Forgotten Whisper of the Tranquil Abyss

A shadowy entity that dwells in the depths of forgotten knowledge, this creature drifts silently through the dark, ancient libraries and flooded vaults of lost civilizations. Its ethereal form is fluid and amorphous, blending seamlessly with the surrounding darkness. From its smoky tendrils emanates a faint, haunting whisper that entices any who approach, luring them closer with the promise of wisdom long forsaken. The air grows thick with a sense of overwhelming calmness, but the knowledge it shares is often twisted, leading to madness or despair. Those who seek its guidance must tread carefully, for its dark gifts come at a terrible price.


Stat Block

  • Challenge Rating: 6 (2,300 XP)
  • Armor Class: 15 (natural armor)
  • Hit Points: 75 (10d10 + 20)
  • Speed: 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 20 (+5) 15 (+2) 18 (+4)
  • Saving Throws: Dex +6, Int +8, Wis +5
  • Damage Resistances: Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities: Charmed, Frightened, Paralyzed
  • Senses: Darkvision 60 ft., Blindsight 60 ft. (blind beyond this radius), Passive Perception 12
  • Languages: Understands all languages it has heard but cannot speak
  • Challenge Rating: 6

Innate Magic. The entity can cast the following spells, requiring no material components:

  • At will: disguise self, dissonant whispers, silent image
  • 3/day each: confusion, fear, phantasmal killer

Whispering Calm. When a creature is within 30 feet of the entity, it must make a DC 16 Wisdom saving throw at the start of each of its turns. On a failed save, the creature can't take reactions and must spend its action on the entity's next turn casting dissonant whispers on itself. The creature takes 3d6 psychic damage if it fails the saving throw.

Actions

  • Multiattack. The entity makes two attacks with its Ensnaring Tendrils.

  • Ensnaring Tendrils. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) psychic damage, and the target must succeed on a DC 16 Strength saving throw or be grappled. The grappled target is restrained and takes 3d6 psychic damage at the start of its turns.

  • Consume Knowledge (Recharge 5-6). The entity targets one creature it can see within 60 feet of it. The target must make a DC 16 Intelligence saving throw. On a failed save, the target takes 22 (5d8) psychic damage, and the entity regains hit points equal to half the damage dealt. On a successful save, the target takes half damage, and the entity does not regain hit points.

Reactions

  • Fleeting Shadow. When the entity is hit by an attack, it can teleport up to 30 feet to an unoccupied space it can see and become invisible until the end of its next turn.

Legendary Actions (3/round)

The entity 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 entity regains spent legendary actions at the start of its turn.

  • Lurking Presence. The entity magically appears in a space within 30 feet of it; it cannot be seen until it takes its next action.
  • Knowledge Probe (Costs 2 Actions). The entity targets one creature within 60 feet. The target must succeed on a DC 16 Intelligence saving throw or roll on the Short-Term Madness table.
  • Psychic Echo (Costs 3 Actions). The entity emits a wave of psychic energy. Each creature of its choice within 20 feet must make a DC 16 Wisdom saving throw or be stunned until the end of their next turn.

This unique entity offers an intriguing challenge while adding a layer of psychological warfare, ensuring that encounters with it remain memorable for the party.