It is a sphere of black water with an eye in it. The eye is human-sized. The water is not water. When it looks at you, you can feel the pressure. You can hear something very large moving in it. You cannot see what. It cannot see you. That is the worst part.

Anchor Phobia Thalassophobia — the dread of unseen depth and of things too large to comprehend moving in darkness below you.
Armor Class 14
Hit Points 97 (13d8 + 39)
Speed 0 ft., fly 40 ft. (hover; ignores terrain)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 16 (+3) | 10 (+0) | 14 (+2) | 16 (+3) |
Damage Immunities cold
Damage Resistances piercing (ranged attacks deal half damage passing through its fluid form)
Condition Immunities grappled, prone, restrained
Senses truesight 60 ft., passive Perception 12
Challenge 8 (3,900 XP) Proficiency Bonus +3
Traits #
Nightmare Creature. Requires +2 magical weapons to damage. Spells of 2nd level or lower fail automatically. Reduced to 0 HP, expelled to its dimension. Disadvantage on attacks in full natural sunlight.
Cold Emanation. Any creature that starts its turn within 10 feet of the thalassovile takes 4 (1d8) cold damage and nonmagical flames within 10 feet are extinguished.
Fluid Form. Cannot be grappled or shoved. Melee weapon attacks that hit deal damage but create no grip purchase.
Actions #
Multiattack. The thalassovile uses Pressure Zone Gaze, then makes one Cold Tendril attack.
Cold Tendril. Melee Spell Attack: +5 to hit, reach 10 ft., one creature. Hit: 14 (2d10 + 3) cold damage, and the target’s speed is reduced by 10 feet until the end of its next turn.
Pressure Zone Gaze. One creature the thalassovile can see within 60 feet must succeed on a DC 14 Wisdom saving throw or enter a localized pressure pocket (concentration, up to 1 minute). While in the pocket, the creature takes 9 (2d8) psychic damage at the start of each of its turns, has disadvantage on all ability checks and attack rolls, and hears vast things moving in darkness. The target repeats the save at the end of each of its turns. Breaking line of sight ends the effect.
The Unseen Depth (1/Day). The thalassovile plunges everything within 30 feet into absolute cold darkness for 1 minute (concentration). The area is heavily obscured. Each creature that starts its turn in the area must succeed on a DC 14 Wisdom saving throw or spend that turn paralyzed with dread, hearing something immense moving just out of sight.
