Muted Delver

Huge aberration, chaotic evil

Armor Class 16 (natural armor)
Hit Points 199 (19d12 + 76)
Speed 40 ft., swim 60 ft.

22 (+6) 14 (+2) 19 (+4) 15 (+2) 20 (+5) 20 (+5)

Saving Throws Dex +6, Int +6, Wis +9
Skills Arcana +6, Intimidation +9, Perception +9, Stealth +6
Damage Resistances thunder
Condition Immunities deafened
Senses darkvision 120 ft., truesight 60 ft., passive Perception 19
Languages understands Aquan, Common, and Deep Speech but can’t speak; telepathy 120 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4


  • Amphibious. The delver can breathe air and water.
  • Aura of Quiet. The delver’s aura softens sounds in the affected area. Any sound originating within 60 feet of the delver carries for half the usual distance. Wisdom (Perception) checks that rely on hearing are made with disadvantage in the area. A creature in the area that uses an ability or spell that requires a creature to hear them, or that requires a verbal component, must roll a d20. On a result of 1-9, the effect or spell fails.
  • Innate Spellcasting. The delver’s innate spellcasting ability is Charisma (spell save DC 17). The delver can innately cast the following spells, requiring no verbal or material components:
  • Visual Overload. The delver’s extremely sensitive eyes are sensitive to visual overload. It has disadvantage on saving throws against illusion spells that are based on sight.


  • Multiattack. The delver makes two claw attacks or two air jet attacks.
  • Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 25 (3d12 + 6) slashing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the delver can’t attack a different creature with its claw.
  • Air Jet. Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
  • Wrecking Ball. The delver slams a creature grappled by it into another creature or a solid surface within 15 feet of it. Each creature must make a DC 18 Constitution saving throw. On a failed save, the creature takes 25 (3d12 + 6) bludgeoning damage and is knocked prone. On a success, the target takes half as much damage and isn’t knocked prone.


A creature of quiet, gleeful malice, the muted delver is a gigantic monstrosity that stalks the loneliest corners of the deepest seas. It climbs aboard ships and glides across the decks, silent as a shadow, so that it can devour the crew one by one and drive any survivors mad. Its form is so monstrous and its tactics so alien that reports of muted delvers are almost universally dismissed as tall tales.

Though muted delvers tend to haunt deep oceanic waters and the ships of those who ply them, they do sometimes venture ashore as well, where they lurk beneath slippery docks and outside derelict boathouses. In either case, their depredations are always of a subdued, haunting variety, never loud or chaotic.

Nobody is quite sure how muted delvers manage to consume their prey, owing to their sealed lips, and yet they do, as evidenced by the piles of meticulously cleaned bones they leave in their wake.

Particularly gluttonous muted delvers sometimes gather mobs of less powerful aquatic abominations-skum, sea devils, and even chuuls-to assist with their sadistic endeavors. Though they have a tendency to obsess over visually stimulating phenomena, including shiny gems and reflective trinkets, muted delvers have little love for dull or uninteresting valuables, prizes that keep their minions at least somewhat loyal.

Section 15: Copyright Notice

Battlezoo Bestiary (5E) © 2022, Skyscraper Studios, Inc.; Authors: William Fischer, Stephen Glicker, Paul Hughes, Patrick Renie, Sen.H.H.S., and Mark Seifter.

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