Echoing Shade of the Abyssal Deep
A spectral entity born from the depths of dark waters, this creature thrives in the shadows and thrives off fear. Flickering in and out of existence, it has a ghostly form that seems to imitate the appearance of those it has devoured, using the echoes of their voices to lure unsuspecting adventurers. When it speaks, the echoes of its past victims can be heard, causing confusion and mistrust among those nearby. The creature's unearthly presence chills the very air, and its touch drains the vitality from its foes, leaving them weak and disoriented.
Medium Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 84 (12d8 + 24)
Speed 0 ft., fly 50 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 14 (+2) | 12 (+1) | 16 (+3) | 20 (+5) |
Saving Throws Dex +6, Wis +6, Cha +8
Damage Resistances Acid, Fire, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Necrotic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., passive Perception 13
Languages All languages it knew in life, telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Echoing Whispers. When a creature within 30 feet of the creature can hear it, they must make a DC 16 Wisdom saving throw or become frightened until the end of their next turn. A creature that succeeds on the saving throw is immune to this effect for 24 hours.
Shade Step. As a bonus action, the creature can teleport up to 60 feet to an unoccupied space it can see, leaving behind a swirling mist. Upon reappearing, it can make one attack against a creature within 5 feet of where it left.
Life Drain. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 22 (4d10) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the target completes a long rest. If the target dies as a result of this attack, it rises as a shadow under the creature's control 24 hours later.
Actions
Multiattack. The creature makes two attacks: one with its Life Drain and one with its Frightening Pulse.
Frightening Pulse (Recharge 5–6). The creature can release a wave of necrotic energy in a 30-foot radius. Each creature in that area must make a DC 16 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, affected creatures are unable to regain hit points until the end of their next turn.
This formidable foe tests the party's resolve, forcing them to confront their fears while dodging its lethal touch. As echoes of their past decisions haunt them, they must strategize and work together to defeat this haunting threat from the Abyssal Deep.