Shadowscale Tidecaster of the Abyssal Echo

Emerging from the depths of forgotten seas, this serpentine predator glides through water and air with an elegance that belies its grotesque nature. Its scales shimmer like deep-sea reflections, shifting colors with each movement, and a gaze that hypnotizes those who dare to meet it. Equipped with elongated, webbed limbs and a mouth lined with serrated teeth, it possesses an uncanny ability to manipulate water, conjuring whirlpools and tidal waves that disorient and drown.

At the height of its power during storms, the creature can summon ephemeral, dark waves that warp reality around them. Victims caught in these waves find themselves surrounded by echoes of their fears, their own shadows becoming their tormentors. The creature thrives in chaotic environments, and it's not uncommon for entire ships to vanish under the influence of its mystical control over the tides.


Large monstrosity, chaotic evil

Armor Class 16 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft., swim 60 ft.

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

Saving Throws Dex +7, Con +7, Wis +6
Skills Deception +8, Insight +6, Perception +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., passive Perception 16
Languages Aquan, understands Common but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Amphibious. The creature can breathe underwater and on land.

Shadowy Echoes (Recharge 5-6). As an action, the creature creates a 30-foot-radius sphere of shadowy water centered on itself for 1 minute. Creatures in the area must succeed on a DC 15 Wisdom saving throw or become frightened until the effect ends. While frightened, a creature is also restrained by shadowy tendrils until the end of its next turn. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Tidal Shift (Recharge 4-6). The creature can manipulate water to create a powerful wave in a 60-foot cone. Each creature in that area must make a DC 15 Strength saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are also knocked prone.

Multiattack. The creature makes two attacks: one with its Bite and one with its Tentacle.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 4) piercing damage.

Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15). Until this grapple ends, the target is restrained, and the creature can't use this tentacle on another target.