Umbra Tide Caller
Born from the convergence of ocean depths and shadowy magic, this creature appears as a wraith-like figure cloaked in swirling dark waters. Its eyes, glowing with an eerie luminescence, reflect the depthless expanse of the ocean's abyss and the darkness of the void simultaneously. Long, flowing tendrils resemble seaweed that drift and sway as if in water, granting it an otherworldly elegance. This entity draws its power from the tides and the darkness, controlling both in a mesmerizing dance. When threatened, it can summon shadowy waves, flooding the area around it in a perilous display of its maritime domain. Adventurers who encounter this being may find themselves not just battling for survival, but engaged in a clash against the lure of the deep.
Medium Undead, Neutral
Armor Class 15 (Natural Armor)
Hit Points 102 (15d8 + 30)
Speed 0 ft., Swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 18 (+4) | 14 (+2) | 16 (+3) | 16 (+3) | 20 (+5) |
Saving Throws Dex +7, Con +5, Wis +6, Cha +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Aquan, telepathy 120 ft.
Challenge 7 (2,900 XP)
Amphibious. The creature can breathe both air and water.
Aura of Despair. Any creature that starts its turn within 30 feet of the creature must succeed on a DC 15 Wisdom saving throw or become frightened until the start of its next turn.
Shadowy Tide. As a bonus action, the creature can create a 20-foot radius area of difficult terrain within 60 feet, which appears as shadowy water. The area lasts for 1 minute or until the creature dismisses it (no action required). Creatures that enter the area for the first time on a turn or start their turn there must make a DC 15 Strength saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
Multiattack. The creature makes two attacks: one with its Tide Tendril and one using Dreadful Call.
Tide Tendril. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) cold damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pulled 10 feet closer to the creature.
Dreadful Call (Recharge 5-6). The creature emits a haunting sound that resonates in the minds of its enemies within 60 feet. Each creature must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and is stunned until the end of its next turn. On a successful save, the creature takes half damage and isn’t stunned.
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 half its swimming speed.
- Shadow Wave (Costs 2 Actions). The creature sends a wave of shadowy water in a 30-foot line that is 5 feet wide, forcing each creature in that line to make a DC 15 Dexterity saving throw. A creature takes 21 (6d6) cold damage on a failed save, or half as much on a successful one.
- Summon Shadows (Costs 3 Actions). The creature calls forth 1d4 + 1 shadowy minions (use the statistics for Shadows in the Monster Manual) to aid it in battle. These minions appear in unoccupied spaces within 30 feet of the creature and act on their own initiative count.