Shadow of the Deepening Abyssal Tide
Emerging from the depths of shadowy waters, this creature embodies the fears of sailors lost at sea. Its form is a swirling mass of dark blues and blacks, with tendrils that mimic the ebb and flow of ocean waves. Eyes that shimmer like distant stars pierce through the darkness, creating an otherworldly allure that draws in unwary victims. When it moves, the air chills, and every heartbeat carries the whispers of the forgotten — souls claimed by the ocean's depths. As it fights, it draws power from its surroundings, making it increasingly more formidable in dark or watery environments.
Medium fiend (water), neutral evil
- Armor Class 15 (natural armor)
- Hit Points 102 (15d8 + 30)
- Speed 30 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 14 (+2) | 12 (+1) | 16 (+3) | 18 (+4) |
- Saving Throws Dex +7, Wis +6, Cha +7
- Skills Stealth +7, Perception +6, Deception +7
- Damage Resistances cold, necrotic, bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities frightened, charmed
- Senses darkvision 60 ft., passive Perception 16
- Languages understands Common and Aquan 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, and it can occupy the same space as an ally without hindrance.
Shadow Influence. While in dim light or darkness, the creature has advantage on attack rolls and accounts for half damage from spells and attacks that are not fueled by radiant energy.
Innate Spellcasting. The creature's innate spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring no material components:
- At-will: darkness, minor illusion
- 3/day each: misty step, shadow blade
- 1/day each: fear, control water
Multiattack. The creature makes three attacks: one with its Tendril of Dread and two with its Abyssal Bite.
Tendril of Dread. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 4) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn.
Abyssal Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) piercing damage plus 7 (2d6) cold damage.
Dreadful Siren (Recharge 5-6). The creature emits a haunting melody. Each creature within a 60-foot radius that can hear it must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and is frightened of the creature for 1 minute. On a successful save, the creature takes half damage and is not frightened. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Swallow Whole. If the creature successfully grapples a Medium or smaller creature, it can attempt to swallow it whole. The swallowed creature is blinded and restrained, it takes 21 (6d6) acid damage at the start of each of its turns. A swallowed creature can try to escape by using its action to make a successful DC 15 Strength check against the creature's escape DC (DC = 15). If the creature takes 30 damage or more on a single turn from a creature inside it, the creature must succeed on a DC 15 Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 10 feet of it.