The Abyssal Watcher of the Silent Depths
Cloaked in the dark essence of the abyss, this creature manifests as a colossal, shadowy figure with numerous glowing eyes lurking within its depths. Its body appears fluid, shifting between solid and liquid states, constantly feeding off despair and hopelessness. The air around it hums with a dissonant melody that seems to echo the voices of those lost to the depths, causing fear in the hearts of those who encounter it. As it moves, it leaves a trail of darkness that dampens sound and light, rendering the environment eerie and muted. Those who gaze into its eyes may witness fleeting flashes of their worst fears or memories, leaving them paralyzed with dread.
Large Aberration, Chaotic Evil
Armor Class 15 (Natural Armor)
Hit Points 127 (15d10 + 45)
Speed 30 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 16 (+3) | 12 (+1) | 18 (+4) | 20 (+5) |
Saving Throws Dex +6, Wis +8, Cha +9
Skills Perception +8, Stealth +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Blindsight 30 ft. (Blind Beyond this Radius), Passive Perception 18
Languages Understands Deep Speech and Aquan but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Amorphous Form. The creature can move through a space as narrow as 1 inch wide without squeezing. It can also change its shape to blend in with the shadows, granting advantage on Stealth checks.
Dark Presence. Each creature within 30 feet that can see the creature must succeed on a DC 17 Wisdom saving throw or be frightened until the end of their next turn. While frightened in this way, a creature is also considered incapacitated and is unable to take reactions.
Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The creature makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) psychic damage. If the target is a creature, it must succeed on a DC 17 Wisdom saving throw or be paralyzed until the end of its next turn.
Echo of Despair (Recharge 5-6). The creature unleashes the haunting echoes of the abyss. All creatures of its choice within 60 feet must make a DC 17 Wisdom saving throw. On a failed save, a creature takes 36 (8d8) psychic damage and suffers one of the following effects (creature's choice) for 1 minute: blinded, deafened, or a reduction of speed by half. On a successful save, the creature takes half as much damage and suffers no additional effects.
Legendary Actions
The creature 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 creature regains spent legendary actions at the start of its turn.
- Swim. The creature moves up to its swim speed without provoking opportunity attacks.
- Shadow Tendril (Cost 2 Actions). The creature makes one tentacle attack.
- Dreadful Resurgence (Cost 3 Actions). The creature dissipates into shadow and reappears in an unoccupied space within 60 feet. Each creature within 10 feet of its original location must succeed on a DC 17 Dexterity saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.