Wraith of the Sunken Depths
A shadowy figure drifts through the depths, seemingly made of water and darkness. Its form shimmers like the surface of a disturbed pool, giving an unsettling illusion of duality. Glowing orbs of bioluminescent light flicker within its body, capturing the distress and despair of those who met their end in watery graves. With long, flowing tendrils, it reaches out to ensnare unwary adventurers, pulling them into the depths and feeding off their fears and regrets. Those who have been touched by its essence speak of whispers in their minds, drawing them to the water's edge, luring them closer to the brink of despair.
Medium Undead, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 102 (15d8 + 30)
Speed 0 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 14 (+2) | 1 (-5) | 12 (+1) | 18 (+4) |
Saving Throws DEX +6, WIS +4, CHA +7
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 60 ft., passive Perception 11
Languages Understands Aquan and Common but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Amphibious. The creature can breathe both air and water.
Ethereal Presence. The creature can magically shift between the Material Plane and the Ethereal Plane as a bonus action.
Fearful Grasp. When the creature hits a target with its Tentacle attack, it can choose to instill fear. The target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
Actions
Multiattack. The creature makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) necrotic damage. If the target is frightened, it takes an additional 5 (1d10) psychic damage.
Devouring Despair (Recharge 5-6). The creature releases a wave of despair in a 30-foot radius centered on itself. Each creature in that area must make a DC 15 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much on a successful one. Additionally, hit targets are incapacitated until the start of their next turn.
Whispers of the Deep (1/Day). The creature targets one creature it can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or be magically compelled to move up to their speed towards the nearest body of water. The target can't take reactions until the end of its next turn. If the target makes it to the body of water, they must make another Wisdom saving throw or become incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.