Amphibious. The Caller from the Depths can breathe air and water.
Mucous Cloud. While underwater, the Caller from the Depths is surrounded by transformative mucus. A creature that touches the Caller from the Depths or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the Caller from the Depths, the Caller from the Depths learns the creature’s greatest desires if the Caller from the Depths can see the creature.
Constrict (Ex): A Caller from the Depths deals automatic tentacle damage with a successful grapple check.
Enervating Grip (Su): While dealing damage in a grapple, a Caller from the Depths also drains the vitality of its target. Those who take grappling damage from a Caller from the Depths must make a DC 24 Strength save or take 1 point of Constitution damage.
Improved Grab (Ex): To use this ability, a CCaller from the Depths must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple, it establishes a hold and can both constrict and use its enervating grip ability.
Elemental Traits: A Caller from the Depths has immunity to poison, magic sleep effects, paralysis, and stunning. It is not subject to critical hits or flanking. It cannot be raised, reincarnated, or resurrected (though a Wish or True Resurrection spell can restore it to life).
Siren's Song (Sp): Three times per day, a Caller from the Depths can use a Siren's Song spell effect (DC 18).
You sing a song that is heard differently by anyone who hears it. As a result, any creature which is not engaged with you or your party must succeed in a 15 DC Wisdom saving throw or it will be allured to you until they reach your position. Engaging with the creature stops the spell immediately.
If the spell is cast while engaged, it casts as an instantaneous spell and creatures receive a 1d4 of thunder damage. Additionally, they must pass a DC 10 Wisdom check or become deafened until the end of their next turn.
Summon Watery Ally (Sp): Once per round, a Caller from the Depths can summon a Water Elemental, Swarm of Undead Snakes, Water Weird or drowned Zombie. This creature remains for 10 minutes or until slain. This is the equivalent of a 4th-level spell.
Skills: A Caller from the Depths has a +8 racial bonus on its Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on any swim check, even if distracted or endangered. It can use the run action while swimming provided it swims in a straight line.
A Caller from the Deeps maintains a very simple technique for hunting. It begins by calling its prey to itself, using a siren's song. It then grapples those who enter the water, drowning them. Should any manage to put up enough of a fight to endanger its serenity, it summons a creature to defend itself and distract any adversaries. Only if its opponents fight their way past this summoned minion or manage to directly engage the caller itself will this creature focus its full attention and might on them.
Multiattack. The Caller from the Depths makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/Day). The Caller from the Depths targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the Caller from the Depths until the Caller from the Depths dies or until it is on a different plane of existence from the target. The charmed target is under the Caller from the Depths’ control and can’t take reactions, and the Caller from the Depths and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Caller from the Depths.
The Caller from the Depths 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 Caller from the Depths regains spent legendary actions at the start of its turn.
Detect. The Caller from the Depths makes a Wisdom (Perception) check.
Tail Swipe. The Caller from the Depths makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the Caller from the Depths takes 10 (3d6) psychic damage and the Caller from the Depths regains hit points equal to the damage the creature takes.
Description
An inky blot of cold black water, this horrific tentacled mass ripples and seethes in the water.
In the deep, black places of the water, strange things come to rest. Corpses cast-off magics and even light itself is pulled into these places and consumed. Little wonder then that sometimes, in such places, a malevolence grows. Impelled by the rot of the things of the light and driven by a horrible hunger, this thing becomes impatient, waiting for the tides to pull the world above it down into its ravenous maw. It forms for itself a body out of the black, cold waters where it found its genesis and leaves the blackwater trenches of the deep oceans, seeking life and light to consume.
A Caller from the Depths has the ability to call things to itself so that it can consume them. It often lures sailors and fishermen overboard with its call, enwrapping them as they leap into the cold water and feeding on their life’s warmth. When endangered, a Caller from the Depths has the ability to summon aquatic creatures and undead to defend it.
Water Subtype
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.
Lair and Lair Actions
Caller from the Depths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen Caller from the Depths city. A Caller from the Depths spends most of its existence underwater, surfacing occasionally to feast on visitors or worshipers.
Lair Actions
When fighting inside its lair, a Caller from the Depths can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Caller from the Depths takes a lair action to cause one of the following effects:
- The Caller from the Depths casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the Caller from the Depths can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the Caller of the Depth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
- Pools of water within 90 feet of the Caller from the Depths surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The Caller from the Depths can’t use this lair action again until it has used a different one.
- Water in the Caller from the Depths' lair magically becomes a conduit for the creature’s rage. The Caller from the Depths can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The Caller from the Depths can’t use this lair action again until it has used a different one.
Regional Effects
The region containing a Caller from the Depths' lair is warped by the creature’s presence, which creates one or more of the following effects:
- Underground surfaces within 1 mile of the Caller from the Depths' lair are slimy and wet and are difficult terrain.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the Caller from the Depths that drink such water vomit it within minutes.
If the Caller from the Depths dies, the first two effects fade over the course of 3d10 days.
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