Dreaded Tides’ Emissary of the Deeper Shadows
Emerging from the depths of the abyss, this creature is a master of shadows and tides — an eerie figure that blends spectral waters with a form both haunting and elegant. Its body shimmers like dark water, indistinct and blurry, as if it is partially submerged in an unseen tide. Writhing tendrils, reminiscent of eels and kelp, trail behind it, swirling in a silent dance. Eyes that glow with an unnatural luminescence peer out from its obscured visage, hinting at ancient knowledge and the dreadful allure of the void.
Masters of psychological manipulation and deceptive terrain, these beings draw power from the fears and uncertainties of their opponents, radiating an aura of dread. They can shift the very landscape around them, causing illusions of water to form where land exists, and drawing unsuspecting victims into an insidious trap of despair.
Medium Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 85 (13d8 + 26)
Speed 30 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 14 (+2) | 18 (+4) | 15 (+2) | 20 (+5) |
Saving Throws Dex +6, Int +7, Cha +8
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages understands Deep Speech and one other language of your choice but can’t speak
Challenge 7 (2,900 XP)
Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
- At will: minor illusion, disguise self
- 3/day each: darkness, fear, hypnotic pattern
- 1/day each: phantasmal killer, watery sphere
Shadow Tide (Recharge 5-6). As a bonus action, the creature can create a wave of shadowy water in a 30-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw or take 36 (8d8) necrotic damage and be knocked prone. On a successful save, a creature takes half damage and is not knocked prone. Creatures who fail this save have disadvantage on saving throws against being frightened until the end of their next turn.
Dreadful Presence. Each creature within 30 feet of the creature and aware of it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of their next turn. A creature that succeeds on this saving throw is immune to this effect for 24 hours.
Water Form. As a bonus action, the creature can allow attacks to pass through a portion of its body, imposing disadvantage on the first attack roll made against it until the start of its next turn.
Actions
Multiattack. The creature makes two attacks with its Shadow Tendrils.
Shadow Tendrils. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or have their maximum hit points reduced by an amount equal to the damage taken until they finish a long rest. If a creature’s maximum hit points are reduced to 0 in this way, that creature dies and rises as a shade under the creature's control after 24 hours.
Rejuvenation. If it has killed a creature using its Shadow Tendrils within the last 24 hours, it regains 10 hit points at the start of its turn. If it has 0 hit points, it can return to its original form after 1d6 hours with full hit points if at least one creature still fears it.
This monster challenges players not only in combat skill but also in dealing with their own fears, making for a gripping and immersive experience.