Echoing Wail of the Forgotten Abyss

A haunting specter of sound manifests in the depths of the abyss, resembling a swirling mass of shadowy energy and echoes of lost souls. This creature feeds off the emotional resonance left behind by those who perished in despair, generating a cacophony of sorrowful wails that resonate within the hearts of its victims. When it draws near, the air becomes heavy with a sense of melancholy, and faint whispers fill the ears of those nearby. This creature is known to linger in forgotten places, mourning its own demise and seeking to pull adventurers into its eternal lament.


Medium Aberration, Neutral Evil

Armor Class 15 (Natural Armor)
Hit Points 90 (15d8 + 30)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 12 (+1) 18 (+4) 20 (+5)

Saving Throws Dex +6, Wis +7, Cha +8
Damage Resistances Cold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 60 ft., Truesight 120 ft., passive Perception 15
Languages Understands all languages but can't speak
Challenge 7 (2,900 XP)

Proficiency Bonus +3

Ethereal Form. The creature can move through the Ethereal Plane when it is not in line of sight.

Echoing Wail. As a bonus action, the creature can unleash a horrifying wail in a 30-foot radius. Each creature in that area must succeed on a DC 16 Wisdom saving throw or take 22 (5d8) psychic damage and be frightened until the end of their next turn. A creature that succeeds on the saving throw takes half damage and isn’t frightened.

Multiattack. The creature makes two attacks with its Wailing Touch.

Wailing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage. If the target is frightened, they take an additional 9 (2d8) psychic damage.

Soul Harvest. When the creature reduces a creature to 0 hit points, it gains temporary hit points equal to the amount of damage dealt in the turn it reduced the creature to 0 hit points.

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.

  1. Horrifying Whisper. The creature targets one creature it can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.

  2. Haunting Flight. The creature moves up to its speed without provoking opportunity attacks.

  3. Silencing Grasp (Costs 2 Actions). The creature targets one creature grappled by it (if any). The target must succeed on a DC 16 Constitution saving throw or be unable to cast spells until the end of its next turn.