Echoing Phantom of the Drowned Reveries

A spectral vision of sorrow and despair, this entity manifests as a swirling mass of water intertwined with ephemeral spirit forms, resembling drowned souls. It drifts silently through hidden waterlogged locations, moaning with haunting echoes that can lure the unwary into deep waters. Its presence invokes memories of lost moments, manifesting as illusory scenes of drowned loved ones or forgotten dreams. This creature feeds on the fears and regrets of those who encounter it, often forcing adventurers to confront their past. Those who resist its haunting echoes may find a way to release the trapped souls, while those who succumb risk being pulled into its watery depths.


Medium Undead, Neutral

  • Armor Class 14 (natural armor)
  • Hit Points 106 (17d8 + 34)
  • Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 20 (+5)
  • Saving Throws Dex +6, Wis +6, Cha +8
  • Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands all languages it knew in life but can’t speak
  • Challenge 7 (2,900 XP)

Innate Spellcasting. The phantom’s spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

  • At will: Minor Illusion, Silent Image
  • 3/day each: Phantasmal Force, Fear
  • 1/day each: Etherealness, Phantom Steed

Echoing Lure (Recharge 5–6). The phantom emits a haunting melody that can be heard up to 300 feet away. Each creature within 60 feet that can hear the phantom must succeed on a DC 16 Wisdom saving throw or be drawn closer by the sound, moving up to half their speed towards the phantom. If a creature willingly moves within 10 feet of it, they must succeed on a DC 16 Charisma saving throw or be frightened until the end of their next turn.

Spectral Grasp. A creature grappled by the phantom takes 10 (3d6) necrotic damage at the start of its turn and must succeed on a DC 16 Strength saving throw or be paralyzed until the grapple ends.

Shape of the Lost. When reduced to half its hit points, the phantom can divide into two smaller illusions of itself. These illusions have hit points equal to 50% of the phantom's original total. They act on the phantom's initiative and have all its abilities except for the Spectral Grasp. Defeating these illusions will not harm the original phantom or cause it to lose hit points.

Actions

Multiattack. The phantom makes two attacks: one with its Spectral Grasp and one using Echoing Memories.

Spectral Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d10) necrotic damage, and the target must make a DC 16 Strength saving throw or be grappled.

Echoing Memories. The phantom forces a creature within 30 feet to relive a painful memory. The target must succeed on a DC 16 Wisdom saving throw or take 22 (5d8) psychic damage and be stunned until the end of its next turn. A creature that successfully saves takes half damage and is not stunned.

Adventurers facing this creature must brave not only its spectral form and haunting whispers but also the tumultuous emotions tied to their deepest regrets, making their encounter a test of both physical and mental fortitude.