Drowned Master

Medium undead, Chaotic Evil

Armor Class

14 (natural armor)

Hit Points

157 (21d8+63)

Speed

walk 30 ft.

Saves

Con +7, Wis +6

Skills

Perception +10

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Languages

understands the languages it knew in life but can't speak

Challenge

9

Bound Together

The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.

Cold Aura

At the start of each of the drowned master's turns, each creature within 5 feet of it takes 5 (1d10) cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage.

Undead Fortitude

If damage reduces the drowned master to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned master drops to 1 hit point instead.

Actions

Multiattack

The drowned master makes two attacks: one with its greatsword and one with its Life-Draining Tentacle.

Greatsword

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 14 (4d6) cold damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the "Bluerot" in notes).

Life-Draining Tentacle

Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. This reduction lasts until the target finishes a long rest. On a failed save, the target also contracts bluerot (see the "Bluerot" in notes).

Necrotic Ink (Recharge 5-6)

The drowned master discharges foul ink in front of itself in a 30-foot cone. Each creature caught in the ink must make a DC 15 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much damage on a successful one. A creature that fails this saving throw is blinded until the end of its next turn and contracts bluerot (see the "Bluerot" in notes).