Drowned Godling
Huge aberration, chaotic evil
The tide priests built their chapel around a ripple and called the ripple holy. They were right, which is worse for everyone. The drowned godling is what the ripple grew into: a young god with tidewater in its veins and no congregation left that it has not already spent. It still answers prayers. It answers them personally.
Armor Class 18 (god-flesh)
Hit Points 243 (18d12 + 126)
Speed 30 ft., fly 30 ft., swim 40 ft.
- STR
- 20 (+5)
- DEX
- 14 (+2)
- CON
- 24 (+7)
- INT
- 20 (+5)
- WIS
- 18 (+4)
- CHA
- 20 (+5)
Saving Throws Cha +10, Int +10, Wis +9
Skills Perception +9
Damage Resistances cold, lightning, necrotic
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses truesight 60 ft., passive Perception 19
Languages Deep Speech, Common, telepathy 120 ft.
Challenge 16
Traits
Legendary Resistance (3/Day). If the godling fails a saving throw, it can choose to succeed instead.
Reality Fray. At the start of each of the godling's turns, each creature within 20 feet must succeed on a DC 17 Wisdom saving throw or take 10 (3d6) Psychic damage and have disadvantage on saving throws against being charmed until the start of its next turn.
Magic Resistance. The godling has advantage on saving throws against spells and other magical effects.
Amphibious. The godling can breathe air and water.
Actions
Multiattack. The godling makes three tentacle attacks.
Tentacle. Melee Attack Roll: +10, reach 15 ft. Hit: 29 (7d6 + 5) Bludgeoning damage.
Psychic Tide. One creature within 60 feet must make a DC 18 Intelligence saving throw, taking 31 (7d8) Psychic damage on a failure, or half as much on a success.
Claim the Mind (Recharge 5–6). One creature within 60 feet must succeed on a DC 18 Charisma saving throw or be charmed by the godling for 1 minute. While charmed it obeys simple commands. It repeats the save at the end of each of its turns.
Legendary Actions
Tentacle. The godling makes one tentacle attack.

