Depth Strider of Whispered Tides

A spectral entity that roams the depths of secluded lakes and coastal waters, this creature emerges from the shadows when provoked. Appearing as a shimmering silhouette with indistinct features, it glides effortlessly across the water's surface, leaving behind a faint trail of bioluminescence. The very air around it seems charged with an eerie stillness, causing the hearts of those nearby to race.

When it attacks, it draws upon the memories and fears of its targets, using their own emotions against them. Its voice is a haunting melody, echoing the whispers of long-lost souls who once wandered the depths. When the creature is defeated, it ebbs away into a pool of shimmering light, leaving only the faintest echo of its mournful song.


Large Undead, Neutral

Armor Class 15 (Natural Armor)
Hit Points 110 (13d10 + 39)
Speed 0 ft., Swim 60 ft.

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

Saving Throws Dex +8, Wis +7, Cha +9
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Truesight 30 ft., Passive Perception 15
Languages Understands Aquan and Common but cannot speak
Challenge 7 (2,900 XP)

Amphibious. The creature can breathe underwater and on land.

Shimmering Veil. As a bonus action, the creature can become partially incorporeal, gaining resistance to all damage except force damage until the start of its next turn.

Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

  • At will: Silent Image, Minor Illusion
  • 3/day each: Fear, Misty Step, Water Breathing
  • 1/day each: Phantasmal Killer, Control Water

Whispers of the Abyss. As an action, the creature targets one creature it can see within 60 feet. The target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn. While frightened in this way, the target takes 10 (3d6) psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Multiattack. The creature can make three melee attacks.

Water Blade. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 4) cold damage, and the target must succeed on a DC 17 Strength saving throw or be pulled 10 feet closer to the creature.

Upon defeat, it fades from existence, leaving behind a pool of shimmering light that can restore a number of hit points equal to 3d10 to any creature that drinks it.