Beneath the Silken Waves

A mesmerizing creature drifts through the aquatic depths, its body a shimmering cascade of silken threads that undulate gracefully in the water. The colors of its form shift seamlessly, reflecting hues from deep azure to vibrant emerald, evoking the enchanting beauty of a calm sea. Its visage is that of an ethereal beauty, with gently glowing eyes that seem to draw in any who gaze upon it, instilling a sense of awe—and dread. The creature thrives in depths where light barely penetrates, ensnaring intruders with silk strands laced with hallucinogenic properties that induce vivid illusions. These illusions can drive even the bravest of adventurers to madness, as they struggle to distinguish reality from the beguiling fantasies conjured by the creature's intricate artistry.


Large Aberration, Chaotic Neutral

Armor Class 14 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 12 (+1) 15 (+2) 18 (+4)

Saving Throws Dex +6, Con +6, Cha +7
Skills Deception +7, Perception +5, Stealth +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 15
Languages Understands Deep Speech but can't speak
Challenge 7 (2,900 XP)

Unique Trait: Silk Weaver
Once per turn, when the creature hits a target with an attack, it can instantly envelop the target in a silken strand. The target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn, experiencing vivid illusions as imagined by the creature. While incapacitated, the target takes 7 (2d6) psychic damage at the start of each of its turns.

Actions
Multiattack. The creature makes two attacks with its Tentacle.
Tentacle. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage, and the target must succeed on a DC 15 Dexterity saving throw or be pulled 10 feet closer to the creature.

Silken Mirage (Recharge 5-6). The creature creates an illusionary terrain within a 30-foot radius that lasts for 1 minute. Each creature of the creature's choice within the radius must succeed on a DC 15 Intelligence saving throw or be blinded until the end of their next turn and perceive the area as a calm pond or a tranquil beach, becoming charmed by the mirage. A charmed creature that takes damage or is shaken out of the illusion perceives the terrain as difficult terrain and suffers disadvantage on attack rolls until the end of its next turn.

Reactions
Vanishing Depths. When targeted by a ranged attack, the creature can use its reaction to become invisible until the start of its next turn or until it attacks. While invisible, it can swim up to 40 feet without provoking opportunity attacks.

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.

  • Silken Snare. The creature targets one creature it can see within 30 feet of itself. The target must succeed on a DC 15 Strength saving throw or be restrained by silken threads until the end of its next turn.
  • Illusionary Shift. The creature switches positions with an illusion of itself that is within 30 feet.
  • Psychic Lure (Costs 2 Actions). The creature targets one creature it can see within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be drawn toward the creature, ending its movement within 10 feet of it as it is compelled by the creature's psychic energy.