Murk-Seeker of the Forgotten Brine

A creature of shadows and mist, it emerges silently from the depths of forgotten waters, its form wavering like a mirage. Unfathomable depths shape its body, which resembles a fearsome amalgam of marine life—its translucent skin allows glimpses of swirling currents and phosphorescent glows within. It glides through aquatic environments with eerie grace, its eyes glowing with a haunting blue light, luring the unsuspecting to their doom. It possesses the unique ability to engulf and manipulate the surrounding water to create illusions, drawing adventurers closer with whispers and tantalizing visions. Those who venture too close find themselves trapped in a disorienting swirl, fighting not only for their lives but also to comprehend the deceptive nature of this malevolent being.


Murk-Seeker of the Forgotten Brine

Medium aberration, neutral evil

Armor Class 15 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 20 (+5)

Saving Throws Dex +8, Wis +7, Cha +9
Skills Deception +9, Stealth +8, Persuasion +9
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., tremorsense 60 ft., passive Perception 13
Languages Aquan, Common, telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Amphibious. The creature can breathe both air and water.

Ethereal Whisper. When it is submerged in water, the creature can cast the whispering winds spell and is always considered to have it prepared.

Illusory Tide (Recharge 5-6). As an action, the creature can create a 30-foot radius sphere of swirling water filled with unique illusions. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature takes 27 (6d8) psychic damage, is blinded until the end of its next turn, and is pulled 10 feet toward the center of the sphere. On a successful save, they take half as much damage and are not pulled. The sphere lasts until the end of the creature’s next turn, and can move with the creature up to 40 feet.

Actions

Multiattack. The creature makes three attacks: one with its Tentacle and two with its Enveloping Mist.

Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) psychic damage.

Enveloping Mist. Melee Spell Attack: +9 to hit, range 30 ft., one creature. Hit: 22 (4d10) psychic damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed until the end of its next turn.

Rejuvenating Waters (1/Day). When reduced to 0 hit points, the creature can dissolve into mist, regaining 40 hit points and reforming at the start of its next turn in a space it previously occupied, or within 30 feet of that spot if it is no longer available.