Churning Mistral of the Forgotten Abyss

A swirling tempest of dark, shadowy winds and whispers, this creature is said to be a manifestation of the lost and forgotten souls that wander the depths of the Abyss. Its form can only be described as a veil of air and sorrow, ever-changing and difficult to pin down. Those who gaze upon it can see faces contorted in eternal sorrow, their cries lost within the maelstrom. The creature moves with unnatural grace, flowing across the battlefield like a breeze, slipping through the cracks of reality itself. It possesses the ability to absorb the lifeforce of the living, weaving it into the fabric of its being and granting it temporary power. As it moves, the air around it becomes charged with an unnatural energy, fraying the minds of those nearby and leaving them disoriented.


Large Aberration, Chaotic Evil

Armor Class 15 (Natural Armor)
Hit Points 118 (14d10 + 42)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 12 (+1) 16 (+3) 18 (+4)

Saving Throws Dex +8, Wis +6, Cha +7
Skills Arcana +5, Deception +7, Perception +6
Damage Resistance Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrafied, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Passive Perception 16
Languages Understands all languages it knew in life but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Shape of Abyss. The creature can move through the space of any creature. If the creature ends its turn inside another creature's space, that creature takes 10 (3d6) psychic damage.

Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the damage taken, and the creature regains hit points equal to that amount.

Wind of Despair (Recharge 5-6). The creature unleashes a gust of sorrowful wind in a 30-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned.

Innate Spellcasting. The creature's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

  • At will: Disguise Self, Minor Illusion
  • 3/day each: Fear, Misty Step
  • 1/day each: Greater Invisibility, Phantasmal Killer

Actions

Multiattack. The creature makes two Life Drain attacks.

Swirling Escape (Recharge 6). The creature becomes incorporeal for 1 minute, allowing it to avoid damage and move unhindered. While in this state, it can make a melee attack and then immediately re-enter a space within 60 feet that it can see as a bonus action.

The unique aspect of this creature is its ability to manipulate the battlefield with psychic effects, overwhelming opponents with despair while slipping through their defenses like a whisper in the wind. Adventurers who confront this entity will not only battle its physical form but also the weight of grief it carries, making the encounter as much psychological as it is physical.