Medium Undead, Neutral
Armor Class 14 Natural
Hit Points 68 (8d8)
Speed 25 ft., Swim 30 ft.
STR
22 (+6)
DEX
7 (-2)
CON
22 (+6)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
Saving Throws CON +8
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Condition Immunities Charmed, Prone
Senses Darkvision 60ft Darkvision, Passive Perception 10
Languages Common understands but only speaks via chorus understands Common, speaks via chorus
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Choir Anchor;

  • While within 20ft of at least 1 drowned faithful Gains +2 AC.
  • Regains 5 HP at the start of its turn.  

Waterbound Bulk; cannot be shoved or knocked prone. counts as two creatures for space/control effects

Oppressive Presence; Creatures within 10ft disadvantage on first Wisdom save each round

Actions

Crushing Tide; melee weapon attack +6 to hit, reach of 5ft. HIT: 11 (2d6 +4) bludgeoning + 4 psychic damage 

Undertow Slam; All creatures within 10ft:

  • DC 13 Strength save or be pulled prone and dragged 5ft
  • Take 2d8 bludgeoning 

On success: Half damage, no movement

Choir Surge: If +2 Faithful are nearby: 

  • All Faithful gain:
  1. Advantage on attacks until next turn
  2. +10ft of movement.
Bonus Actions

Tidal Lurch; Moves up to 15ft toward nearest enemy or Faithful, no opportunity attacks.

Reactions

Shared Mass; When an ally within 5ft takes damage

  • Split damage evenly between them

Grasping Collapse; When a creature leaves its reach:

  • DC 13 STR save or speed becomes 0 for the turn
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

wet clothing, gray/pale skin, cloudy and filmy eyes, barnacles and seaweed stuck to clothing, more of a brute/heavier built, less aware/intelligent, coral like structure on back

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.

Habitat: CoastalUnderwater

LadyNightingale32497

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