Cascading Silence of the Corrupted Waters

In the depths of marshy swamps and stagnant pools, the air thickens with an oppressive silence, broken only by the murmur of corrupted waters. This creature embodies the eerie stillness, emerging from murky depths to ensnare adventurers with a chilling aura of dread. Characterized by a body that glistens with iridescent scales, part watery essence and part solid mass, it appears to be a haunting specter of what once thrived in the depths. Its eyes glimmer like darkened gemstones, drawing onlookers into a trance, while its presence creates an illusion of tranquility that masks the turmoil beneath the surface. Those who approach it risk not only their lives but also their very sanity.


Large Aberration, Neutral Evil

Armor Class 15 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 6 (-2) 15 (+2) 18 (+4)

Saving Throws Dex +6, Con +7, Wis +6, Cha +8
Skills Deception +8, Insight +6, Stealth +6
Damage Immunities Psychic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Truesight 60 ft., passive Perception 14
Languages Understands Common and Aquan but cannot speak
Challenge 7 (2,900 XP)

Amphibious. The creature can breathe air and water.

Corrupted Silence. When a creature starts its turn within 30 feet of the creature and can hear it, it must succeed on a DC 16 Wisdom saving throw or be paralyzed until the end of its next turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Water Manipulation (Recharge 5-6). As a bonus action, the creature can manipulate water in its vicinity, creating an area of difficult terrain in a 30-foot radius centered on itself. Creatures in this area must succeed on a DC 16 Strength saving throw or be restrained until the end of their next turn.

Spellcasting. The creature is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following spells prepared:

  • Cantrips (at will): Eldritch Blast, Minor Illusion, Prestidigitation
  • 1st level (4 slots): Disguise Self, Silent Image
  • 2nd level (3 slots): Invisibility, Misty Step
  • 3rd level (3 slots): Fear, Water Breathing
  • 4th level (3 slots): Greater Invisibility, Phantasmal Killer

Actions

Multiattack. The creature makes two attacks: one with its Mindspike and one with its Tentacle.

Mindspike. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 22 (4d10) psychic damage, and the target must make a DC 16 Wisdom saving throw or be frightened until the end of its next turn.

Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 18 (2d12 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature cannot move and is considered restrained.

Rejuvenating Waters (1/Day). When the creature is reduced to 0 hit points, it vanishes into the water, only to emerge again fully healed at the beginning of its next turn, 60 feet away from its previous location.