Phantom of the Churning Abyss
In the depths of tumultuous waters or dark swamps, a ghostly figure weaves through the mists, shrouded in a cloak of shadow and energy. This ethereal being appears as a distorted visage of despair, with swirling blue and green luminescence emanating from its form. Its eyes glow like radiant specters, evoking a sense of dread and curiosity in those who encounter it. The creature is known to lure hapless adventurers into its grasp, driven by a hunger for their life essence. When engaged in battle, it floats above the ground, twisting and turning like a whirlpool, leaving behind faint trails of shifting shades. Its presence distorts reality, warping time and space around it, making it a uniquely fearsome foe.
Medium Undead, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 20 (+5) | 16 (+3) | 14 (+2) | 16 (+3) | 19 (+4) |
Saving Throws Dex +8, Wis +6, Cha +7
Damage Resistances necrotic, bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands Common and Deep Speech but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Unique Trait: Abyssal Distortion. When a creature starts its turn within 30 feet of this being, it must succeed on a DC 15 Wisdom saving throw or become disoriented. If disoriented, a creature rolls one less die on its attack rolls until the start of its next turn.
Actions
Multiattack. The creature makes two attacks: one with its Tethering Grasp and one with its Abyssal Bolt.
Tethering Grasp. Melee Spell Attack: +8 to hit, reach 10 ft., one creature. Hit: 22 (4d10) necrotic damage, and the target's speed is reduced to 0 until the end of its next turn. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn.
Abyssal Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d8) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken until the target finishes a long rest.
Rejuvenating Mists (Recharge 5-6). The creature releases a cloud of ethereal mist in a 20-foot radius. Each creature within the area must succeed on a DC 15 Constitution saving throw or take 27 (6d8) necrotic damage and be blinded until the end of its next turn. On a successful save, the creature takes half damage and is not blinded. The creature heals for half the total damage dealt by this ability.
Legendary Actions
The creature can take 3 legendary actions, requiring one action for each option used. It regains spent legendary actions at the start of its turn.
- Shift in Shadows. The creature teleports up to 30 feet to an unoccupied space it can see.
- Grasp of Dread. The creature targets one creature it can see within 30 feet of it and forces it to make a DC 15 Wisdom saving throw. On a failure, the target is frightened until the end of its next turn.
- Terrorize. The creature targets one creature within 60 feet and inflicts whispers of despair. The target must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and has disadvantage on its next attack roll before the end of its next turn.