Gloomweaver of the Enshadowed Waters

In the depths of murky swamps and shadowed lakes, a sinister presence lurks beneath the surface. With a body resembling a sinuous mass of dark water and ethereal tendrils, this creature strikes fear into the hearts of those who dare to approach. Its form is cloaked in a shifting darkness, blending seamlessly with the environment. Wisps of shadow extend from its body, reaching out to ensnare unwary travelers, drawing them into a watery embrace. Those unfortunate enough to encounter this being find their senses dulled, as if time itself slows around them. The creature feeds on fear and despair, reveling in the suffocating gloom it spreads.


Medium Aberration, Neutral Evil

Armor Class 15 (Natural Armor)
Hit Points 102 (15d8 + 45)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 18 (+4)

Saving Throws Dex +6, Con +6, Wis +4, Cha +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Blindsight 60 ft. (blind beyond this radius), Passive Perception 11
Languages Understands Deep Speech but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3

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

Shadow Stealth. While in dim light or darkness, the creature can take the Hide action as a bonus action.

Dreadful Presence. Each creature of the monster's choice within 30 feet and aware of it must succeed on a DC 15 Wisdom saving throw or be 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.

Actions

Multiattack. The creature makes two Tentacle attacks.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its next turn.

Eclipsed Embrace (Recharge 5-6). The creature envelops a 20-foot radius area within 60 feet of it in a swirling mist of darkness for 1 minute. The area is considered heavily obscured, and creatures that start their turn within the area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 21 (6d6) necrotic damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half damage, and its speed is not affected. The creature can dismiss the darkness as a bonus action.

Lair Actions
On initiative count 20 (losing initiative ties), the creature takes a lair action to create one of the following effects; it can’t use the same effect two rounds in a row:

  • Drowning Shadows. A 20-foot radius area within the lair becomes difficult terrain for 1 minute while water rises within the area (up to 5 feet). Creatures in the area must succeed on a DC 15 Strength saving throw or be restrained until the end of their next turn.
  • Whispers of Dread. All creatures of the monster's choice within the lair must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and become frightened until the end of their next turn.

The dark and elusive nature of this creature poses a formidable challenge, both physically and psychologically, to those who dare to confront it.