Stormbound Wisp of the Obsidian Current
A swirling entity of dark mist and crackling energy, this creature hovers just above the ground, its form shimmering like a mirage. Tendrils of shadow entwine with arcs of bluish lightning, giving it an appearance that is both beautiful and terrifying. Its movements are erratic, almost dance-like, as it glides effortlessly through the air. The tumultuous energy surrounding it seems to draw in the ambient atmosphere, creating an electrifying tension that unsettles those nearby. When it strikes, the air vibrates with the sound of thunder, and it has the unsettling ability to siphon off the vitality of its foes, fueling its own mystical powers.
Medium Undead, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 105 (21d8 + 21)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 20 (+5) | 13 (+1) | 1 (-5) | 14 (+2) | 17 (+3) |
Saving Throws Dex +9, Wis +6, Cha +7
Skills Arcana +3, Insight +6, Perception +6
Damage Resistances Lightning, Necrotic
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., passive Perception 16
Languages Understands Common but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Amorphous Movement. The creature can move through a space as narrow as 1 inch wide without squeezing.
Vitality Drain. A creature that takes damage from the creature must succeed on a DC 15 Constitution saving throw or lose 1d6 hit points that can't be regained until the target finishes a long rest.
Static Pulse (Recharge 5-6). The creature emits a wave of electrical energy. Each creature of its choice within a 20-foot-radius sphere centered on itself must make a DC 17 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the save are stunned until the end of their next turn.
Actions
Multiattack. The creature makes two attacks with its Ethereal Strike.
Ethereal Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d10) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or have disadvantage on saving throws against being stunned until the end of the creature’s next turn.
Fade into Storm (Recharge 6). The creature envelops itself in a storm of dark energy, becoming invisible for 1 minute. While invisible, it moves without provoking opportunity attacks and can teleport up to 30 feet to an unoccupied space within its movement range at the start of each of its turns. This ability ends early if the creature attacks or casts a spell.