Abyssal Whisperer of the Enchanted Depths
In the unsettled waters of the Enchanted Depths lies a creature born from the whispers of ancient souls. Shrouded in deep hues of blue and swirling shadows, this being drifts silently, its elongated form resembling flocks of lost spirits. When it encounters intruders, the echoes of tortured memories it carries envelop its foes, sowing confusion and despair. Those who face this being must navigate not only its physical presence but also the haunting voices that slip into their minds, testing their sanity as much as their strength. Each word it murmurs can twist the fabric of reality, altering perceptions and causing even the most stalwart adventurers to question their own allies.
Medium Aberration, Chaotic Neutral
Armor Class 14 (natural armor)
Hit Points 100 (20d8)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 14 (+2) | 15 (+2) | 18 (+4) | 20 (+5) |
Saving Throws Dex +6, Wis +7, Cha +8
Skills Deception +8, Insight +7, Stealth +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., passive Perception 15
Languages Telepathy 120 ft., understands all languages but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Ethereal Whispers. When a creature starts its turn within 30 feet of this creature, it must succeed on a DC 15 Wisdom saving throw or be affected by confusion (as per the confusion spell) until the end of its next turn.
Voidwalker. This creature can move through a hostile creature's space and vice versa, treating all creatures as difficult terrain.
Mind Crush (Recharge 5-6). This creature targets one creature it can see within 60 feet. The target must succeed on a DC 16 Intelligence saving throw or take 27 (6d8) psychic damage and become incapacitated until the end of its next turn.
Actions
Multiattack. The creature makes two attacks with its Shadow Tendril.
Shadow Tendril. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) psychic damage, and the target must succeed on a DC 16 Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
Legendary Actions
The creature can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn.
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Whisper of Terror. The creature targets one creature within 30 feet. That creature must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
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Fade Away. The creature becomes invisible until the start of its next turn or until it attacks or casts a spell.
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Psychic Echo (Costs 2 Actions). The creature targets one creature within 60 feet. The target must make a DC 16 Intelligence saving throw. On a failed save, the target takes 10 (3d6) psychic damage and loses its reaction until the start of its next turn.