Beneath the Crashing Surface of Forgotten Echoes

A ghostly entity that embodies the whispers and memories of a lost civilization, this creature takes the form of an ethereal figure shrouded in faintly glowing drapery, reminiscent of tattered sails caught in the wind. Its eyes are deep voids that seem to pulse with an unsettling light, hinting at the tormented souls of those trapped within its essence. When adventurers draw near, they may hear a chorus of eerie murmurings, each voice telling a fragment of a forgotten tale. The presence of the entity invites both fascination and dread, as it can manipulate the very fabric of reality around it, bending echoes into physical manifestations that confuse and disorient foes.

The entity has a unique ability known as “Echo Manifestation,” allowing it to harness the memories of those nearby, creating illusory duplicates of past events that can disorient and distract enemies during combat. Encountering this spectral being is a reminder of the power of untold stories and the lingering energies of lost times.


Creature Traits

  • Armor Class: 15 (natural armor)
  • Hit Points: 84 (12d10 + 24)
  • Speed: 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 14 (+2) 18 (+4) 16 (+3) 20 (+5)

Saving Throws: Dex +7, Con +6, Wis +7, Cha +9
Skills: Arcana +8, Persuasion +9, Stealth +7
Damage Resistances: Psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Truesight 30 ft., passive Perception 13
Languages: Understands all languages it knew in life but cannot speak
Challenge: 6 (2,300 XP)
Proficiency Bonus: +3

Abilities

  • Etherealness: The creature can shift from the Material Plane to the Ethereal Plane as a bonus action, reappearing later within 60 feet.
  • Echo Manifestation (Recharge 5-6): The creature creates illusory duplicates of itself around the battlefield, causing each enemy within 30 feet to make a DC 17 Wisdom saving throw. On a failed save, enemies are confused, treating the illusions as real and taking disadvantage on attack rolls until the end of their next turn.
  • Whispering Memories: As an action, the creature can target one creature within 60 feet. The target must succeed on a DC 17 Wisdom saving throw or become incapacitated until the end of its next turn, overwhelmed by haunting visions of its past.

Actions

  • Multiattack: The creature makes two attacks: one with its Spectral Grasp and one with its Echoing Blast.
  • Spectral Grasp: Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or have its maximum hit points reduced by an amount equal to the damage taken (this reduction lasts until the target finishes a long rest).
  • Echoing Blast: Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 21 (4d8) psychic damage. The target must succeed on a DC 17 Intelligence saving throw or take additional 7 (2d6) psychic damage at the start 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.

  • Dreadful Echo (costs 1 action): Each creature within 30 feet must succeed on a DC 17 Wisdom saving throw or become frightened until the end of its next turn.
  • Haunting Visage (costs 2 actions): The creature creates a momentary horror that appears before a target. The target must succeed on a DC 17 Wisdom saving throw or take 10 (3d6) psychic damage and be incapacitated until the start of its next turn.
  • Spectral Shift (costs 3 actions): The creature shifts into the Ethereal Plane, becoming invisible until the start of its next turn.