The Hushed Tide of the Shattered Silence

A towering figure emerges from the depths of stillness, its form translucent like water caught in a moonlit reflection. Draped in a flowing gown of shimmering silks, it glides effortlessly as if swimming through the air. Its face is obscured by a mask of silence—an unyielding expression that seems to absorb sound around it. Where its hands should be, tendrils of shadow twine gracefully, reaching out to envelop and confuse those who draw near. This entity harbors the power to bend sound as a tool, using it to disorient the unwary and invoke a profound sense of dread, as if the very fabric of reality were unraveling. Those who dare to confront it must find the courage to pierce through the suffocating quiet, lest they fall victim to the overwhelming tide of silence.


Creature Name: ???
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) 16 (+3) 16 (+3) 14 (+2) 18 (+4) 20 (+5)

Saving Throws: Dex +7, Wis +8, Cha +9
Skills: Stealth +7, Arcana +6, Insight +8
Damage Resistances: Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Deafened, Frightened
Senses: Truesight 60 ft., Passive Perception 14
Languages: Understands all languages it knew in life but can't speak
Challenge: 7 (2,900 XP)

Traits

  • Silencing Aura. At the start of each of its turns, each creature within a 30-foot radius of the entity must succeed on a DC 16 Wisdom saving throw or be affected by the silence spell until the end of their next turn. Creatures that succeed on this saving throw are immune to the effect for 24 hours.

  • Tidal Grasp. When a creature fails a saving throw against the silencing aura, the entity can use its reaction to steal that creature’s voice for 1 minute. While silenced this way, the creature cannot speak or cast spells with a verbal component and takes 2d6 psychic damage at the start of each of its turns.

  • Ethereal Resurgence. When reduced to 0 hit points, the entity can choose to vanish into the Ethereal Plane instead of dying. It regains 30 hit points and can re-emerge at a point it can see within 60 feet at the start of its next turn.

Actions

  • Multiattack. The entity makes two Shadow Tendril attacks.

  • Shadow Tendril. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) psychic damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or become frightened until the end of its next turn.

  • Maddening Whisper (Recharge 5-6). The entity unleashes a wave of discordant whispers in a 30-foot cone. Each creature in that area must make a DC 16 Intelligence saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are also stunned until the end of their next turn.

These traits and abilities work together to create a terrifying opponent that manipulates the battlefield through silence and fear, presenting a unique challenge to any adventuring party.