Whispering Depthshade of the Sunken Realms
In the dim light of ancient underwater ruins, a figure drifts silently, draped in shadows and mystery. With an ethereal form that skims the surface of the water, it resembles a merging of flora and the deep abyss. Veils of shadow leak from its body, whispering secrets of the Sunken Realms to those who dare to approach. Its mournful voice drifts through the water, carrying with it chilling warnings or tempting promises. Few have survived an encounter with this creature, as it engulfs the unwise with despair and confusion while luring them toward the depths.
Medium Aberration, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 97 (15d8 + 30)
Speed 0 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 14 (+2) | 18 (+4) | 16 (+3) | 20 (+5) |
Saving Throws Dex +6, Int +7, Wis +6, Cha +8
Skills Stealth +9, Persuasion +8, Insight +6, Arcana +7
Damage Vulnerabilities Radiant
Damage Resistances Psychic, Necrotic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Truesight 120 ft., passive Perception 15
Languages Deep Speech, Aquan, Telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Amphibious. The creature can breathe both air and water.
Ethereal Whisper. As a bonus action, it can target up to three creatures within 60 feet that can hear it. Each target must succeed on a DC 16 Wisdom saving throw or be charmed until the end of its next turn. While charmed in this way, targets have disadvantage on Wisdom saving throws against fear effects and must use their action to move toward the creature on their turn.
Shadow Meld. When in dim light or darkness, the creature can take the Hide action as a bonus action, even if it is being observed.
Actions
Multiattack. The creature makes two attacks: one with its Binding Tendril and one with its Enveloping Miasma.
Binding Tendril. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) necrotic damage, and the target must succeed on a DC 16 Strength saving throw or be restrained. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enveloping Miasma (Recharge 5-6). The creature releases a cloud of murky shadows in a 20-foot radius sphere centered on itself. The area is considered difficult terrain, and each creature in that area must make a DC 16 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much on a successful one. A creature that fails this saving throw is also blinded until the end of its next turn.
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.
- Move. The creature moves up to half its swim speed without provoking opportunity attacks.
- Whispering Lure (Costs 2 Actions). The creature targets one creature within 60 feet that it can see, forcing it to make a DC 16 Wisdom saving throw. On a failed save, the target is charmed for 1 minute or until it takes damage. While charmed, the target has disadvantage on attacks against the creature.
- Shadow Grasp (Costs 3 Actions). The creature targets one creature it can see within 30 feet. The target must succeed on a DC 16 Dexterity saving throw or take 18 (4d8) necrotic damage, and its speed is halved until the end of its next turn.