Abysswalker Scourge of the Murmuring Tides

A hulking silhouette emerges from the shadows, its body wreathed in dark, swirling waters and phosphorescent algae that pulse with an eerie glow. This creature has elongated limbs that end in webbed, clawed hands, and its head is a grotesque blend of human and fish-like features, with vacant, deep-set eyes that seem to absorb light. As it moves, it leaves behind a damp trail, and a faint, dissonant chorus of whispers emerges from its form, sending shivers down the spine of those nearby. An embodiment of drowned souls, this abomination feeds on despair and the memories of those it has vanquished, often appearing in the wake of shipwrecks or among the ruins of coastal settlements.


Large undead, chaotic neutral

Armor Class: 15 (natural armor)
Hit Points: 120 (16d10 + 32)
Speed: 40 ft., swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 6 (-2) 15 (+2) 10 (+0)

Saving Throws: Str +7, Dex +5, Con +5
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 60 ft., passive Perception 12
Languages: Understands Aquan and Common but cannot speak
Challenge: 7 (2,900 XP)

Amphibious. The creature can breathe both air and water.

Murmur of the Deep. As a bonus action, the creature can emit a disorienting wave of whispers. All creatures within 30 feet that can hear it must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of their next turn.

Drowning Grasp. When the creature hits a creature with a melee attack, it can choose to deal an additional 10 (3d6) necrotic damage and reduce the target's maximum hit points by the same amount until it finishes a long rest. This reduction lasts even if the creature is healed.

Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 14). It can cast the following spells without requiring material components, using Charisma as the spellcasting ability (3 slots each):

  • At will: Drowned Echo (homebrew) (see below)
  • 3/day each: Entangle, Misty Step, Fear

Actions

Multiattack. The creature makes two attacks: one with its claws and one with its drowning grasp.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Drowned Echo (Homebrew Spell). The creature targets one creature it can see within 60 feet. The target must succeed on a DC 14 Wisdom saving throw or experience horrific visions of its worst fears. On a failed save, the creature takes 22 (4d10) psychic damage and is frightened until the end of its next turn. On a success, the creature takes half damage and is not frightened.

Reactions

Unexpected Rip Tide. When a creature within 30 feet of the creature makes a ranged attack, it can use its reaction to impose disadvantage on the attack roll as it pulls the target toward it with a rush of water.

Legendary Actions (3/round)

The creature can take the following legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The creature regains spent legendary actions at the start of its turn.

  • Whispers of Despair. The creature targets one creature it can see within 60 feet. That creature must succeed on a DC 14 Wisdom saving throw or take 10 (3d6) psychic damage and have disadvantage on its next attack roll.

  • Slithering Advance. The creature moves up to half its swimming speed without provoking opportunity attacks.

  • Terrifying Phenomenon. The creature can force all creatures it can see within 30 feet to make a DC 14 Wisdom saving throw. On a failure, they are frightened until the end of their next turn.