Lurking Terror of the Sorrowful Abyss

An enormous creature cloaked in pallid blue shadows lurks just beneath the shimmering surface of the water in depths frequented by few. With skin that seems to shift like liquid to mimic the surrounding environment, it reflects an array of vibrant colors, enchanting those who gaze upon it. But beware, for its true form is both horrific and mesmerizing. It has multiple long, thin appendages that undulate like snakes, each adorned with bioluminescent motes that pulse gently in a rhythm akin to a heartbeat. Those who fall under the creature’s enchanting glow find themselves overwhelmed by emotions of dread, despair, or even madness, drawn closer to the surface—only to meet their doom. A predatory intelligence lurks behind its bright eyes, always watching and waiting for the opportune moment to strike.


Large Aberration, Chaotic Evil

  • Armor Class 15 (Natural Armor)
  • Hit Points 105 (14d10 + 28)
  • Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+2) 10 (+0) 16 (+3) 21 (+5)
  • Saving Throws DEX +6, WIS +7, CHA +9
  • Damage Immunities Psychic, Poison; Blinded
  • Condition Immunities Charmed, Frightened, Paralyzed
  • Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Passive Perception 14
  • Languages Understands Deep Speech and Aquan but cannot speak
  • Challenge 7 (2,900 XP)

TRAITS

  • Ethereal Veil. As a bonus action, it can become invisible until it attacks, or until it uses a bonus action to end this effect. It can remain invisible even while swimming, leaving only a ripple on the water's surface.

  • Sorrowful Lure. Creatures within 30 feet that can see this monster must succeed on a DC 17 Wisdom saving throw or be charmed until the end of their next turn. While charmed in this way, creatures can’t attack it and must use their action to move toward it.

  • Abyssal Echo. Each time this creature is damaged, it emits an echo of wailing sounds that saps the willpower of its foes. All creatures within 30 feet must succeed on a DC 16 Wisdom saving throw or have disadvantage on their next attack roll.

ACTIONS

  • Multiattack. The creature makes two tentacle attacks.

  • Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become grappled (escape DC 16). Until the grapple ends, the target can’t move, and the creature can’t use its tentacle attack against another target.

  • Devouring Gloom (Recharge 5-6). The creature unleashes a wave of sorrowful energy in a 30-foot radius centered on itself. Each creature of its choice in that area must make a DC 17 Constitution saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save also suffer disadvantage on Wisdom saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.