Abyssal Veilsplicer, Terror of Forgotten Currents

Buried deep beneath the waves in dark, uncharted depths lies a creature born from despair and loss. Its long, serpentine body undulates through the water, adorned with ethereal tendrils that glow faintly with an otherworldly light. The creature’s multi-faceted eyes shimmer with hues of deep blue and black, revealing glimpses of lost souls eternally trapped in its embrace. As it moves, shadows seem to flicker around it, merging it with the abyss itself. The presence of this creature hangs heavy in the water, inducing an overwhelming sense of dread and cold. It has the ability to pull whispers from the minds of ancient mariners, using their fears and regrets to manipulate and terrify those who venture too close to its domain.


Medium Aberration, Chaotic Neutral

Armor Class 14 (Natural Armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 18 (+4)

Saving Throws Dex +6, Wis +5, Cha +7
Skills Perception +5, Stealth +6, Intimidation +7
Damage Immunities Psychic, Poison
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 15
Languages Understands Deep Speech and Aquan but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Amphibious. The creature can breathe both air and water.

Eerie Whispers. The creature can use its action to target one creature within 60 feet that can hear it. The target must succeed on a DC 15 Wisdom saving throw or become frightened until the end of its next turn. While frightened, the target takes 7 (2d6) psychic damage at the start of each of its turns. A creature that succeeds on its saving throw is immune to this effect for the next 24 hours.

Shadow Tendrils. When the creature is submerged in water, it can use its bonus action to create three tendrils of shadow that can reach up to 30 feet away. Each tendril can make a melee attack against a creature within reach as a melee spell attack (+6 to hit) dealing 10 (2d10) necrotic damage on a hit. The creature can use a single tendril for each target.

Frightening Lure (Recharge 5-6). The creature can emit a calming aura in a 30-foot radius around it that lasts until the start of its next turn. All creatures in that radius must make a DC 15 Wisdom saving throw. On a failed save, creatures are charmed by the creature and can’t move closer to it. While charmed in this way, they can only take the Dash action or prepare to attack. The creature may use its Shadow Tendrils to target the charmed creatures without provoking opportunity attacks.

Actions

Multiattack. The creature makes three tendril attacks.

Tendril Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d6) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest.

Banishment Pulse (1/Day). The creature releases a wave of psychic energy in a 60-foot radius centered on itself. Each creature in that area must succeed on a DC 15 Intelligence saving throw or be banished to a harmless, echoing dimension until the end of their next turn and will take 21 (6d6) psychic damage. Creatures that succeed take half damage and remain in the same area.

Reactions

Veil of Shadows. When the creature is targeted by an attack, it can impose disadvantage on that attack by momentarily enveloping itself in shadows. This ability can be used twice per round.

In combat, this creature utilizes its unique abilities to instill fear and confusion within a party, making clever use of the environment to blend into its surroundings and slip away from threats. It is a master manipulator of the battlefield, drawing in the unwary while ensnaring them in a web of shadows and whispers.