Crimson Tides of the Broken Lighthouse

A twisted amalgamation of the sea and a cursed light, this creature appears as an ever-shifting mass of water, shimmering with deep crimson hues that dance and flicker like flames. Its form is reminiscent of a gigantic jellyfish, with long, flowing tendrils that trail behind it, each glistening with shards of shipwrecked treasures. Emanating a faint, haunting glow, it lures sailors and adventurers alike, often leading them to their doom. The entity’s presence disturbs the water around it, causing waves that echo with ghostly whispers and elusive glimpses of the past, forever tied to its unending hunger for souls lost to the depths.


Large aberration, neutral evil

Armor Class 14 (natural armor)

Hit Points 110 (13d10 + 39)

Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 1 (-5) 12 (+1) 18 (+4)

Saving Throws Dex +6, Con +6, Cha +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands Aquan and Common but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Amorphous Form. The creature can move through a space as narrow as 1 inch wide without squeezing.

Colossal Lure. As an action, the creature can create a mesmerizing light in a 30-foot radius around it. Each creature that starts its turn in that area must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Multiattack. The creature makes two Tentacle attacks.

Tentacle. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 18 (3d10 + 3) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained.

Swallowing Tide (Recharge 5-6). The creature can create a massive wave directed at a point it can see within 60 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 16 Strength saving throw. On a failed save, a creature takes 27 (6d8) bludgeoning damage and is knocked prone; on a successful save, it takes half as much damage and isn’t knocked prone.

Wretched Remnants (Recharge 4-6). The creature conjures up the specters of sailors lost to the depths. Up to three spectral sailors appear in unoccupied spaces within 30 feet of the creature. These specters act on their own, using the statistics of a Specter (DMG, pg. 286) with the following modifications: they have resistance to all damage except radiant, and they can only target creatures within the area of the Colossal Lure.

Legendary Actions

The creature can take 3 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.

  • Tentacle Strike. The creature makes one Tentacle attack.
  • Haunting Call (costs 2 actions). The creature targets one creature it can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
  • Waves of Dread (costs 3 actions). The creature forces all creatures within 30 feet to make a DC 15 Wisdom saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is frightened until the end of its next turn. On a success, it takes half damage and is not frightened.