Incorporeal Flesh.
The Avatar can move through creatures and objects as if they were difficult terrain. It takes 10 (3d6) force damage if it ends its turn inside an object.
Aura of the Drowned (Recharge 5–6).
Creatures that start their turn within 30 feet must succeed on a DC 17 Constitution saving throw or take 14 (4d6) necrotic damage and begin suffocating for 1 minute, as spectral water fills their lungs. A creature can repeat the saving throw at the end of its turn. On a success, it coughs up black brine and is no longer suffocating.
Eldritch Currents.
Water within 60 feet of the Avatar is considered difficult terrain for other creatures. Nonmagical fires are extinguished, and visibility is halved due to roiling spectral currents.
Grasp of the Drowned. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature.
Hit: 21 (4d6 + 5) necrotic damage. The target must succeed on a DC 17 Strength saving throw or be pulled 10 feet closer to the Avatar and grappled (escape DC 17).
Mind Drag (Recharge 4–6).
The Avatar targets one creature it can see within 60 feet. The target must make a DC 16 Intelligence saving throw or be mentally dragged through visions of drowning in a forgotten sea. On a failure, it takes 27 (6d8) psychic damage and is stunned until the end of its next turn. On a success, it takes half damage.
Drown the Light (Recharge 5–6).
Magical light sources within 60 feet are extinguished. Any creature concentrating on a spell must make a DC 17 Constitution saving throw or lose concentration. Creatures in darkness have disadvantage on Wisdom (Perception) checks and attack rolls until the end of the Avatar’s next turn.
Brine Pulse (Recharge 5–6).
The Avatar pulses with ghost-infested brine.
All creatures within 15 feet must succeed on a DC 17 Constitution saving throw or take 10 (3d6) necrotic damage and have disadvantage on attack rolls until the start of the Avatar’s next turn as spectral water blinds and chokes them.
Mist Step.
The Avatar becomes briefly translucent and shifts through the ethereal plane.
It teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness. This movement does not provoke opportunity attacks.
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Dragging Grasp. (When a creature moves within 10 feet)
The Avatar lashes out with a tendril of drowned souls.
The creature must make a DC 17 Strength saving throw or be pulled 10 feet toward the Avatar and grappled (escape DC 17). The Avatar can only maintain one grapple at a time with this reaction.
Tidal Reversal. (When the Avatar takes radiant or force damage)
The Avatar absorbs the energy and unleashes a retaliatory burst of brine.
All creatures within 10 feet take 5 (1d10) cold damage and must succeed on a DC 15 Dexterity saving throw or be pushed 10 feet away.
Whispers from Below. One creature within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn. If already frightened, it instead takes 10 (3d6) psychic damage.
Tidal Surge (Costs 2 Actions). A wave of spectral water crashes in a 15-foot cone. All creatures must make a DC 17 Dexterity saving throw or be pushed 10 feet and knocked prone.
Slip Through Cracks. The Avatar moves up to 20 feet without provoking opportunity attacks, even through solid surfaces.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
From the swirling pool of brine, something vast and formless begins to rise. Water churns black, the air thickens with salt, and then—it emerges.
A colossal, semi-transparent horror, shaped like a drowned corpse reimagined by a mad god. Its bloated, barnacle-crusted body shifts with phantoms trapped beneath its skin—sailors, children, priests, screaming silently in the depths of its form.
Where its face should be is a gaping void, a lipless slit ringed with twitching, whispering tendrils. Its voice bypasses ears—it speaks in memories not your own: drowning, mourning, betrayal.
The water around it becomes heavy, clinging, impossible to breathe. Ghosts flicker at the edge of sight. With every step it takes, the ground groans like the hull of a sinking ship.
The sea has come to collect.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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