Water Walking. These beings stand on the surface of water. They are unable to stand on land or solid objects.
Creatures of the Night. The waterwalkers only ever appear in darkness. They are gone before the sun comes up.
Song of Still Waters. The waterwalker sings a low, wordless tune that draws enemies toward it. Enemies who hear this song must make a Wisdom saving throw (DC 15) at the start of their turn. On a successful save, they are unaffected by the song. On a failed save, the creature spends their turn dashing towards the waterwalker and is unable to talk for the turn.
If the creature enters the water within 10 ft. of the waterwalker, they must make a Constitution saving throw (DC 15). On a failed save, the creature takes 9 (2d8) cold damage. On a successful save, the creature takes half damage.
This song continues throughout combat until all waterwalkers are dead or otherwise dissipated.
Death Touch. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 10 (2d8 + 1) necrotic damage.
Discordant Shriek. Once a day, the waterwalkers release a high-pitched and discordant shriek. All creatures that can hear the shriek must make a Constitution saving throw (DC 15). On a failed save, the creature takes 15 (3d8 + 2) psychic damage. On a successful save, the creature takes half damage. The Song of Still Waters is interrupted momentarily by this action.
Description
These glowing, translucent humanoid figures appear only at night, usually in groups of 4 or 5. They walk and stand on the surface of water, often surrounding unsuspecting ships. Once in range, they begin their slow, solemn song.
These beings draw their prey into the water beneath them, which sits flat and freezing cold.
When day breaks, no trace of these beings remain.
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