Fathomless Stalker of the Silent Night

Inhabitants of the deepest oceanic trenches, this creature emerges only during the dark of a new moon. It appears as a shimmering silhouette, cloaked in an ethereal mist that dances across its fluid, shadow-like form. Its features are indistinct, save for predatory, luminescent eyes that cut through the darkness. This creature can swim effortlessly through water and is equally adept on land, moving with an unsettling grace. It is known for its ability to blend seamlessly with the shadows of night, making it a terrifying ambush predator. When threatened, it can dim the light around it, invoking a sense of dread among those unprepared for its stealthy assaults.


Large Aberration, Neutral Evil

Armor Class 15 (Natural Armor)
Hit Points 105 (14d10 + 28)
Speed 0 ft., swim 60 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 8 (-1)

Saving Throws Dex +7, Wis +5
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 15
Languages Deep Speech, understands Common but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Shadow Veil. As a bonus action, the creature can create a 30-foot radius of dim light around itself. Any creature within this radius must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn. If a creature succeeds, it is immune to this effect for 24 hours.

Amphibious. The creature can breathe both air and water.

Stealthy Attack. The creature can take the Hide action as a bonus action even when it does not have cover. When it attacks a creature that it is hidden from, it deals an additional 21 (6d6) necrotic damage.

Innate Spellcasting. The creature's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:

  • At will: Minor Illusion, Darkness
  • 3/day each: Misty Step, Fear
  • 1/day each: Shadow of Moil, Confusion

Actions

Multiattack. The creature makes two attacks: one with its Shadow Tendril and one with its Frightening Gaze.

Shadow Tendril. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or have its maximum hit points reduced by the amount taken until it finishes a long rest.

Frightening Gaze. The creature targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Vanish into Darkness. When the creature takes damage, it can use its reaction to become invisible until the start of its next turn. This invisibility ends early if the creature attacks or casts a spell.