Eclipsed Lament of the Submerged Illusions
In the depths of a shadowy lake or a forgotten pool lies a remnant of a forgotten sorrow. This wraith-like entity manifests as a swirling mass of dark water, intermixed with echoes of haunting figures that drift through the gloom. Its presence is marked by an uneasy stillness, as if reality itself hesitates to perceive its form. Tendrils of shadow siphon off the happiness and resolve of those nearby, causing indescribable grief as it feeds off the emotional turmoil of its victims. Those who gaze into the depths of the creature often find themselves lost in memories long past, which can be both mesmerizing and terrifying.
Medium Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 85 (13d8 + 26)
Speed 0 ft., swim 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 14 (+2) | 18 (+4) | 16 (+3) | 20 (+5) |
Saving Throws Dex +5, Wis +6, Cha +8
Skills Deception +8, Insight +6, Perception +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 60 ft., Truesight 60 ft., passive Perception 16
Languages The languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Abilities
Ethereal Shift. As a bonus action, the creature can become incorporeal until the start of its next turn. While in this state, it is immune to all damage except force damage.
Lament's Grasp. Any creature that starts its turn within 30 feet of the creature must succeed on a DC 16 Wisdom saving throw or be affected as if under the Confusion spell until the end of their next turn. A creature that succeeds on this saving throw is immune to the effect for 24 hours.
Illusions of the Heart. Once per day, the creature can create a 30-foot radius sphere of swirling illusions centered on itself. Each creature within this sphere must make a DC 16 Charisma saving throw. On a failed save, the creature sees horrifying illusions that cause it to become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
Multiattack. The creature makes two attacks with its shadow tendrils.
Shadow Tendril. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 4) psychic damage, and the target must succeed on a DC 16 Wisdom saving throw or become paralyzed until the end of their next turn.
Despair’s Call (Recharge 5–6). The creature unleashes a sorrowful wail. Each creature within 60 feet must make a DC 16 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. Any creature that is reduced to 0 hit points by this ability rises as a shadow under the creature's control.
Reactions
Nightmare Escape. When the creature is attacked, it can use its reaction to teleport up to 30 feet to an unoccupied space it can see, leaving behind an illusory double that lasts until the start of its next turn. The double appears identical to the creature and fades as a reaction to an attack targeting it.
This creature embodies the sorrow and despair it was born from, and engaging it requires not only strength but also emotional resilience. Parties that dare to confront it will not only face combat but also the ghosts of their own regrets and fears.