The Abyssal Forsaker of Forgotten Melodies
Though it appears as a shadowy figure draped in flowing, tattered robes, the creature’s most unsettling feature is its ever-shifting face—an array of mouths whispering and screaming in a dissonant cacophony. These mouths echo melodies once sung by long-forgotten bards, luring unsuspecting victims into a trance with haunting harmonies. It harbors an insatiable hunger for the joy and creativity embodied in music, devouring emotions and inspirations, leaving only hollow echoes behind. When encountered, it dances gracefully through the air, wielding sound and silence as its weapons while trying to ensnare the very souls of those who dare approach.
Stat Block
Medium Aberration, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 105 (14d8 + 42)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 16 (+3) | 14 (+2) | 16 (+3) | 20 (+5) |
Saving Throws Dex +7, Con +6, Wis +6, Cha +8
Skills Deception +8, Performance +8, Stealth +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Blindsight 120 ft. (blind in daylight), Perception +6
Languages Understands all languages it has heard but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Abilities
Eerie Melody. As a bonus action, the creature can begin to sing a haunting melody. All creatures within 60 feet of it that can hear it must succeed on a DC 16 Wisdom saving throw or become charmed for 1 minute. While charmed in this way, the creatures cannot take reactions and must use their action to move towards the creature by the safest available route. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Signature Silence. Once per day, the creature can create a 30-foot radius sphere of silence centered on itself. This silence lasts for 1 minute, during which no sound can be made within the area. Any creature that starts its turn in the area takes 5 (1d10) psychic damage.
Multiattack. The creature makes two Whispering Grasp attacks.
Whispering Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 4) psychic damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target loses one inspiration die or the equivalent of one use of a spell slot of 2nd level or lower.
Legendary Actions
The creature 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 creature regains spent legendary actions at the start of its turn.
Teleport (Costs 2 Actions). The creature magically teleports up to 60 feet to an unoccupied space it can see.
Echoing Snare (Costs 3 Actions). The creature targets one creature it can see within 60 feet. The target must make a DC 16 Constitution saving throw. On a failed save, the creature is restrained by echoes for 1 minute, taking 14 (4d6) psychic damage at the start of its turns. The target can repeat the saving throw at the end of each of its turns, freeing itself on a success.