Spectral Phantasm of the Undercurrent Shadows

A wisping form cloaked in shimmering shadows, this entity resembles an ephemeral figure with flowing tendrils that fade into the darkness. Its unsettling gaze glimmers with a haunting light, and its presence sends chills down the spine of any who dare to approach. Born from the remnants of lost souls, it thrives in murky waters and hidden alcoves, drawing power from the fears and doubts of those who wander too close. With a flick of its translucent hand, it can manipulate the shadows around it, creating illusions that confound and terrify. When engaged, it dances back and forth between the material and the astral plane, making it difficult to pin down.


Stat Block

Large Undead, Chaotic Neutral

Armor Class 15 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 16 (+3) 14 (+2) 15 (+2) 20 (+5)

Saving Throws Dex +7, Wis +5, Cha +8
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages understands Common and Abyssal but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Ethereal Maneuver. As a bonus action, the entity can shift between the Material Plane and the Ethereal Plane, causing it to become resistant to damage until the start of its next turn.

Shadowy Illusions. When the entity is within dim light or darkness, it can use its action to create illusory duplicates of itself. The duplicates last until destroyed or until the entity dismisses them as a bonus action. Any creature that moves within 10 feet of the duplicates must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.

Actions

Multiattack. The entity makes two shadows strike attacks.

Shadow Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d8) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.

Drain Essence (Recharge 5–6). The entity targets one creature it can see within 30 feet of it. The target must make a DC 15 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. The entity regains hit points equal to the damage dealt.

Legendary Actions
The entity 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 entity regains spent legendary actions at the start of its turn.

  • Ethereal Step. The entity shifts to the Ethereal Plane without using its action.
  • Create Illusion (Costs 2 Actions). The entity creates an additional illusory duplicate, increasing the number of duplicates to three.
  • Shadow Tendril (Costs 3 Actions). The entity targets a creature within 30 feet and makes a Shadows Strike attack against it.