Shaded Maw of the Cursed Deep

A massive, swirling mass of eldritch shadows and elongated, sinewy appendages, this creature dwells in the depths of murky waters. Its maw is a festering void, always shifting and whispering eerie promises that tempt the unwary. Glimmers of drowned spirits can occasionally be seen imprisoned within its depths, their pained faces a haunting reminder of its insatiable hunger. This monstrous being is drawn to the essence of life, feeding off emotions and memories as it drags its victims into the inky dark.


Large Aberration, Chaotic Evil

Armor Class 15 (natural armor)
Hit Points 120 (15d10 + 45)
Speed 30 ft., swim 60 ft.

STR 18 (+4)
DEX 14 (+2)
CON 16 (+3)
INT 6 (-2)
WIS 12 (+1)
CHA 17 (+3)

Saving Throws Dex +6, Con +7, Cha +7
Skills Perception +5, Stealth +6
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened
Senses darkvision 60 ft., passive Perception 15
Languages understands Deep Speech but cannot speak
Challenge 7 (2,900 XP)

Amorphous Form. The creature can move through a space as narrow as 1 inch wide without squeezing.

Eldritch Attract. As a bonus action, the creature can target one creature within 60 feet that it can see. The target must succeed on a DC 15 Wisdom saving throw or be drawn 20 feet closer to the creature and have disadvantage on the next attack roll it makes before the end of its next turn.

Actions

Multiattack. The creature makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 4) bludgeoning damage plus 14 (4d6) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.

Devour Memories (Recharge 5-6). The creature extends its maw to unleash a swirling rush of shadowy tendrils. Each creature of its choice in a 30-foot cone must make a DC 15 Intelligence saving throw, taking 40 (9d8) psychic damage on a failed save, or half as much on a success. A creature that fails the save also has disadvantage on saving throws against being charmed or frightened until the end of its next turn.

Engulfing Dark (1/Day). The creature can envelop a Large or smaller creature that it is grappling. The engulfed target is blinded and restrained. At the start of each of its turns, the target takes 21 (6d6) psychic damage. The engulfed target can escape by making a successful DC 17 Strength check as an action.