Emissary of the Darkened Trench

From the depths of the oceanic abyss comes a being of unsettling darkness, cloaked in shadows and mystery. This creature embodies the very essence of despair, emerging from the inky waters to prey upon the unwary. Its form is a mesmerizing blend of gelatinous and humanoid features, with long tendrils that seem to flicker and flick in the surrounding gloom. A pair of glowing, abyssal eyes pierce the darkness, revealing an intelligence that belies its monstrous appearance.

Witnesses speak of a haunting melancholy that accompanies its presence, almost as if the air thickens with the weight of yearning and sorrow. The creature manipulates the emotions of those nearby, drawing them into an embrace of despair. Those who gaze upon it may find their hearts heavy with dread, and their resolve shaken. This creature believes itself to be the arbiter of lost hope, seeking to claim souls for its dark master lurking in the depths.


Large Aberration, Neutral Evil

Armor Class 14 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 16 (+3) 12 (+1) 19 (+4)

Saving Throws Dex +6, Con +6, Wis +5, Cha +8
Skills Persuasion +8, Deception +8, Insight +5
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 11
Languages Understands Common and Deep Speech but cannot speak
Challenge 7 (2,900 XP)

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

Aura of Despair. Creatures that start their turn within 10 feet of the creature must succeed on a DC 16 Wisdom saving throw or have disadvantage on saving throws against being frightened until the start of their next turn.

Emotion Manipulation. As a bonus action, the creature can target one creature it can see within 30 feet. The target must succeed on a DC 16 Charisma saving throw or feel a surge of powerful emotions. Roll a d6 and choose an effect based on the result:

  1. Fear: The target is frightened of the creature until the end of its next turn.
  2. Despair: The target takes 10 (3d6) psychic damage and has disadvantage on its next attack roll.
  3. Sadness: The target has disadvantage on Wisdom saving throws until the end of its next turn.
  4. Anger: The target must use its next attack against a creature of the creature's choice within range, if possible.
  5. Desire: The target is compelled to move towards the creature until the end of its next turn.
  6. Hope: The target feels empowered, gaining advantage on its next saving throw.

Multiattack. The creature makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 7 (2d6) psychic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be grappled (escape DC 16).

Dark Embrace (Recharge 5-6). The creature releases a wave of darkness in a 30-foot radius sphere centered on itself. Each creature in that area must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, affected creatures are blinded until the end of their next turn.

With its blend of psychological manipulation and powerful physical attacks, this eldritch terror not only looks to snatch away the sanity of its opponents but seeks to consume their very spirit, drawing them into the depths of its darkened trench.