Eldritch Wisp of the Forgotten Luminous Depths

Emerging from the shadowy corners of long-abandoned dungeons and the depths of ancient ruins, this ethereal creature radiates soft, pulsating light that dances in the darkness. Resembling a swirling mass of wisps, each tendril glimmers with an otherworldly hue, creating an almost hypnotic effect on those who gaze too long. Its existence seems tied to the despair and loss that permeate the air around it, feeding off the memories and emotions of those unfortunate enough to encounter it. The being communicates through flickers of light and quiet whispers carried by the wind, often beckoning adventurers closer, only to ensnare their minds in a web of illusion and fear.

The creature has an unsettling ability to tap into the fears and regrets of its victims, casting them into vivid hallucinations that can incapacitate those who fail to resist its influence. This connection to emotion makes it a cunning manipulator in battle, easily exploiting the weaknesses of its foes while staying elusive and difficult to hit.


Medium Undead, Neutral

Armor Class 15 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 18 (+4) 14 (+2) 15 (+2) 20 (+5)

Saving Throws Dex +7, Con +8, Wis +6, Cha +9
Skills Deception +9, Insight +6, Stealth +7
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., passive Perception 13
Languages Understands Common and Deep Speech but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Ethereal Sight. The creature can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Illusory Presence. As a bonus action, the creature can create an illusory duplicate of itself in an unoccupied space within 60 feet. The duplicate lasts until the start of its next turn or until it is destroyed (it has AC 10 and 1 hit point). Attacks against the creature and the duplicate are made at disadvantage.

Mind's Grasp. When a creature starts its turn within 30 feet of the creature, it must make a DC 16 Wisdom saving throw or become frightened until the end of its next turn. A frightened creature repeats 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 Ethereal Touch.

Ethereal Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) psychic damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be paralyzed until the end of its next turn.

Flickering Torment (Recharge 5-6). The creature targets one creature it can see within 60 feet. The target must make a DC 16 Intelligence saving throw. On a failed save, the target takes 45 (10d8) psychic damage, and its memories are temporarily clouded, imposing disadvantage on all attack rolls and ability checks until the end of its next turn.

Reactions

Ephemeral Escape. When the creature is hit by an attack, it can use its reaction to disappear into the Ethereal Plane until the start of its next turn, reappearing in an unoccupied space within 30 feet.