Shadowed Leviathan of the Weeping Waters

  In the depths of forlorn lakes and haunted rivers, an eerie silhouette lurks beneath the surface, gliding silently through the water. The creature appears as an endless stream of shadow and scales, reflecting the glimmers of light above with an otherworldly shine. It is said that the creature weeps for the lost souls of those who drowned in its waters, and in turn, it lures unwary travelers to their doom. The very air around it is thick with sorrow, and touching the weeping waters brings a haunting chill that gnaws at the edges of one's sanity. When it emerges, waves pulse with dark energy, and the mournful cries of the spilling waters echo across the stillness of the night.

Large Aberration, Neutral

  • Armor Class 14 (natural armor)
  • Hit Points 130 (15d10 + 45)
  • Speed 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 2 (-4) 12 (+1) 14 (+2)
  • Saving Throws Dex +6, Con +6, Wis +4
  • Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft., Tremorsense 60 ft., passive Perception 13
  • Languages understands Aquan but cannot speak
  • Challenge 7 (2,900 XP)

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

Weeping Presence. The creature emanates an aura of sorrow in a 30-foot radius. Creatures within the aura must succeed on a DC 15 Wisdom saving throw at the start of their turn or be frightened until the end of their next turn. A creature that succeeds on the saving throw is immune to this effect for 24 hours.

Multiattack. The creature makes three attacks: one with its Tentacle Strike and two with its Illusionary Wave.

Tentacle Strike. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 6) bludgeoning damage and the target must make a DC 15 Strength saving throw or be grappled (escape DC 15). Until this grapple ends, the target is restrained.

Illusionary Wave. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 24 (4d8 + 4) psychic damage, and the target must make a DC 15 Intelligence saving throw or become confused for 1 minute. A confused creature must roll a d10 at the start of each of its turns to determine its behavior.

Rejuvenating Shadows (Recharge 5-6). The creature can vanish into the shadows and become incorporeal for 1 minute, gaining resistance to all damage. While in this form, it can move through objects and is immune to all effects that would provide information about its position. At the end of the duration, it reappears in an unoccupied space of its choice within 30 feet.

Legendary Actions (3 per round):

  • Tentacle Pull. The creature can pull a grappled creature up to 15 feet closer to it.
  • Shadow Surge. The creature can move up to half its swim speed without provoking opportunity attacks.
  • Wail of the Lost (Costs 2 Actions). Each enemy within 60 feet must succeed on a DC 15 Constitution saving throw or take 27 (6d8) psychic damage, and they are deafened until the end of their next turn.