Medium Undead, Neutral Evil
Armor Class 16 natural armor
Hit Points 73 (12d10 + 13)
Speed 30 ft., Swim 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
10 (+0)
INT
8 (-1)
WIS
15 (+2)
CHA
9 (-1)
Skills Acrobatics +2
Damage Resistances Poison
Condition Immunities Poisoned
Senses Darkvision 60, Passive Perception 16
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Abyssal Sight. Magical darkness doesn't impede the Assassin of the Deep's darkvision.

Assassinate. During its first turn, the Assassin of the Deep has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Assassin of the Deep scores against a surprised creature is a critical hit. And on a critical hit, the target's Constitution score is lowered by 1d6 until it completes a short rest. If the score reaches O, the target dies.

Rotten Aura. A hostile creature that starts its turns within 10 feet of the Assassin of the Deep perceives a putrid, foul aura coming from the Assassin of the Deep that deals 3 (1d6) necrotic damage.

Actions

Multiattack. The Assassin of the Deep makes two cutlass attacks or one double hook attack.

Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage

Double Hook. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) necrotic damage and the target must succeed on a DC 13 Strength saving throw or become grappled. The Assassin of the Deep can only grapple one creature this way.

Frightful Presence. Each creature of the Assassin of the Deep's choice that is within 30 feet of the Assassin of the Deep and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns (save ends). If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Assassin of the Deep's Frightful Presence for the next 24 hours.

Unleash Pestilence (Recharge 5-6). The Assassin of the Deep emits a harrowing blast of putrid energy in a 30-foot radius centered on itself that kills all plant and sea life around it. All creatures within range must make a DC 14 Constitution saving throw or take 8 (2d8) poison damage plus 8 (2d8) necrotic damage and become poisoned for 1 minute on a failure and half as much on a success and the target is not poisoned. While poisoned, a creature can repeat the save at the end of their turns, ending the condition on a success.

Bonus Actions

Cunning Action. On each of its turns, the Assassin of the Deep can take the Dash, Disengage, or Hide action.

Description

Once it was a life of adventurous seafaring. Then it turned into murdering and pillaging. An unbridled ambition made the culprit feel they could transgress a cosmic order by sheer bloodspilling that turned the seas crimson red.

Such a participant is more than eligible for a similarly tinted fate, or so think the arcane weavers of the twisted seas. And by vice and virtue of harrowing alchemy, the seafaring culprit meets a worthwhile end. An end that is just a beginning. Dragged and drowned by a vengeful maiden or struck down by a coven's bolt of lightning, this new participant in the coming symphony of the Eternal Storm suffers an alchemy of hideous proportions, turning its mind into undying desire for murder and its body into barnacle-encrusted frightfulness. Thus, the twisted raging seas welcome their newest member, to forever prowl and defenestrate not in favor of their sole greed and lust but in the service of the grand reckoning that is coming. Then they will see just how crimson red the sea can become.

KingMaverick427

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