Enlightened by Depths

Small/Medium Humanoid, Any Non-Good Alignment

Armor Class: 13 (16 With Mage Armor)

Hit Points: 104 (16d8+32)

Speed: 30 ft.

STR 10/+0

DEX 16/+3

CON 14/+2

INT 18/+4

WIS 14/+2

CHA 18/+4

Skills: Arcana +7, Deception +7, History +7, Insight +5, Perception +5 Religion +7

Senses: Darkvision 60 ft. Passive Perception 15

Languages: Common, Deep Speech, Undercommon, any other four languages.

Challenge: 7

Proficiency Bonus: +3

Arcane Dabbling. Through their research into the occult, they have learnt the following spells at will (Spellcasting DC 15) without needing material components. 

  • Alter Self, Command, Identify, Mage Armor, Protection from Evil and Good, Sleep (1st level)

Price of Knowledge. Their dabbling with eldritch powers has left a mark on the body and psyche of the Enlightened. They are usually unnaturally pale, have sunken eyes, with often unnaturally long fingers and sometimes limbs. They also suffer from the following effects:

  • Their dreams are often intertwined with disturbing images and haunting visions, Each time they make a Long Rest, they must make flat DC 10 roll, regaining only half of their hit points and not losing exhaustion on a failure
  • They lose extra 5 Hit Points each time they take radiant damage
  • Each time they go under half of their maximum Hit Points, they must make a DC 10 Charisma saving throw, being immediately permanently transformed into a random evil Aberration of CR 7 or lower with half of their Hit Points. 

The Enlightened is an evolution of the modular Allured statblock. They have at least 2-3 of the Gifts and Scars described in the Allured statblock, but they each come with a single Greater Gift as well. 

  • Greater Gift of the Deep One.
    • Their appendages become longer and more tendrily, increasing their reach by 5 feet 
    • They can Grapple as a bonus action and they can form two additional limbs that can be used only for grappling. Creatures grappled by the Enlightened are considered restrained. 
    • They can turn their blood into poisonous bile, as a reaction when they take slashing or piercing damage, they can force all creatures within 10 feet of them to make a DC 15 Dexterity saving throw, taking 4d6 poison damage and making them poisoned until the end of their next turn on a failure, or half as much damage and not being poisoned on a success. 
    • Their Eldritch Lance also targets all creatures they are grappling. 
    • Have a +5 bonus on Constitution saving throws
  • Gift of Flesh. This gift causes the flesh of the Allured to reconstitute itself and improves their metabolism and regeneration. 
    • They have advantage on Constitution saving throw 
    • Long Rests only take 2 hours.
    • They can use their action to expend up to two of their Hit Dice to regain an amount of Hit Points equal to the number rolled. They can use this ability as a bonus action twice per long rest.
    • They regain 1 Hit Point each minute.
  • Gift of the Depths 
    • Can breathe water.
    • Gains 45 feet of swimming speed. 
    • Any sailing vessel they are on can travel 5 miles per hour even without any wind, crew or currents present. 
    • Twice per long rest can cast the Control Water spell without requiring any components and can cast the Shape Water cantrip at will.
    • Gains a +2 bonus to AC, saving throws and attack and weapon damage rolls while within 60 feet of any freestanding body of water that has the volume of at least a 100 ft. cube.
  • Scar of the Cracked Mind. 
    • The Allured’s mind is damaged by what they had seen during their studies,
      • They become vulnerable to psychic damage.
      • They gain disadvantage on all wisdom saving throws.
  • Scar of Dampness. 
    • The Allured seems to almost constantly sweat or produce streaks of water on their body
      • They become vulnerable to lightning damage
      • If they walk at least 25 feet during a single turn, they must make a DC 13 Dexterity saving throw, falling and going prone on a failure


  • Multiattack. The Allured makes two attack with their Occultist’s Rapier
  • Occultist’s Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7(1d8+3) piercing damage plus 4 (1d8) necrotic damage. If two or more of these attacks hit a single creature during a single turn, The Allured can make one Eldritch Lance attack as a bonus action against that creature until the end of their turn. 
  • Eldritch Lance. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 14(2d10+3) force damage.