Gloomshore Echo of the Drowned Horizon

Born from the haunting depths of the ocean, this creature resembles a humanoid figure made of translucent water, with wisps of seaweed and coral drifting off its form. Its face is marked by hollow, dark sockets and a perpetual expression of woe, as if it carries the sorrow of countless souls lost to the waves. When it moves, the sound of distant ocean waves can be heard, echoing in the air. It draws near the shore to weave illusions of lost loved ones or forgotten dreams, aiming to lure unsuspecting travelers into its watery grasp. Those who succumb to its sorrowful song may find themselves entrapped in its embrace, drowning under waves of despair.


Medium Undead, Chaotic Neutral

Armor Class 15 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft., swim 40 ft.

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

Saving Throws Dex +7, Wis +8, Cha +9
Skills Deception +9, Insight +8, Performance +9
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Aquan, Common, telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Actions

Multiattack. The creature makes two attacks: either two Tendril Wrappings or one Tendril Wrapping and one Riptide Grasp.

Tendril Wrapping. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) cold damage. The target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15).

Riptide Grasp. Melee Spell Attack: +9 to hit, reach 30 ft., one creature. Hit: 18 (4d8) necrotic damage, and the target must make a DC 17 Wisdom saving throw or become paralyzed until the end of its next turn.

Lament of the Drowned. The creature sings a haunting melody that lingers in the air. Each creature within a 30-foot radius that can hear it must succeed on a DC 17 Wisdom saving throw or become incapacitated until the start of their next turn as they are overwhelmed by sorrowful visions of lost loved ones. A creature that successfully saves becomes immune to this effect for the next 24 hours.

Rejuvenation. If the creature is destroyed, it reconstitutes itself after 24 hours in a body of water, regaining all its hit points. The area around where it re-emerges is marked by a heavy mist for 1d4 days.

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.

  • Shadow Swim. The creature magically teleports to an unoccupied space within 30 feet of it that is in dim light or darkness.
  • Inspiring Sorrow. One creature that the creature can see within 30 feet must make a DC 17 Wisdom saving throw. On a failed save, the creature has disadvantage on its next attack roll before the end of its next turn.
  • Haunting Echo. The creature causes echoes of cries for help to emanate from an area within 60 feet. All creatures in that area must succeed on a DC 17 Wisdom saving throw or have disadvantage on Wisdom saving throws until the end of their next turn.