Darkcurrent Harbinger of the Abyssal Echoes
A tall, shadowy figure sways slightly, its form an ever-shifting amalgam of darkness and shimmering water. Its eyes shine like twin stars, piercing the veil of gloom that surrounds it. Viscous tendrils ripple and retract as if alive, whispering plaintive moans that echo through the air, chilling the hearts of those who dare to listen. This entity manifests near bodies of water, drawn to sorrow and despair. When confronted, it unleashes the power of the Abyssal Echoes, forcing its foes to relive their deepest fears or silencing them altogether.
Medium Aberration, Chaotic Evil
Armor Class 15 (Natural Armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 14 (+2) | 12 (+1) | 16 (+3) | 20 (+5) |
Saving Throws Dex +8, Wis +7, Cha +9
Skills Perception +7, Stealth +8, Deception +9
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Truesight 30 ft., passive Perception 17
Languages Deep Speech, understands all languages it knew in life but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Abyssal Echo: When a creature is within 60 feet of the entity, they must succeed on a DC 16 Wisdom saving throw at the start of their turn or be haunted by a vision of their deepest fear until the end of their next turn. While frightened in this way, the target takes 3d6 psychic damage and has disadvantage on attack rolls.
Amorphous Form: The entity can move through a space as narrow as 1 inch wide without squeezing.
Legendary Resistance (2/Day): If the entity fails a saving throw, it can choose to succeed instead.
Actions
Multiattack: The entity makes two tendril attacks.
Tendril: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 4) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or be grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 10 (3d6) psychic damage at the start of each of its turns. The entity can grapple one target at a time.
Dark Water Surge (Recharge 5-6): The entity summons a wave of dark water in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain, and any creature that begins its turn in the area must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
Whispers of the Abyss (Recharge 4-6): The entity can emit a chorus of eerie sounds in a 60-foot radius. 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 frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.