Mirecloak Phantom of the Murmuring Depths
A shrouded figure draped in tattered, murky fabrics glides silently through the damp air, leaving trails of mist in its wake. With an ephemeral presence, it seems half-formed, as if the very essence of the swamp coalesces to give it shape. Its eyes glow with a sickly green luminescence, hinting at the tormented souls it has consumed. In the depths of treacherous marshes, it lures unsuspecting wanderers with soothing whispers, promising safety from the dangers of the swamp while concealing its true, malevolent purpose. Those who draw too close discover the horrifying nature of this spectral being, experiencing the chilling embrace of despair and madness.
Medium Undead, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 95 (17d8 + 34)
Speed 0 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 15 (+2) | 12 (+1) | 14 (+2) | 20 (+5) |
Saving Throws Dex +7, Wis +6, Cha +9
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands all languages it knew in life but can only speak in whispers
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits
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.
Whispers of Dread: Any creature that starts its turn within 30 feet of the creature must succeed on a DC 17 Wisdom saving throw or be frightened until the start of their next turn. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours.
Soul Drain: When a creature within 5 feet of the creature is reduced to 0 hit points by the creature's attack, the creature can choose to absorb their soul, regaining hit points equal to the damage dealt.
Actions
Multiattack: The creature makes two attacks: one with its touch and one with its ghostly embrace.
Touch: Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 5) necrotic damage, and the target must make a DC 17 Constitution saving throw, taking an additional 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one.
Ghostly Embrace (Recharge 5-6): The creature targets one frightened creature it can see within 60 feet. The target must succeed on a DC 17 Wisdom saving throw or take 27 (6d8) psychic damage and become paralyzed until the end of its next turn.
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.
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Whispers of the Abyss: The creature targets one creature it can see within 60 feet. That creature must succeed on a DC 17 Wisdom saving throw or receive disadvantage on the next attack roll it makes before the end of its next turn.
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Ethereal Flicker: The creature abruptly shifts its form, teleporting up to 30 feet to an unoccupied space it can see.
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Rejuvenating Whispers (Costs 2 Actions): The creature regains 10 hit points and can choose to remove the frightened condition from one creature it can see within 30 feet.