Ink-Eater of the Tidal Abyss

In the dark, swirling waters of the Tidal Abyss, a creature lurks, thriving on the remnants of ink and shadow. This entity appears as a mass of constantly shifting black tendrils, shimmering like oil in the light. Its body, reminiscent of a strange aquatic creature, is large enough to wrap around a small boat. When it moves, it blends seamlessly into the murky depths, leaving no trace behind. Its most fearsome ability lies in its capacity to consume not just ink or shadow, but the very essence of creativity and thought, siphoning off the inspiration of artists and scholars alike, leaving them in a stupor of dullness. Those who encounter it find their minds clouded, struggling to recall the stories and spells that once flowed freely through their thoughts.


Stat Block:

Name: Unknown Horror

Challenge Rating: 6 (2,300 XP)

Armor Class: 15 (natural armor)

Hit Points: 85 (10d10 + 30)

Speed: 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 2 (-4) 12 (+1) 1 (-5)

Saving Throws: DEX +5, CON +6, WIS +4

Skills: Stealth +5, Perception +4

Damage Resistances: Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities: Charmed, Frightened

Senses: Blindsight 60 ft. (blind beyond this radius), Darkvision 60 ft., Passive Perception 14

Languages: Understands Deep Speech but cannot speak

Traits:

  • Ebbing Shadows: As a bonus action, the entity can vanish into nearby water or ink, becoming invisible until it attacks or takes damage. It gains advantage on its first attack after reappearing.

  • Absorb Inspiration: When an enemy within 30 feet fails a saving throw against a spell, the entity can siphon off a portion of their creative energy. The affected creature cannot perform the Help action or regain spell slots until they complete a long rest.

Actions:

  • Multiattack: The entity makes two attacks with its Tendril Strike.

  • Tendril Strike: Melee Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) psychic damage.

  • Ink Squall (Recharge 5-6): The entity releases a burst of dark ink in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and is blinded until the end of its next turn. On a successful save, a creature takes half damage and isn't blinded.

  • Inky Embrace (Recharge 6): The entity targets one creature within 15 feet. The target must succeed on a DC 15 Strength saving throw or become grappled. While grappled, the target is also considered restrained. The target takes 10 (3d6) psychic damage at the start of each of its turns. The target can use its action to repeat the saving throw at the end of each of its turns, escaping on a success.

Legendary Actions: The entity can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The entity regains spent legendary actions at the start of its turn.

  • Shadow Slip: Move up to half its swimming speed without provoking opportunity attacks.

  • Siphon Moment (Costs 2 Actions): Target one creature. The entity regains hit points equal to the psychic damage dealt by its Tendril Strike.

  • Darkening Veil (Costs 3 Actions): Create a thick cloud of inky darkness in a 20-foot radius centered on a point the entity can see within 60 feet. The area is considered heavily obscured until the end of the entity's next turn.