Veiled Phantom of the Drowned Echoes

From the depths of forgotten seas emerges a spectral figure cloaked in a shroud of mist and sorrow. This entity, marked by an ever-shifting visage and wisps of ethereal water cascading from its form, represents the lost souls of those who perished in the depths. Its presence brings an unbearable melancholy, and the air around it grows heavy with memories. Those who gaze upon its haunting visage are gripped with an overwhelming sense of loss and despair. The entity uses the echoes of its past to manipulate the emotions of those nearby, creating illusions that can lure adventurers into treacherous waters or cause them to relive their darkest memories.


Stat Block

Medium Undead, Neutral Evil

Armor Class 15 (natural armor)
Hit Points 100 (20d8)
Speed 0 ft., fly 40 ft. (hover)

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

Saving Throws Dex +6, Wis +7, Cha +8
Skills Perception +7, 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 17
Languages Understands Common and Aquan but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Unique Ability: Echoing Haunt
When the entity appears within 30 feet of a creature, it can use its reaction to cause that creature to hear echoes of their own past failures or losses. The target must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature suffers disadvantage on ability checks and attack rolls. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions
Multiattack. The entity makes two attacks with its Spectral Touch.
Spectral Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d10) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken until the target finishes a long rest.

Shadow Illusion (Recharge 5-6). The entity creates three illusory duplicates of itself. Each duplicate lasts for 1 minute or until destroyed. The duplicates appear in unoccupied spaces within 30 feet of the entity and have an AC of 15. Attack rolls against the duplicates have disadvantage. The duplicates cannot attack and fade away if the entity is more than 120 feet away from them.

Ethereal Ebb. The entity can use a bonus action to shift into the Ethereal Plane, becoming invisible and gaining resistance to all damage. It can remain there until the start of its next turn or until it chooses to exit back into the Material Plane.

Adventurers who encounter this entity must face not only its spectral might but also the emotional turmoil from their own memories, making an encounter both a physical and psychological challenge.