Depthkeeper of the Subaqueous Woe
In the damp caverns beneath the ocean floor lurks a creature feared by sailors and surface dwellers alike. With a translucent, jelly-like body adorned with bioluminescent spots that flicker like distant stars, this entity commands the depths. It is said that the creature pulls those who are lost at sea into a realm of eternal despair and anguish. Its eerie presence is coupled with a haunting melody that reverberates through the water, drawing in unwary adventurers. The creature feeds on negative emotions, becoming stronger the more despair it creates. Its unique ability to manipulate the emotions of its prey makes it a master tactician in battle, straddling the line between mind and matter.
Large aberration, neutral evil
Armor Class 15 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 0 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 16 (+3) | 12 (+1) | 18 (+4) | 20 (+5) |
Saving Throws Wis +7, Cha +8
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 15
Languages Aquan, telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Amphibious. The creature can breathe air and water.
Illusory Presence. As a bonus action, it can create a shimmering illusion of itself anywhere within 120 feet. The illusion lasts until it is destroyed or dismissed as a bonus action. The illusion cannot cast spells or take actions, but it can be used to distract opponents.
Emotion Manipulation. When a creature within 30 feet fails a Wisdom saving throw (DC 15), it must choose one of the following emotional states: fear, despair, or anger. The affected creature gains disadvantage on attack rolls and saving throws while in that state for 1 minute. The creature 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 attacks: one with its Bioluminescent Touch and one use of Emotion Manipulation.
Bioluminescent Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 22 (4d10) psychic damage, and the target must succeed on a DC 15 Constitution saving throw or take an additional 10 (3d6) psychic damage at the start of its next turn.
Haunting Melody (Recharge 5-6). The creature releases an enchanting song that affects all creatures within 60 feet. Each creature must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed in this manner, the creature is incapacitated and spends its turns moving toward the Depthkeeper of the Subaqueous Woe. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
- Alter Illusion. The creature can change the illusions it creates as part of its Illusory Presence ability.
- Emotion Drain. The creature targets one creature it has affected with its Emotion Manipulation and gains temporary hit points equal to the creature's character level.
- Seep. The creature moves up to half its swimming speed without provoking opportunity attacks.