Depth Whisperer of the Drowned Tranquility
Emerging from the sunken ruins of a forgotten civilization, this creature is cloaked in tattered, waterlogged robes that flow like mist around its form. Its face is obscured by a featureless mask, giving it an otherworldly presence. It exists in a state between the material and the ethereal, whispering dark secrets and alluring promises to unsuspecting adventurers who wander too close to the remnants of its drowned domain.
The Depth Whisperer has an uncanny ability to manipulate sound and perception, often causing fear and confusion among its foes. It is known to lure prey with its mesmerizing voice, drawing them into the depths of sorrow and despair. The touch of this entity can render those it targets voiceless or impair their ability to communicate effectively, turning allies against each other and feeding off their discord.
Creature Traits
- Armor Class 15 (natural armor)
- Hit Points 85 (13d10 + 26)
- Speed 0 ft., fly 40 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 14 (+2) | 18 (+4) | 16 (+3) | 20 (+5) |
Saving Throws Dex +5, Wis +6, Cha +8
Skills Deception +8, Insight +6, Perception +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Deafened, Frightened
Senses Darkvision 60 ft., Truesight 30 ft., Passive Perception 16
Languages Understands all languages but cannot speak; communicates through whispers and illusions
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Abilities
- Ethereal Presence. The creature can move through solid objects as if they were difficult terrain. It can also become invisible in water or mist.
- Voices from the Depths. As a bonus action, it can create whispers that echo within a 60-foot radius. Each creature of its choice must succeed on a DC 16 Wisdom saving throw or become frightened until the end of their next turn. Creatures that fail the save must also have disadvantage on their next attack roll.
- Mind Melodies. As an action, the creature can target one creature within 30 feet. The target must make a DC 16 Charisma saving throw or lose the ability to speak for 1 minute. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.
- Resonant Terror (Recharge 5-6). The creature unleashes a wave of sorrowful sounds. Each creature within a 30-foot radius must make a DC 16 Constitution saving throw, taking 27 (6d8) psychic damage on a failed save or half as much damage on a successful one. Additionally, affected creatures are stunned until the end of their next turn.
Actions
- Multiattack. The creature makes two attacks with Whispering Touch.
- Whispering Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d10 + 5) psychic damage, and the target must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls until 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.
- Move. The creature moves up to its speed without provoking opportunity attacks.
- Whispers of Dread. The creature forces one creature it can see within 60 feet to make a DC 16 Wisdom saving throw or take 9 (2d8) psychic damage and be frightened until the end of their next turn.
- Ethereal Shift (Cost 2 Actions). The creature shifts into the Ethereal Plane, becoming invisible and untouchable until the start of its next turn.