b'Muted Delver \n'b'  Huge   aberration ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  199 (19d12 + 76)  Speed  40 ft., swim 60 ft.\n'b' STATS STR: 22 (+6) DEX:  14 (+2)  CON:  19 (+4)  INT:  15 (+2)  WIS:  20 (+5)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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\xe2\x80\x99t speak; telepathy 120 ft.  Challenge  11 (7,200 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The delver can breathe air and water. \n'b'  Aura of Quiet . The delver\xe2\x80\x99s 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. \n'b'  Innate Spellcasting . The delver\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 17). The delver can innately cast the following spells, requiring no verbal or material components:\n'b'\n'b'\n'b'  At will :  detect magic ,  levitate  (self only) \n'b'  1/day each :  black tentacles ,  blight ,  slow  \n'b'\n'b'  Visual Overload . The delver\xe2\x80\x99s extremely sensitive eyes are sensitive to visual overload. It has disadvantage on saving throws against illusion spells that are based on sight. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The delver makes two claw attacks or two air jet attacks. \n'b'  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\xe2\x80\x99t  attack  a different creature with its claw. \n'b'  Air Jet .  Ranged Weapon Attack : +10 to hit, range 60 ft., one target.  Hit : 19 (3d8 + 6) piercing damage. \n'b'  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\xe2\x80\x99t knocked  prone . \n'b'\n'b' ABOUT \n'b' 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. \n'b' 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. \n'b' 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. \n'b' 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.'