Veilbound Wisp of the Forgotten Tides

An ethereal light flickers beneath the surface of the tide, drawing the curious and the unwary alike into the depths. This wisp moves fluidly, shimmering in various hues of blue and green, reminiscent of deep ocean waters under moonlight. Small tendrils of energy coil from its form, hinting at its magical nature. Those who gaze too long into its radiance may find their senses dulled, their thoughts muddled, and their desire to approach almost irresistible. Legends speak of this creature as a lingering soul of ancient mariners lost in the abyss, forever seeking companionship. Its ability to blend into both water and air allows it to evade even the most vigilant eyes.


Stat Block

Name:
Medium Undead, Neutral

Armor Class: 15 (natural armor)
Hit Points: 85 (10d8 + 40)
Speed: 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 18 (+4) 16 (+3) 14 (+2) 20 (+5)

Saving Throws: Dex +7, Wis +6, Cha +9
Damage Resistances: Cold, Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified
Senses: Darkvision 60 ft., Blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages: Understands all languages it knew in life but cannot speak
Challenge: 7 (2,900 XP)

Abilities

  • Legendary Resistance (3/Day): If the wisp fails a saving throw, it can choose to succeed instead.
  • Incorporeal Movement: The wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

  • Multiattack: The wisp makes two Spectral Touch attacks.
  • Spectral Touch: Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) psychic damage, and the target must succeed on a DC 17 Wisdom saving throw or be charmed until the end of its next turn. While charmed in this way, the target is incapacitated and can’t take actions.

Unique Ability

  • Fathomless Call: As a bonus action, the wisp can blanket a 30-foot radius around it with a heavy mist for 1 minute, creating heavily obscured areas. Creatures that start their turn in this radius must make a DC 17 Wisdom saving throw or be incapacitated until the end of their turn and hear haunting whispers that cause them to take 7 (2d6) psychic damage at the start of their next turn.

Reactions

  • Unseen Escape: When the wisp takes damage, it can immediately become invisible until the end of its next turn.

Legendary Actions
The wisp 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 wisp regains spent legendary actions at the start of its turn.

  • Charming Flicker: The wisp targets one creature it can see within 60 feet of it. That creature must succeed on a DC 17 Charisma saving throw or become charmed by the wisp until the end of its next turn.
  • Illusory Wave: The wisp creates a wave of illusory eyes that watch over a 30-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 14 (4d6) psychic damage and be frightened until the end of its next turn.
  • Tidal Step: The wisp moves up to half its flying speed without provoking opportunity attacks.