The Bleak Tide of Restless Echoes

A haunting presence that manifests from the memories of those who have perished in dark waters, this entity appears as a swirling mass of water and shadow, with flickering ghostly figures dancing around it. It has the ability to echo the last words or phrases spoken by its victims, causing confusion and despair. The entity seeks to reclaim lost souls by trapping them in a watery embrace, using the power of their echoes to instill fear and chaos. Those who hear the echoes must confront their own fears or risk becoming part of its spectral choir.


Large Undead, Chaotic Neutral

Armor Class 15 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 0 ft., fly 40 ft. (hover)

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

Saving Throws Dex +6, Wis +7, Cha +8
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, deafened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Common and Aquan but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Amphibious. The entity can breathe underwater and in the air.

Echoes of the Past. As a bonus action, the entity can mimic the last words spoken by a creature that died within 1 mile of its current location. Each creature within 30 feet that hears the echoes must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.

Spectral Embrace. When the entity drops a creature to 0 hit points, it can use a reaction to pull the soul of that creature into its depths. Until the end of the entity's next turn, it gains temporary hit points equal to half the creature's hit points.

Actions

Multiattack. The entity makes two attacks: one with its Waterspout and one with its Frightening Echo.

Waterspout. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d8) cold damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone.

Frightening Echo. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 27 (6d8) psychic damage, and the target must make a DC 15 Wisdom saving throw. On a failed save, the target is frightened until the end of its next turn.

Rejuvenating Tide (Recharge 5-6). The entity summons a wave of spectral water in a 30-foot radius centered on itself. Each creature within that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 31 (7d8) necrotic damage and is restrained until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t restrained. The entity regains hit points equal to the total necrotic damage dealt.