Drowned Harbinger of the Abyssal Veil

Emerging from the depths of the ocean's darkest depths, this ghastly figure is a distorted reflection of a drowned seafarer. Its skin is slick and pale, resembling drowned flesh, with barnacles and seaweed clinging to its form. The eyes are hollow, emitting a dim, eerie light that flickers with each movement. Wafts of briny water and decay surround it as it glides through the air, exuding an aura that unnerves nearby creatures. This being does not simply seek to end lives but to pull souls into the abyss, ensuring that their plight is shared with the depths below. It possesses the traumatic ability to ensnare its victims in nightmares, leaving them vulnerable to the haunting grip of despair.


Medium Undead, Chaotic Evil

Armor Class 15 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 10 (+0) 15 (+2) 18 (+4)

Saving Throws Dex +7, Wis +6, Cha +8
Skills Persuasion +8, Stealth +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Aquan, Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Amorphous Form. The creature can move through a space as narrow as 1 inch without squeezing.

Aura of Despair. Creatures within 30 feet of the creature must succeed on a DC 15 Wisdom saving throw at the start of their turn or be subjected to the Frightened condition until the end of their next turn.

Nightmare Grasp (Recharge 5-6). The creature targets one creature it can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or become overwhelmed by nightmares. While asleep, the target takes 10 (3d6) psychic damage at the start of each of its turns and cannot awaken until the effect ends. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Multiattack. The creature makes two Spectral Grasp attacks.

Spectral Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its maximum hit points reduced by an amount equal to the damage taken until it finishes a long rest.

Rejuvenation. If the creature is destroyed, it returns to life in 1d10 days in the same location it was slain unless its death was caused by radiant damage or it was turned by a cleric.