Ghost of the Tranquil Depths

Lurking in the shadows of ancient underwater ruins, this spectral entity embodies the sorrow of those lost to the deep waters. Emanating a soft blue glow, its form flows like water, constantly shifting and weaving through the remnants of sunken treasures. The ghost is both serene and tragic, drawing in adventurers with whispers of peace before revealing its true power. When it manifests, it babbles fragments of ancient, sorrowful tales, creating an eerie, tranquil atmosphere that belies the danger that lurks beneath. Those who linger too long can find themselves ensnared in the creature's melancholic grasp, unable to escape the depths of despair it embodies.


Medium Undead, Neutral

Armor Class 15 (Natural Armor)
Hit Points 104 (16d8 + 32)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 14 (+2) 18 (+4) 15 (+2) 20 (+5)

Saving Throws Dex +6, Wis +5, Cha +8
Damage Immunities Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Poisoned
Senses Darkvision 60 ft., passive Perception 12
Languages Understands all languages it spoke in life but can't speak

Challenge 7 (2,900 XP)
Proficiency Bonus +3


Amorphous. The creature can move through a space as narrow as 1 inch wide without squeezing.

Incorporeal Movement. The creature can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Lament of the Lost. When a creature starts its turn within 30 feet of the creature, it must succeed on a DC 15 Wisdom saving throw or be charmed until the start of its next turn. A charmed creature feels a deep sense of tranquility and is incapacitated but aware of its surroundings.

Etherealness. The creature can shift from the Material Plane to the Ethereal Plane as a bonus action, and it can return to the Material Plane as a part of its movement.

Actions

Multiattack. The creature makes two attacks: one with its Touch of Despair and one with its Heartfelt Whisper.

Touch of Despair. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 21 (4d10) necrotic damage.

Heartfelt Whisper. The creature targets one creature it can see within 60 feet of it that is not deafened. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and be frightened until the end of its next turn. On a successful save, the target takes half damage and is not frightened.

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.

Ethereal Shift. The creature shifts to the Ethereal Plane and back, evading one incoming attack until the start of its next turn.

Echoes of the Deep (Costs 2 Actions). Each creature within 30 feet that can hear the creature must make a DC 15 Wisdom saving throw or be charmed until the end of its next turn and take 10 (3d6) psychic damage.

Benevolent Presence (Costs 3 Actions). The creature creates an aura of calm. Each ally within 30 feet regains 10 hit points and can end one condition affecting them. This effect cannot be used if the creature has taken damage since the end of its last turn.