Large Aberration, Chaotic Evil
AC 19 Natural Armor    Initiative +2 (12)
HP 255 (30d10 + 10)
Speed 30 ft., Swim 60 ft.
Mod Save
STR 20 +5 +5
DEX 14 +2 +2
CON 17 +3 +8
Mod Save
INT 16 +3 +3
WIS 18 +4 +9
CHA 20 +5 +10
Resistances Acid, Cold, Lightning, Psychic
Immunities Necrotic; Blinded, Charmed, Deafened, Frightened, Prone
Senses Passive Perception 9
Languages Deep Speech, understands all languages, telepathy 120 ft.
CR 14 (XP 11,500; PB +5)
Traits

Amphibious Form.

The Arbiter can breathe both air and water. Its form is not solid; it counts as difficult terrain for other creatures that attempt to move through its space.

Unfathomable Presence.

Creatures that start their turn within 10 feet of the Arbiter must succeed on a DC 17 Wisdom saving throw or be frightened until the start of their next turn. A creature that succeeds is immune for 24 hours.

Waterform.

As a bonus action, the Arbiter may submerge into any body of water at least 10 feet wide and 5 feet deep, vanishing into the depths. At the start of its next turn, it may reappear at any point in water within 120 feet.

Actions

Multiattack.

The Arbiter makes three attacks: two with Tentacle Slam and one with Crushing Grasp.

Tentacle Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.

Hit: (1d20+10)(2d10+5) bludgeoning damage. The target must succeed on a DC 17 Strength saving throw or be knocked prone.

Crushing Grasp. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

Hit: (1d20+10)(3d8+5) force damage, and the target is grappled (escape DC 17). While grappled, the target is restrained and takes  (3d6+3) psychic damage at the start of each of its turns.

Drowning Abyss (Recharge 5–6).

The Arbiter vanishes into the water. A moment later, a gargantuan shadow appears below. Up to 3 tentacles erupt in different locations within 60 feet. Each tentacle makes a Slam attack against a creature in its space. Targets hit must succeed on a DC 17 Dexterity saving throw or be grappled and slammed into the ground, taking an additional (4d6) bludgeoning damage and becoming stunned until the end of their next turn. The Arbiter reappears in the center of the battlefield.

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Bonus Actions

Waterform.

As a bonus action, the Arbiter may submerge into any body of water at least 10 feet wide and 5 feet deep, vanishing into the depths. At the start of its next turn, it may reappear at any point in water within 120 feet.

Legendary Actions

The Arbiter can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Arbiter regains spent legendary actions at the start of its turn.

Abyssal Whispers.

The Arbiter targets one creature it can see within 30 feet. That creature must succeed on a DC 17 Wisdom saving throw or take (3d6) psychic damage and be frightened until the end of its next turn.

Tentacle Sweep.

The Arbiter attacks all creatures in a 10-foot radius around it with a sweeping tentacle. Each creature must make a DC 17 Dexterity saving throw or take  (3d10) bludgeoning damage and be knocked prone.

Resurface (Costs 2 Actions).

The Arbiter submerges into nearby water and reappears up to 60 feet away in a pool or flooded area.

Description

A shifting nightmare of liquid form and dreadful intent.

The Arbiter towers over most humanoids, standing nearly ten feet tall when fully risen from the black water, though its shape is unstable—stretching, compressing, or rippling without warning. Its entire body is composed of undulating, tar-like water, rippling with unnatural stillness, as if the liquid refuses to follow the rules of gravity.

Dozens of faintly glowing eyes drift just beneath its surface—never in fixed positions—occasionally rising to the outer layer before sinking again, only to be replaced by others. Human-like faces stretch outward from the fluid, mouthing silent screams or gasping with waterlogged lungs before melting back into the mass. Whether these are real or imagined is unclear; they do not remain long enough to identify.

Its limbs are long, formless, and perpetually shifting—coalescing into bladelike shapes or lashing tendrils of pressure-dense water. They drip even in dry air, though no puddles remain where it moves. The Arbiter seems to hover slightly above the ground, its weight indistinct, the contact with terrain making no sound.

When it moves, sound distorts—nearby voices echo oddly, and splashes happen before the limbs land. The air around it grows humid and still, as if submerged. The smell of deep saltwater and decaying sea life follows its arrival.

When it submerges into nearby water, it leaves behind only a rippling pool, but its presence remains—a massive, shadowed form swirling beneath the surface, circling, waiting. It can burst from the depths at will, dragging its enemies into crushing torrents and vanishing again before retaliation is possible.

Despite its size, the Arbiter never breathes. Never speaks. Never blinks.

Previous Versions

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