Drowned Retribution of the Abyssal Mirror

A ghastly creature born from the depths of lost souls, it appears as a twisted amalgamation of human and aquatic features. Its translucent skin reflects an eerie glow, reminiscent of moonlit waters. Deep within its eye sockets swirl blackened depths, drawing in the gaze of unsuspecting adventurers. Those who look at it closely may glimpse fleeting images of their own drowned forms, shrouded in water’s cold embrace. It uses water to create illusions and play upon the fears of its adversaries, enticing them into a false sense of security before ensnaring them in watery tendrils. Those who fall under its allure risk succumbing to the depths of despair, their very essence siphoned away as the creature listens to their lamentations.


Creature
Medium Undead, Chaotic Evil

Armor Class 15 (natural armor)
Hit Points 84 (12d8 + 36)
Speed 30 ft., swim 60 ft.

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

Saving Throws Dex +6, Con +6, Cha +7
Skills Perception +5, Deception +7
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 15
Languages understands Common and Aquan but can’t speak
Challenge 6 (2,300 XP)

Amphibious. The creature can breathe both air and water.

Illusory Reflection. As a bonus action, the creature can create illusory duplicates of itself within a 30-foot radius, which last until the start of its next turn. A creature that starts its turn within 10 feet of the duplicates must succeed on a DC 15 Wisdom saving throw or become frightened until the end of its next turn.

Watery Grasp. When a creature within 15 feet of the creature makes a melee attack against it, the creature can use its reaction to attempt to grapple that creature with its tendrils. The grappled target must succeed on a DC 15 Strength or Dexterity saving throw or be restrained until the end of its next turn.

Actions

Multiattack. The creature makes two attacks: one with its drowning touch and one with its draining embrace.

Drowning Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d10) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken until it finishes a long rest. If the target’s hit point maximum is reduced to 0 by this effect, it dies.

Draining Embrace. Ranged Attack: The creature targets one creature it can see within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be filled with despair, taking 22 (4d10) psychic damage and becoming incapacitated until the end of its next turn.

Rejuvenation. If it is destroyed, it can reappear in its original location in 1d10 days unless it is turned by a cleric or has its remains purified through a special ritual.