Sable Gloomstalker of the Deep Waters

Deep below the waves, where light dare not penetrate, dwells an enigmatic creature that embodies the essence of shadow and silence. With glistening scales that shimmer like the night sky, it moves through the water with an unnatural grace. Able to stretch and manipulate its form, this sinister entity is often mistaken for a shadow cast by the moonlight above. It uses this ability to stalk its prey, rendering them vulnerable to its strikes. Legends tell of its eerie, mournful song that can be heard echoing through the depths, luring sailors and adventurers to their doom. Only those who can withstand its haunting presence and understand the depths of fear it instills can hope to survive.


Creature Stats
Medium aberration, chaotic evil

Armor Class 15 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 40 ft., swim 60 ft.

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

Saving Throws Dex +7, Wis +4, Cha +6
Skills Stealth +10, Persuasion +6
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened, charmed
Senses darkvision 60 ft., passive Perception 11
Languages understands Deep Speech and Aquan but cannot speak
Challenge 6 (2,300 XP)

Amphibious. The creature can breathe both air and water.

Shadow Form. As a bonus action, the creature can transform into an incorporeal shadow, becoming invisible in dim light or darkness until it attacks or uses its Shadow Song. While in this form, the creature can move through creatures and objects as if they were difficult terrain, taking 1d10 force damage if it ends its turn inside an object.

Shadow Song. The creature emits an enchanting melody audible up to 300 feet away. Each creature of the creature's choice within 60 feet that can hear it must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Multiattack. The creature makes three attacks: two with its Shadow Tendrils and one with its Abyssal Bite.

Shadow Tendrils. Melee Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.

Abyssal Bite. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Rejuvenate Shadows. If the creature is in an area of dim light or darkness at the start of its turn, it regains 10 hit points. If it has taken radiant damage since the start of its last turn, this ability has no effect.