The Murmuring Shade of Lost Despair

An ethereal entity formed from shattered dreams and forgotten hopes, this creature drifts silently through the realms of the living, leaving a chilling air of melancholy in its wake. Its incorporeal body flickers between the material and ethereal planes, swirling with shades of deep gray and hints of spectral blue. Unseen whispers flow from its form, sowing seeds of doubt and despair in the hearts of those who hear its mournful murmurs. When it manifests, flickering shadows twist around it, and the air thickens with a haunting sorrow, consuming the unwary in a tide of negative emotions. With each victim's despair, it grows stronger, feeding off the very essence of their hope, becoming an overwhelming foe that is both terrifying and heart-wrenching.


Medium Undead, Neutral Evil

  • Armor Class 15 (natural armor)
  • Hit Points 98 (14d8 + 28)
  • Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 14 (+2) 12 (+1) 16 (+3) 20 (+5)
  • Saving Throws Dex +6, Wis +6, Cha +8
  • Skills Deception +8, Insight +6, Stealth +6
  • 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)

Murmuring Whispers. A creature that can hear the entity must succeed on a DC 15 Wisdom saving throw or be affected as if by the Confusion spell (save ends). On a failed save, the target experiences momentary feelings of hopelessness, suffering disadvantage on attack rolls and ability checks until the end of its next turn.

Etherealness. The creature can enter the Ethereal Plane from the Material Plane or vice versa as a bonus action.

Despair Drain. When a creature within 30 feet of the entity fails a saving throw, it must make a DC 15 Constitution saving throw. On a failure, the creature takes 10 (3d6) necrotic damage, and the entity regains hit points equal to the damage dealt.

Multiattack. The entity makes two attacks: one with its Shadow Scythe and one use of Murmuring Whispers.

Shadow Scythe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) necrotic damage. If the target is reduced to 0 hit points, the entity can immediately use Despair Drain as a bonus action.

Aura of Despair. Creatures that start their turn within 10 feet of the entity must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn. If a creature succeeds on this saving throw, it is immune to the aura for 24 hours.

Actions
Doomed Vision (Recharge 5-6). The entity targets one creature within 60 feet. The target must make a DC 15 Wisdom saving throw. On a failed save, the creature experiences terrifying visions that last until the end of its next turn, during which it cannot take reactions and must roll a d6 at the start of its turn to determine its behavior:
1-2: The creature takes no action.
3-4: The creature takes only defensive actions.
5-6: The creature can act normally.

This entity lingers in the shadows, a relentless reminder of forsaken dreams. All who cross its path might find themselves trapped in a chilling dance between hope and despair.