Silent Tides Herald of the Abyssal Oracles
A swirling mass of inky water and ethereal light, this creature embodies the ebb and flow of the ocean’s deepest mysteries. Its form constantly shifts, merging elements of aquatic life and spectral entities, captivating those who gaze upon it. The creature drifts silently, its presence marked by a low, haunting melody that resonates with the fears and desires of its foes. It possesses an uncanny ability to manipulate the emotions of those nearby, causing visions of their past failures or future fears, drawing them closer to despair. The Silent Tides has a hunger for secrets and unfulfilled desires, feeding off the dread it sows in the hearts of adventurers.
Large aberration, neutral
Armor Class 14 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 0 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 14 (+2) | 12 (+1) | 16 (+3) | 20 (+5) |
Saving Throws Dex +6, Wis +7, Cha +9
Skills Perception +7, Persuasion +9, Stealth +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., passive Perception 17
Languages Telepathy 120 ft., understands Aquan but can't speak
Challenge 7 (2,900 XP)
Amphibious. The creature can breathe both air and water.
Ebb and Flow. The creature can move through water and solid ground as if it were difficult terrain, seamlessly transitioning between the two.
Mindshatter Aura. Any creature that starts its turn within 30 feet of the creature must succeed on a DC 17 Wisdom saving throw or become frightened until the end of its next turn. While frightened in this way, a creature takes 10 (3d6) psychic damage at the start of each of its turns.
Actions
Multiattack. The creature makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d10 + 4) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be pulled 10 feet closer to the creature.
Phantasmal Despair (Recharge 5–6). The creature targets one creature it can see within 60 feet. The target must make a DC 17 Wisdom saving throw. On a failed save, the target suffers from confusion as they are overwhelmed by vivid hallucinations, incapacitating them for 1 minute or until the creature takes damage. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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 swimming speed without provoking opportunity attacks.
- Psychic Surge (Costs 2 Actions). The creature unleashes a wave of psychic energy. Each creature of the creature's choice within 30 feet must succeed on a DC 17 Intelligence saving throw or take 21 (6d6) psychic damage and be stunned until the end of their next turn.
- Tentacle Strike (Costs 3 Actions). The creature makes one tentacle attack against a creature within range. If the attack hits, the target must succeed on a DC 17 Wisdom saving throw or be restrained until the end of their next turn.
This creature serves as an enigmatic guardian of secrets, often encountered in dark oceans, murky swamps, or mysterious underground rivers. Adventurers may seek it out, believing it can reveal their heart's desires, but they must be wary of the emotional and psychic mayhem it brings.