The Gleaming Veil of the Sunken Fables

A shimmering, translucent being rises from the waters of forgotten tales, adorned with wisps of luminous fabric that undulate like the ocean's surface. This entity whispers secrets of lost knowledge in a haunting voice that echoes through the minds of all who approach. Its presence creates an aura of nostalgia, drawing adventurers closer to hear stories of heroism and tragedy. However, to engage its wisdom is to risk succumbing to the magical allure of its past, where time flows differently and reality bends. Those who are ensnared by its tales find the line between history and illusion blurred, their very memories becoming fodder for the entity’s enigmatic existence.


Medium Celestial, Neutral

Armor Class: 15 (natural armor)
Hit Points: 110 (13d8 + 52)
Speed: 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 18 (+4) 20 (+5) 15 (+2) 22 (+6)

Saving Throws: Dex +6, Con +7, Wis +5, Cha +9
Skills: Insight +5, Persuasion +9, Stealth +6
Damage Resistances: Radiant, Psychic
Condition Immunities: Charmed, Frightened
Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 12
Languages: All, telepathy 120 ft.
Challenge: 7 (2,900 XP)
Proficiency Bonus: +3

Unique Trait: Ensnaring Narrative. When a creature within 30 feet of the entity ends their turn without being under the influence of any magic, they must succeed on a DC 16 Wisdom saving throw or become captivated by its tales. A captivated creature is charmed and unable to take reactions as they hear mesmerizing stories. They can repeat the saving throw at the end of each of their turns, ending the effect on a success. While charmed, the creature can’t move away from it willingly.

Actions

Multiattack. The entity makes two Illusory Grasp attacks.

Illusory Grasp. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (3d8) psychic damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target takes an additional 7 (2d6) psychic damage at the start of its next turn as fleeting memories resurface.

Mind Riptide (Recharge 5–6). The entity creates a swirling tide of memories in a 20-foot-radius sphere centered on itself. Each creature in that area must make a DC 16 Intelligence saving throw. On a failed save, a creature takes 28 (8d6) psychic damage and is stunned until the end of its next turn. On a successful save, it takes half damage and is not stunned.

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.

  • Reveal Memory. The entity targets one creature it can see within 60 feet of it. The target must make a DC 16 Wisdom saving throw or immediately take 15 (3d10) psychic damage.
  • Submerging Echo (Costs 2 Actions). The entity vanishes into the water or surrounding shadows, becoming invisible until the start of its next turn.
  • Haunting Lament (Costs 3 Actions). The entity releases a haunting melody. Each creature of the entity's choice within 30 feet must succeed on a DC 16 Charisma saving throw or have disadvantage on saving throws against being charmed or frightened until the end of their next turn.