Veilweaver of the Forgotten Waters
In the depths of murky lakes and stagnant pools, this creature silently drifts, shrouded in rippling water and shadows. With the ability to manipulate the minds of those who gaze upon it, it uses its enchanting visage to lure victims into the cold embrace of the water. Clad in a translucent veil of aquatic flora, it moves with an elegance that belies its deadly intent. Legends say that it feeds on the memories of those lost in its depths, weaving their experiences into its own essence, further blurring the line between reality and illusion.
Medium Aberration, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 98 (13d8 + 39)
Speed 0 ft., swim 40 ft.
STR 12 (+1)
DEX 16 (+3)
CON 16 (+3)
INT 14 (+2)
WIS 18 (+4)
CHA 20 (+5)
Saving Throws Dex +6, Wis +7, Cha +8
Skills Deception +8, Insight +7, Stealth +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Blindsight 30 ft. (blind beyond this radius), Passive Perception 14
Languages Aquan, telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
TRAITS
Veil of Memories. As a reaction to being damaged, the creature can cause a target within 60 feet to make a DC 15 Wisdom saving throw. On a failed save, the target takes 14 (4d6) psychic damage and suffers from the Confused condition until the end of its next turn.
Mesmerizing Appearance. Any creature that starts its turn within 30 feet of the creature and can see it must succeed on a DC 15 Wisdom saving throw or become charmed for 1 minute. While charmed in this way, the creature cannot attack the Veilweaver and must use its action to move toward it. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Submerged Illusion. As a bonus action, the creature can create an illusory duplicate of itself that appears within 30 feet of it and lasts for 1 minute. The duplicate is intangible, cannot attack, and disappears if it is within 5 feet of the original or is touched. Creatures that see it must succeed on a DC 15 Intelligence saving throw or perceive it as the real creature, becoming disadvantage on attacks made against the original.
ACTIONS
Multiattack. The creature makes two attacks with its Whispering Tendrils.
Whispering Tendrils. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 3) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn.
Memory Drain. The creature targets one creature it can see within 30 feet. The target must succeed on a DC 15 Intelligence saving throw or take 27 (6d8) psychic damage, and the creature's Intelligence is reduced by 1d4 (minimum of 1) until it completes a long rest. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target is reduced to 0 Intelligence, it is incapacitated until it regains Intelligence.
REACTIVE ACTIONS
Lure of the Depths (Recharge 5-6). The creature targets one creature it can see within 60 feet. That creature must succeed on a DC 15 Strength saving throw or be pulled up to 30 feet into the water, becoming restrained until it escapes. Additionally, that creature takes 10 (3d6) cold damage at the start of each of its turns while restrained.