Drowning Aura. Creatures within 60ft of the Deep-Kin Monstrosity start to drown. Creatures that leave this range or can breathe underwater are unaffected. Crushing Depths. Creatures that are drowning within 60ft of the Deep-Kin Monstrosity take 2d10 cold damage when they start drowning and at the beginning of their turn. Anechoic Touch. Creatures that take damage from the Deep-Kin Monstrosity become Anechoic for up to 1 minute, Anechoic creatures are considered invisible to all other creatures that don't have Truesight.
Multi attack. The Deep-Kin Monstrosity makes three slam attacks and one Rupture per turn. Slam. Melee Weapon Attack, 5ft range, one target, +15 to hit. Hit: 2d6+10 Bludgeoning damage. Rupture [Recharge 6]. raising a malformed arm towards a target, the Deep-kin Monstrosity ejects a torrent of foul water filled with razor sharp barnacles in a 120ft long and 5ft wide line. Creatures that are caught in this blast must pass a DC15 dexterity saving throw or take 4d8 Slashing damage, taking half of that on a save. Creatures that take any damage from this ability must also pass a DC15 Constitution saving throw or succumb to the Deep-kin Affliction, losing 2d12 maximum Hit points and 2 attribute score from Strength, Dexterity and Constitution. If the Deep-kin Monstrosity is slain then this affliction can be cured with a medicine check of 20 or and magic that would cure disease, otherwise curing the disease requires the use of a greater restoration or Regenerate spell.