Crimson Tidewraith of the Deepening Night
In the depths of forgotten seas, where darkness reigns and illusions twist with the tides, lurks a being born from the chilling void. This entity of liquid shadows takes the form of a humanoid figure cloaked in a flowing robe that continuously shifts like the depths of a stormy sea, glistening with an eerie crimson hue. The gaze of its hollow eyes seems to beckon adventurers closer, yet those who succumb find themselves ensnared in a deepening nightmare. Its presence brings an unsettling aura, warping the very air around it, as whispers of lost souls echo through the darkness, chilling the bravest hearts.
Large Undead, Chaotic Evil
Armor Class 15 (Natural Armor)
Hit Points 136 (16d10 + 48)
Speed 30 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 16 (+3) | 12 (+1) | 15 (+2) | 20 (+5) |
Saving Throws Dex +8, Wis +6, Cha +9
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Truesight 120 ft., Passive Perception 15
Languages Telepathy 120 ft., Understands all languages it knew in life but can’t speak
Challenge 7 (2,900 XP)
Amorphous Form. The entity can move through a space as narrow as 1 inch wide without squeezing. It can also change shape to a Medium size, altering its hit points accordingly.
Illusionary Tide (Recharge 5-6). As an action, the entity shrouds itself in magical waves that obscure its form. Creatures within a 30-foot radius of the entity must succeed on a DC 16 Wisdom saving throw or be blinded and unable to discern the true location of the entity until the end of their next turn.
Shadowy Grasp. When a creature hits the entity with a melee attack, it can use its reaction to make a shadowy tendril attack against the attacker. The tendril has a +10 to hit, reaches 15 feet, and deals 18 (4d8) necrotic damage on a hit.
Multiattack. The entity makes two attacks: one with its Shadowy Grasp and one with its Glimpse of Despair.
Glimpse of Despair. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 27 (6d8) psychic damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
Lair Actions
On initiative count 20 (losing initiative ties), the entity can take one of the following lair actions; the entity can’t take the same lair action two rounds in a row:
- Waves of Despair. The entity causes waves of shadowy energy to crash upon the battlefield. Each creature of the entity's choice within 60 feet must succeed on a DC 16 Wisdom saving throw or take 10 (3d6) psychic damage and be pushed 10 feet away.
- Shadow Pools. The entity creates pools of darkness in up to two 10-foot squares on the battlefield. Creatures entering these squares must succeed on a DC 16 Dexterity saving throw or be restrained in shadow until they use an action to escape.
Adventurers venturing into the depths will find that the deeper they go, the more palpable the fear becomes. The entity thrives in darkness and confusion, relishing the torment of the living as they confront the shadows of their own minds.