Harbinger of the Drowned Shadows

A warped silhouette lingers at the edge of bodies of water, its form shifting and swirling like a reflection in turbulent waves. Draped in tattered, waterlogged rags that cling to its skeletal frame, this creature emanates a faint bioluminescent glow, resembling ghostly lantern light in the dark. Its eyes, two piercing orbs devoid of warmth, seem to pull at the very essence of light, drawing shadows closer as if they are its allies. This being embodies the sorrow of those lost to watery graves, and its touch instills despair and dread in all who dare approach. With its haunting calls mimicking the desperate cries of drowning souls, it seeks to drown intruders in an abyss of fear, luring them into the depths of their own nightmares.


Stat Block

Medium Undead, Chaotic Evil

Armor Class 15 (Natural Armor)
Hit Points 127 (15d8 + 60)
Speed 0 ft., fly 40 ft. (hover)

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

Saving Throws Dex +7, Wis +6, Cha +8
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Understands Common and Aquan but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Abilities

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

Dreadful Lament (Recharge 5-6). As an action, the creature emits a haunting wail. All creatures within a 30-foot radius must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Engulfing Shadows (Recharge 4-6). As a bonus action, the creature can create a dark mist in a 20-foot radius centered on itself. For the duration, creatures that enter the area or start their turn there must succeed on a DC 16 Constitution saving throw or take 21 (6d6) necrotic damage and be blinded until the end of their next turn. The mist lasts for 1 minute, and the creature can dismiss it as a bonus action.

Multiattack. The creature makes two attacks: one with its Shadow Grasp and one with its Ethereal Touch.

Shadow Grasp. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d10 + 2) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have its maximum hit points reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.

Ethereal Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 5) psychic damage. If the target is frightened, it takes an additional 13 (3d8) psychic damage.

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.

  • Move. The creature moves up to its speed without provoking opportunity attacks.
  • Shadow Grasp. The creature makes one Shadow Grasp attack.
  • Eerie Whispers (Costs 2 Actions). The creature targets one creature it can see within 60 feet of it. The target must make a DC 16 Wisdom saving throw or be incapacitated until the end of its next turn as it hears the voices of the lost souls.