Eclipse Waverunner of the Enigmatic Deep
Under the waves, where light scarcely penetrates, a being drifts through the obsidian depths, slipping effortlessly between shadows and glimpses of iridescent light. With a body resembling a sinuous stream of black water, this creature boasts ethereal fins that shimmer like starlight. Its eyes, luminescent and lifeless, reflect a void that holds the secrets of the deep. The air around it vibrates with an unsettling energy, a subtle distortion that hints at its unique ability to manipulate light and darkness, disorienting its prey. As adventurers encounter this enigma of the deep, they must unravel the mystery of its presence or succumb to the disorienting void it commands.
Stat Block
Medium aberration, neutral
Armor Class 15 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 0 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 20 (+5) | 18 (+4) | 12 (+1) | 16 (+3) | 14 (+2) |
Saving Throws Dex +8, Wis +6, Cha +5
Damage Resistances cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 13
Languages understands Deep Speech and Aquan but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Amphibious. The creature can breathe air and water.
Eclipse Veil (Recharge 5-6). As a bonus action, it can create a 30-foot-radius sphere of dim light centered on itself. It can then extinguish this light or cause it to become bright light as a free action. Creatures within the dim light must succeed on a DC 15 Wisdom saving throw or become blinded until the end of their next turn.
Illusory Reflexes. When a creature makes an attack roll against it, the creature can use its reaction to impose disadvantage on the roll by warping the image of its own form.
Twilight Grasp. When a creature within 10 feet of it ends its turn, it can make a melee attack against that creature as a reaction. On a hit, the target must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.
Multiattack. The creature makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 2) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15).
Swallow. The creature can attempt to swallow a grappled target by making a successful grapple check. A swallowed creature is considered to be blinded and restrained, takes 21 (6d6) acid damage at the start of each of its turns, and can escape by making a successful DC 15 Strength check against the creature's grapple DC on its turn. If it loses concentration or is knocked unconscious, the grappling ends.
Adventurers must strategize carefully, wielding both magic and clever tactics to overcome this enigmatic predator of the deep.