Veiled Kraken of the Sunken Sonata
An immense creature lurks beneath the rolling sea, veiled in layers of shimmering, iridescent flesh that glow faintly in the depths. Resembling the grace of a kraken but adorned with opalescent appendages resembling musical instruments, it embodies the tragic echo of a lost symphony, captivating all who dare to approach. This creature is drawn to the beauty of sound, luring sailors and adventurers with haunting melodies that resonate through the ocean's depths. As it emerges from the abyss, its tentacles extend with deadly precision, while its hypnotic calls can enthrall even the most stalwart of hearts, making them unwitting puppets to its desires. Those who encounter it are left wrestling with the strange pull of its serenade, dancing to the rhythm of waves and peril.
Stat Block
Large aberration, chaotic neutral
Armor Class | 15 (natural armor) |
---|---|
Hit Points | 150 (12d10 + 60) |
Speed | 20 ft., swim 60 ft. |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 20 (+5) | 3 (-4) | 12 (+1) | 18 (+4) |
Saving Throws Con +9, Cha +8
Skills Performance +8, Perception +5
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft. (blind beyond this radius), Heightened Hearing, Passive Perception 15
Languages Aquan, telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Abilities
Amorphous: The creature can move through a space as narrow as 1 foot wide without squeezing.
Siren’s Call: As an action, this creature can unleash a haunting melody. Each creature of its choice within 120 feet that can hear it must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature is compelled to move towards the creature and can act only to dash. The affected creature can make a new saving throw at the end of each of its turns, ending the effect on itself on a success.
Grasping Tentacles: The creature has six tentacles. Each tentacle can make one melee attack as part of its action. Each tentacle can grapple a target (escape DC 16). A creature grappled by one of its tentacles is restrained until the grapple ends.
Luminous Veil: When the creature takes damage, it can use its reaction to emit blinding light in a 30-foot radius. All creatures within this area must make a DC 16 Constitution saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much on a successful one. This effect cannot be used again until the start of the creature's next turn.
Multiattack: The creature makes two tentacle attacks and can use Siren’s Call.
Tentacle: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 5) bludgeoning damage. If the target is grappled, it takes an additional 9 (2d8) psychic damage.
Legendary Actions
The creature can take 3 legendary actions per round, 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.
- Tentacle Swipe: The creature makes one tentacle attack.
- Hypnotic Melody (Costs 2 Actions): The creature plays a soft tune, forcing all charmed creatures to make a DC 16 Wisdom saving throw or take 13 (3d8) psychic damage.
- Maelstrom (Costs 3 Actions): The creature creates a swirling vortex in a 20-foot radius centered on itself. Each creature within that area must succeed on a DC 16 Strength saving throw or be knocked prone and pulled 10 feet towards the creature.