Phantom Drake of the Abyssal Tides
Born from the depths of sunken ruins and the echoes of lost souls, this creature glides through the air like a living shadow. Its shimmering scales reflect an ethereal, watery light that hints at its aquatic nature. With wide, gnarled wings resembling torn sails, it weaves gracefully between the realms of the living and the dead, often appearing where the horizon meets the sea. Those who gaze upon it can feel an unsettling chill, as if a ghostly tide had surged through their souls, pulling at their very essence. With a haunting, melodious roar, it can command waves and wind, manipulating the very water around it as a conduit for its dreadful power.
Medium Undead, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 0 ft., fly 50 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 20 (+5) | 18 (+4) | 8 (-1) | 15 (+2) | 16 (+3) |
Saving Throws Dex +8, Con +7, Wis +5
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, exhaustion
Condition Immunities grappled, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands Common and Aquan but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Abilities
Echolocation. The creature cannot see, but it can sense its surroundings within 60 feet. It can pinpoint the location of any creature that is not behind total cover.
Liquid Phantasm. Once per turn, when this creature takes damage, it can become incorporeal until the start of its next turn. During this time, it can choose to step through the Material Plane into the Ethereal Plane and re-emerge in an unoccupied space within 60 feet.
Spectral Tidal Wave. The creature can summon a wave of spectral water as an action. Each creature in a 30-foot line that is 5 feet wide must make a DC 15 Strength saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the end of the creature's next turn.
Actions
Multiattack. The creature makes three attacks: one with its bite and two with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 2) piercing damage plus 7 (2d6) necrotic damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 2) bludgeoning damage plus 7 (2d6) cold damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn.
Rejuvenating Mist (Recharge 5–6). The creature exhales a mist in a 15-foot radius, centered on itself. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 21 (6d6) necrotic damage and gain one level of exhaustion. On a successful save, they take half damage and suffer no exhaustion. The creature regains health equal to half the total damage dealt.