Shadecaller of the Abyssal Deep
In the depths of shadowy waters, where light dares not penetrate, lurks a creature born of nightmares. Draped in dark, flowing tendrils reminiscent of kelp, it glides silently through the abyss, its many eyes reflecting a chilling intelligence. It holds dominion over the shadows beneath the waves, summoning forth lesser creatures from the depths to do its bidding. A haunting call echoes from its form, drawing the unwary into its watery grasp. Its presence chills the very air, inflicting a sense of dread that can unnerve even the most determined adventurers.
Large Aberration, Neutral
Armor Class 15 (Natural Armor)
Hit Points 110 (13d10 + 39)
Speed 0 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 16 (+3) | 12 (+1) | 14 (+2) | 18 (+4) |
Saving Throws Dex +7, Wis +5, Cha +7
Skills Stealth +7, Arcana +4, Persuasion +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Blindsight 60 ft. (blind beyond this radius), Passive Perception 12
Languages Deep Speech, Aquan, telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Amphibious. The creature can breathe both air and water.
Shadow Veil. The creature can become heavily obscured in dim light or darkness. Creatures that rely on sight to perceive the creature must succeed on a DC 15 Wisdom saving throw or be unable to identify its location.
Abyssal Call (Recharge 5-6). The creature releases a haunting melody. Each creature of its choice within 300 feet must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the creature is drawn toward the creature’s location, moving directly into the water if possible. A 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 two attacks: one with its Shadow Tendril and one with its Enveloping Darkness.
Shadow Tendril. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 4) psychic damage. The target must succeed on a DC 15 Strength saving throw or be pulled 10 feet closer to the creature.
Enveloping Darkness. Melee Attack: The creature exudes tendrils of darkness. Each creature within 10 feet must make a DC 15 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. For the next minute, affected creatures have disadvantage on Wisdom saving throws.
Darkness Manifest (1/Day). As a bonus action, the creature can envelop itself in a shroud of darkness, creating a 30-foot-radius sphere of magical darkness centered on itself that lasts for 10 minutes or until it ends it as a bonus action. It can see through the darkness without difficulty, and creatures with darkvision cannot see through it.