Murmur of the Abyssal Reflection

In the dim light of an ancient chamber, the air thickens with a sense of foreboding as a creature emerges from the shadows. It resembles a glimmering silhouette, shifting and swirling like a pool of darkness. Vaguely humanoid yet unsettling, its features are ever-changing, each flicker revealing a glimpse of terror or despair. Whispers fill the air, echoing lost voices, drawing the curious closer to the unknown. Those who gaze into its depths may find their own reflections staring back at them, twisting into grotesque parodies that drain their will to resist.


Medium Aberration, Neutral Evil

Armor Class 15 (Natural Armor)
Hit Points 120 (15d8 + 45)
Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 16 (+3) 14 (+2) 18 (+4) 20 (+5)

Saving Throws Dex +7, Wis +8, Cha +9
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Truesight 30 ft., passive Perception 15
Languages Understands all languages it knew in life but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Mimicry. The creature can perfectly mimic any voice or sound it has heard, enabling it to deceive and lure unsuspecting adventurers into traps.

Psychic Reflection. Whenever a creature within 30 feet takes damage from a psychic attack, the creature can use its reaction to deal psychic damage equal to half of that damage back to the attacker.

Innate Spellcasting. The creature's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

  • At will: Minor Illusion, Charm Person
  • 3/day each: Suggestion, Fear
  • 1/day each: Phantasmal Killer, Illusory Dragon

Actions

Multiattack. The creature makes two attacks: one with its Shadow Grasp and one with its Psychic Dread.

Shadow Grasp. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 3) necrotic damage, and the target must succeed on a DC 17 Strength saving throw or be grappled (escape DC 17). While grappled in this way, the target is restrained and takes 5 (1d10) psychic damage at the start of its turn.

Psychic Dread. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d10) psychic damage and the target must make a DC 17 Wisdom saving throw. On a failed save, the target is frightened 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.

  • Cast a Spell. The creature casts one of its innate spells.
  • Shift in Shadows. The creature moves up to half its flying speed without provoking opportunity attacks.
  • Echoing Whispers (Costs 2 Actions). The creature targets one creature within 60 feet it can see. The target must succeed on a DC 17 Wisdom saving throw or take 10 (3d6) psychic damage and be unable to take reactions until the start of its next turn.