Dweller of the Deep
A dweller of the deep lives in ocean trenches such as the Abythis Sea Trench, and it has held the same one since before the water above it was charted. It remembers every mind it has read and enslaves the crews that reach it. A crew that surfaces after contact goes on doing what the dweller wants for months and cannot say why.
- Physiology
- Aberration
- Size
- Large
- Speed
- 10 ft., swim 40 ft.
- Armor class
- 17
- Hit points
- 135 (18d10 + 36)
- Proficiency
- +4
- STR 21 +5 save +5
- DEX 9 -1 save -1
- CON 15 +2 save +6
- INT 18 +4 save +8
- WIS 15 +2 save +6
- CHA 18 +4 save +4
- Skills
- History +8 , Perception +6
- Passive Perception
- 16
- Senses
- darkvision 120 ft., telepathy 120 ft.
- Languages
- Primordial, Netherspeech
- Found in
- Oceanic Trench , Abythis Sea Trench
Traits
-
Amphibious
The dweller breathes air and water.
-
Mucus Cloud
While the dweller is underwater, a creature that touches it or hits it with a melee attack makes a DC 14 Constitution save or cannot breathe air for 1 hour. While out of water, an affected creature takes 1d12 acid damage at the start of each of its turns.
-
Perfect Recall
The dweller remembers every detail of its experience over the past 500 years.
Actions
-
Multiattack
The dweller of the deep makes three Tentacle attacks.
-
Tentacle
+9 to hit · reach 10 ft.
2d6 + 5 bludgeoning damage
On a hit the target makes a DC 14 Constitution save or its skin becomes translucent and slimy: it takes 1d12 acid damage at the start of each of its turns until it is healed above half its hit points.
-
Enslave
One creature within 30 feet that the dweller can see makes a DC 16 Wisdom save. On a failure the target is Charmed until the dweller dies or they are on different planes, is aware it is Charmed, and repeats the save each time it takes damage. Recharges after a long rest.