Flooded Cavern · Hidden Pool Cavern · area boss IV
the Drowned Choir
A mass grown too large for one throat. The black pool at the back of the Flooded Cavern has taken people for as long as anyone has fished its edge, and none of what it took ever really left — their last breaths fused into one aberrant thing that still tries to speak with all of their voices at once.
What's known about it, mostly secondhand, from people who got out of the water in time.
It does not hunt the shore. Everything in the Hidden Pool Cavern that hunts — the crabs, the crocodiles, the sahuagin raiding parties — keeps well clear of the deep end, and the cavern hulk that dens near the entrance has never once been seen past the second ledge. Something down there already has the run of the black water, and nothing local disputes it.
It waits for the water to be disturbed. A splash, a dropped torch hissing out, an oar — anything is enough. Then the voices start: half a dozen conversations laid over each other, all pleading, none of them its own. By the time a shape actually surfaces, most people have already stopped moving to listen. That is, by design, the last mistake they get to make on dry footing.
Built to a real Aberration/Cleric chassis, not a reskinned stock monster — audited clean against the module's own D&D conventions (average hit dice, skill-rank cap, resref length).
fc_hollowthroat
Its combat script chains onto the module's own leader AI rather than replacing it — ordinary targeting and melee stay exactly as designed. Three phases, gated on its own hit points.
A pulse of every voice it carries, all at once, inside the skull of anything hostile within six meters. Will DC 16 or spend the next round or two frightened, too busy listening to fight back.
WillSave(MIND_SPELLS) · Frightened 1–2 rndThe nearest enemy is hauled bodily through the black water to stand next to it —
JumpToLocation under a failed Reflex save — then comes up gasping,
tangled and cold, with the fight now happening exactly where the Hollowthroat wants it.
Its last trick, spent only when it is nearly finished: every drowned voice screams together and the water seems to close over the whole room. Anyone close enough takes cold damage, and can fail into a full round with lungs full of black water — unable to speak a word, let alone a spell — on top of the choir's own fright.
Reflex(COLD) + Will(MIND_SPELLS) · dmg + Silence 1 rnd + Frightened 2 rndCR 11, revised from the original CR 7 after the module's own audit of the Flooded Cavern found its real ceiling at CR 9 (the cavern hulk), one point above what the original design assumed. The gimmick and its DCs are untouched — this is a save-or-suffer boss, not a slugging match, and that was already the right shape at CR 7. It just needed the sheet to actually outrank its own cave.
Aberration 5 / Cleric 6 keeps the "monster chassis + a few caster levels" shape used for Grisla and Cairnbell rather than inventing a new pattern, just scaled up proportionally from 3/4: the racial levels carry its HD and a body an aberration is expected to have, the cleric levels buy the domain powers and prepared spells its script leans on for save DCs.
Water + Trickery over the more obvious Death/Evil pairing (already Cairnbell's) or pure Evocation (already Grisla's) — Water for the environment it never leaves, Trickery for a thing that wins fights by making victims believe something false (that they're still breathing air, that the voice calling them is a person). Spell Focus: Enchantment backs the same read: Cause Fear, Scare, Hold Person and the scripted fright pulses all key off it.
99 HP / natural AC 6 is dead-on the average-hit-dice expectation for the new level spread (verified with the module's own audit tool, not eyeballed).
Scripts chain onto the standard module AI rather than replacing it, the same convention every boss here follows:
CR revision delivered as boss_cr_rebalance_import.erf
— the blueprint only, since none of the scripts changed. Same safe ERF-import channel
every blueprint change in this module uses, since the toolset's save cycle can silently drop
direct edits to files already open in its palette.