Drowned Chorister
OriginalMedium humanoid (drowned), neutral evil
Sailors who heard a song beneath the waves and swam down to join it. They came back bloated, grey and singing, and they want you in the choir.

Armor Class 13 (natural armor)
Hit Points 39 (6d8+12)
Speed 30 ft., swim 40 ft.
- STR
- 13
- +1
- DEX
- 12
- +1
- CON
- 14
- +2
- INT
- 9
- -1
- WIS
- 13
- +1
- CHA
- 14
- +2
Skills Performance +4
Damage Resistances cold
Senses darkvision 60 ft., passive perception 11
Languages understands Common but speaks only in song
Challenge 1 (200 XP)
Proficiency Bonus +2
Amphibious. The chorister can breathe air and water.
Choir. The chorister has advantage on attack rolls against a creature if another drowned chorister is within 30 feet of that creature and isn't incapacitated.
Actions
Barbed Hook. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Dirge of the Deep (Recharge 5–6). The chorister sings. Each creature of its choice within 20 feet of it that can hear it must make a DC 12 Wisdom saving throw. On a failure, a creature takes 7 (2d6) psychic damage and must use its movement on its next turn to move toward the chorister by the safest route. On a success, it takes half as much damage and isn't drawn toward the song.