The Weeping Shadow Beneath the Crashing Waves

A creature of liquid darkness, this entity emerges from depths where moonlight dare not reach. Shimmering tentacles that resemble strands of seaweed reach out, impossibly fluid yet solid, reflecting a sorrowful yet ominous glow. It lingers just beneath the surface of calm waters, waiting for unsuspecting creatures to venture too close. As it captures its prey not just physically but emotionally, they feel overwhelming despair, as if the weight of the ocean's depths bears down upon them. The Weeping Shadow relishes in the sadness of its victims, drawing strength from their negative emotions, which it can manipulate to confuse and terrify.


Large Aberration, Chaotic Neutral

Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 10 ft., swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 18 (+4)

Saving Throws Dex +7, Wis +6, Cha +8
Skills Deception +8, Insight +6, Stealth +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., passive Perception 12
Languages Aquan, understands Common but can't speak
Challenge 7 (2,900 XP)

Amphibious. The creature can breathe both air and water.

Shadow Manipulation. As a bonus action, the creature can manipulate the shadows in a 30-foot radius, causing dim light to become dark and dark areas to become heavily obscured. In these areas, it can move stealthily and gain advantage on Dexterity (Stealth) checks.

Emotion Harvest. Whenever a creature within 30 feet of the creature fails a saving throw against being frightened or charmed, the creature regains hit points equal to the creature's challenge rating.

Actions

Multiattack. The creature makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 4) bludgeoning damage. The target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.

Tidal Wave of Despair (Recharge 5-6). The creature releases a swirling wave of sorrowful energy in a 30-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 36 (8d8) psychic damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and is not incapacitated.

Shadow Cloak (Recharge 6). The creature envelops itself in a shroud of shadows, becoming invisible until the start of its next turn or until it attacks or casts a spell. While invisible in this way, attacking with tentacles does not break invisibility.