Tidebound Phantom of the Abyssal Stillness
A spectral being draped in tattered, flowing garments that seem to be woven from thick, dark waters, it glides effortlessly through its surroundings, moving as if submerged in liquid. Its form is fluid, shifting between semblances of humanoid and more monstrous shapes, while its face remains a haunting void, with only the faintest glimmer of swallowed starlight illuminating its features. Whispers of the ocean can be heard when it draws near, echoing the sounds of distant waves and the sorrow of lost souls. This entity holds dominion over both water and shadow, growing stronger in areas where the two meet. Those who encounter it may feel the overwhelming urge to surrender to the depths, lured by the chilling call of the sea.
Medium Undead, Neutral
Armor Class 15 (Natural Armor)
Hit Points 111 (19d8 + 38)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 14 (+2) | 16 (+3) | 15 (+2) | 20 (+5) |
Saving Throws Dex +8, Wis +6, Cha +9
Damage Resistances Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Fear
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Truesight 30 ft., passive Perception 12
Languages Aquan, understands Common but cannot speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Amphibious. The creature can breathe underwater and move freely in aquatic environments.
Eldritch Embrace. When a creature starts its turn within 30 feet of this creature, it must succeed on a DC 17 Wisdom saving throw or be charmed until the start of its next turn.
Spectral Wave (Recharge 5-6). The creature unleashes a wave of cold, dark water in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 33 (6d10) cold damage on a failed save, or half as much damage on a successful one. Each creature that fails this save is also restrained until the end of its next turn.
Shimmering Tide. As a bonus action, the creature can teleport up to 30 feet to an unoccupied space it can see, provided both the start and end points are in water or an area of magical darkness.
Actions
Multiattack. The creature makes two attacks: one with its Shadow Tendril and one with its Ethereal Touch.
Shadow Tendril. Melee Spell Attack: +9 to hit, reach 10 ft., one creature. Hit: 18 (3d8 + 4) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw or have its maximum hit points reduced by an amount equal to the necrotic damage taken until the target finishes a long rest.
Ethereal Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 25 (5d8) psychic damage and the target must succeed on a DC 17 Intelligence saving throw or be confused for 1 minute (as per the confusion spell). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions
The creature 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 creature regains spent legendary actions at the start of its turn.
- Warping Shadows. The creature magically becomes invisible until the start of its next turn.
- Haunting Whispers (Costs 2 Actions). Each creature within 30 feet must succeed on a DC 17 Wisdom saving throw or take 9 (2d8) psychic damage and be frightened until the end of its next turn.
- Spectral Grasp (Costs 3 Actions). The creature can seize the spirit of a creature within 30 feet. That creature must make a DC 17 Charisma saving throw. On a failure, its speed drops to 0 until the end of its next turn, and it takes 18 (4d8) necrotic damage.