Waveshadow Enforcer of the Drowned Requiem
A figure draped in tattered kelp and dripping with brine emerges from the depths, a grotesque fusion of humanoid features and aquatic traits. Its skin glistens like wet stone, reflecting the faintest light in shimmering hues of teal and gray. Eyes, reminiscent of polished seashells, radiate an eerie glow, drawing in the gaze of those nearby. This creature is a harbinger of the ocean's wrath, wielding the very essence of the tides. With every step, it leaves behind puddles that shimmer with an unnatural luminescence. It can shape the water around it, manifesting swirling currents or treacherous waves to ensnare the unwary.
Stat Block
Medium Undead, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft., Swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 18 (+4) | 1 (-5) | 14 (+2) | 18 (+4) |
Saving Throws Con +8, Wis +6, Cha +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Aquan, understands Common but can’t speak
Challenge 7 (2,900 XP)
Abilities
Legendary Resistance (1/Day). If the creature fails a saving throw, it can choose to succeed instead.
Aquatic Miasma. At the start of each of its turns, any creature within 10 feet of the creature must succeed on a DC 16 Constitution saving throw or suffer 10 (3d6) poison damage and be poisoned until the start of their next turn.
Stormcaller (Recharge 5–6). As an action, the creature can summon a magical storm in a 30-foot radius centered on itself. The area is considered difficult terrain for 1 minute. Creatures of its choice in the area must succeed on a DC 16 Strength saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. On a successful save, they take half as much damage and are not knocked prone.
Actions
Multiattack. The creature makes two attacks: one with its Tentacle and one with its Drowning Grasp.
Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 3) bludgeoning damage plus 5 (1d10) cold damage.
Drowning Grasp. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 4) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or be incapacitated until the end of its next turn as it struggles for breath.
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 speed without provoking opportunity attacks.
- Chilling Glare. The creature targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or become frightened until the end of its next turn.
- Wave Crash (Costs 2 Actions). The creature creates a wave of water that crashes down in a 20-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much damage on a successful one.