or to ensnare unsuspecting prey. This creature embodies the very essence of terror, emerging from the depths to haunt seafarers and adventurers alike.
Once per encounter, it can meld with shadows or water, becoming nearly invisible and able to move through any solid surface as if submerged in liquid. This ability unnerves those nearby, manifesting as whispers in the dark, creating an eerie sense of dread. Those who are able to perceive its presence may catch fleeting glimpses of its form, leaving them paralyzed with fear at its grotesque magnificence.
Creature Type: Monstrosity
Challenge Rating: 6
Armor Class: 16 (Natural Armor)
Hit Points: 85 (13d10 + 26)
Speed: 30 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 14 (+2) | 2 (-4) | 12 (+1) | 9 (-1) |
Saving Throws: STR +7, DEX +5, WIS +4
Skills: Stealth +8, Perception +4
Damage Resistances: Psychic
Condition Immunities: Charmed, Frightened
Senses: Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Passive Perception 14
Languages: understands Deep Speech but can't speak
Challenge Rating: 6 (2,300 XP)
Traits
Abyssal Cloak. As a bonus action, the creature can become invisible until the start of its next turn or until it attacks, and it can move through solid objects as though they were difficult terrain. It reappears in the closest unoccupied space on the surface of the water or on solid ground within 10 feet of its previous location.
Whispers of the Deep. When a creature starts its turn within 30 feet of the creature, it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. A creature that succeeds on the saving throw is immune to this effect for 24 hours.
Multiattack. The creature can make two attacks: one with its Tendril and one with its Bite.
Actions
Tendrils. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15). Until this grapple ends, the target is restrained.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target that is grappled by the creature. Hit: 12 (2d6 + 4) piercing damage plus 9 (2d8) psychic damage.
Water Surge (Recharge 5–6). The creature unleashes a wave of water that swirls around it in a 20-foot radius. Each creature in that area must make a DC 15 Strength saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much on a successful one. Additionally, creatures that fail the save are knocked prone and swept 15 feet away from the creature.