Crimson Tidecaller from the Depths of Despair
Emerging from the abyssal depths of shadowy waters, this creature appears as a surreal blend of aquatic and aberrant features. Its body flows like liquid crimson, shifting and undulating as if made of dark water, dotted with glimmering bioluminescent patterns that pulse ominously. Long, frond-like appendages trail behind it, resembling tendrils or kelp swaying in the depths. Where a face might be expected, there are instead swirling eddies, deep and hypnotic, that draw in the gaze of any who stare too long. Many have spoken of the haunting songs it emits—luring sailors and adventurers alike toward an unending despair. Those who encounter it often feel an overwhelming sense of dread and loss, as if the very hope of their existence is being siphoned away.
Stat Block
Creature Type: Aberration
Armor Class: 15 (natural armor)
Hit Points: 105 (14d10 + 28)
Speed: 0 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 15 (+2) | 18 (+4) | 13 (+1) | 20 (+5) |
Saving Throws: Dex +6, Con +6, Wis +5, Cha +9
Skills: Persuasion +9, Stealth +6, Arcana +8
Damage Resistances: Psychic, fire
Condition Immunities: Charmed, frightened
Senses: Darkvision 60 ft., passive Perception 11
Languages: Aquan, understands Common but cannot speak
Challenge: 7 (2,900 XP)
Proficiency Bonus: +3
Unique Ability:
Lure of the Abyss. As a bonus action, the creature can target one creature that it can see within 60 feet. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the target is drawn toward the creature and can’t take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions:
Multiattack. The creature makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 3) bludgeoning damage plus 10 (3d6) psychic damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed until the end of its next turn.
Hypnotic Song (Recharge 5-6). The creature sings a haunting melody. Each creature of the creature's choice within 60 feet must succeed on a DC 17 Wisdom saving throw or be incapacitated and unable to move for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions:
Absorb Despair. When a creature falls unconscious within 30 feet, the creature can use its reaction to regain hit points equal to the creature’s maximum hit points.
This creature embodies the sorrow of lost souls, leading those who dare to engage with it into a dance of despair and darkness. Adventurers must tread carefully to avoid its beguiling influence while striving to eliminate this menace from the deep.