Swirling Shade of the Gloomlit Tides

A mysterious apparition emerges from the depths of twilight waters, its form a fluid blend of shadows and briny essence, swirling with an ethereal glow. This creature haunts coastal regions, particularly where murky tides meet the land. Hints of long-lost mariners’ lament can be heard in its presence, as it drags trespassers into the depths of despair. Skilled in manipulating the damp air, it can create vortexes of sorrow that ensnare the minds of its foes, forcing them to confront their deepest fears or succumb to eternal gloom.


Large Undead, Chaotic Evil

Armor Class 15 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 12 (+1) 20 (+5) 22 (+6)

Saving Throws Dex +8, Wis +9, Cha +10
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, exhaustion
Condition Immunities poisoned, charmed, frightened
Senses darkvision 60 ft., passive Perception 15
Languages understands Common, Abyssal, but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Ethereal Swirl. As a bonus action, the creature can enter a swirling mist form, becoming incorporeal until the end of its next turn. While in this form, it cannot be targeted by attacks or spells, and it can move through creatures and objects as if they were difficult terrain.

Gloom Vortex. Whenever a creature starts its turn within 15 feet of the creature, it must succeed on a DC 17 Wisdom saving throw or be haunted by visions of its failures and fears. A creature that fails takes 22 (4d10) psychic damage and is frightened until the end of its next turn. A creature that succeeds can't be affected by this ability again for 24 hours.

Shadowy Embrace (Recharge 5-6). The creature summons a vortex of shadowy tendrils in a 20-foot radius centered on itself. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 45 (10d8) necrotic damage and is restrained by shadowy chains for 1 minute. A restrained creature can make a Strength check against the DC to escape at the end of each of its turns.

Innate Spellcasting. The creature’s spellcasting ability is Charisma (spell save DC 18). The creature can innately cast the following spells, requiring no material components:

  • At will: darkness, minor illusion
  • 3/day each: fear, shadow blade
  • 1/day each: phantasmal killer, greater invisibility

Actions

Multiattack. The creature makes two attacks with its Shadow Grasp.

Shadow Grasp. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 35 (6d8 + 4) necrotic damage, and the target must make a DC 17 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.

Reactions

Evasive Mirage. When a creature the creature can see targets it with an attack, it can take the Ethereal Swirl bonus action to make itself incorporeal, potentially avoiding the attack.