Sinker

Large fey, chaotic evil

Armor Class

14 (natural armor)

Hit Points

52 (7d10 + 14)

Speed

0 ft., swim 40 ft.

Skills

Perception +4, Stealth +3

Senses

darkvision 60 ft.

Languages

Sylvan

Challenge

4

Lake Camouflage

The sinker has advantage on Dexterity (Stealth) checks made to hide on the bottom of lakes and rivers.

Magic Resistance

The sinker has advantage on saving throws against spells and other magical effects.

Water Breathing

The sinker can breathe only underwater.

Actions

Multiattack

The sinker makes one bite attack and one unarmed attack.

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Unarmed Attack

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (DC 13) and pulled 5 feet toward the sinker. Until this grapple ends, the target is restrained, the sinker tries to drown it, and the sinker can only grapple one more target.