The Haunting Wisp of Tides Forgotten

Drifting silently through the remnants of ancient shipwrecks and tidal pools, this ethereal entity manifests as a luminescent wisp of energy, flickering with the colors of the deep ocean. It appears as a small, floating orb of shimmering aqua and green light, leaving behind a trail of phosphorescence. Those who venture too close hear whispers carried by the sea breeze, beckoning them into the depths. It draws energy from the memories of those lost to the ocean, using them to ensnare and confuse the living. The presence of this creature evokes feelings of nostalgia mixed with terror, as it uses the emotions tied to lost souls to empower its abilities.


Medium Undead, Neutral

Armor Class 15 (natural armor)
Hit Points 84 (12d8 + 24)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 20 (+5)

Saving Throws Dex +8, Wis +7, Cha +9
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands all languages it knew in life but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Amorphous Form. The creature can move through a space as narrow as 1 inch wide without squeezing.

Memory Drain (Recharge 5-6). As an action, the creature can target one creature within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or take 21 (6d6) psychic damage, and the creature’s memories are siphoned. The target is incapacitated until the end of its next turn. On a failed save, the target must roll a d6 and lose that corresponding amount of hit points. The creature can regain hit points equal to the amount lost.

Flash of Secrets. Once per round when the creature is damaged by a melee attack, it can use its reaction to engulf the attacker in a flash of oceanic memories. The attacker must make a DC 15 Wisdom saving throw or be magically blinded until the end of its next turn.

Actions

Multiattack. The creature makes two attacks: one with its Ether Grasp and one with its Soul Whisper.

Ether Grasp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 4) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.

Soul Whisper. The creature chooses one target it can see within 60 feet. The target must make a DC 17 Charisma saving throw. On a failed save, the target takes 27 (6d8) psychic damage, and it cannot regain hit points until the end of its next turn. On a successful save, the target takes half as much damage and suffers no other effects.

Reactions

Phantom Recall. When the creature is reduced to 0 hit points, it can choose to expend a Memory Drain use and roll a d4. It regains hit points equal to the roll and vanishes, reappearing in the water or shadows within 30 feet.

The haunting presence of this entity serves as a reminder of the lost, luring adventurers with promises of treasures long forgotten while blending their hopes with the despair of those who met a watery grave.