The Abyssal Lament of the Crumbling Coral

In the depths of the ocean, where light barely penetrates and the waters swirl with the emotions of the lost, a haunting creature roams the crumbling remains of ancient coral reefs. This entity embodies the sorrow of countless sailors and sea dwellers who have perished amid the turbulent waves. Its form resembles an ethereal amalgamation of coral and ghostly tendrils, seamlessly shifting in color from vivid blues to dark, foreboding greens. It emits a soft, melancholic wailing, haunting those nearby with echoes of former lives. This creature can manipulate the very water around it to create illusions of despair, drawing in its prey with the promise of solace before tearing their spirits asunder.


Stat Block

Creature Level: 6
Challenge Rating: 7 (2,900 XP)

Armor Class: 15 (Natural Armor)
Hit Points: 136 (16d10 + 48)
Speed: 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 16 (+3) 12 (+1) 18 (+4) 20 (+5)

Saving Throws: Dex +7, Wis +8, Cha +9
Damage Resistances: Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., passive Perception 12
Languages: Understands Aquan and Common but cannot speak
Challenge: 7 (2,900 XP)

Special Traits:

  • Echo of Despair: When the creature is within 30 feet of a creature, it can expend its reaction to force the target to make a DC 16 Wisdom saving throw. On a failed save, the target is frightened until the end of its next turn.

  • Coral Illusions: Once per day, the creature can cast minor illusion at will, but only to create a sound that echoes with haunting voices before it attacks, drawing in and disorienting foes.

  • Ethereal Coral Form: The creature can move through water and any difficult terrain without impediment, and it can pass through walls of coral.

Actions:

  • Multiattack: The creature makes two Tentacle attacks.

  • Tentacle: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) psychic damage, and the target must succeed on a DC 16 Intelligence saving throw or be knocked unconscious until the end of its next turn.

  • Soul Rend (Recharge 5-6): The creature targets one creature it can see within 60 feet. The target must make a DC 17 Constitution saving throw. On a failed save, the target takes 35 (10d6) psychic damage and is blinded until the end of its next turn. On a successful save, the target takes half damage and is not blinded.

Legendary Actions (3/turn):

The entity can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The entity regains spent legendary actions at the start of its turn.

  • Whispering Lament: The creature targets one creature it can see within 30 feet. That creature must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn.

  • Evasive Maneuver: The creature can instantly shift its position up to 30 feet to an unoccupied space it can see, causing opportunity attacks to miss.

  • Wail of the Abyss: The creature emits a chilling wail. All creatures within 30 feet must succeed on a DC 16 Wisdom saving throw or take 13 (3d8) psychic damage and be deafened until the end of their next turn.