Whispering Shade of the Sunken Silent Grove
In the depths of forgotten glades, a specter flits through the air, composed of shadow and whispers. This ethereal entity, born from the sorrow of a long-forgotten grove, is a protector of the silence that once thrived there. It drifts soundlessly among the trees, merging with the darkness, its form barely tangible. Those who wander too close risk losing their voice, becoming forever trapped in its haunting whispers. With a flick of its incorporeal hand, it can summon shades of the forgotten, obscuring reality and weaving illusions that feed on the fear of the living.
Medium Undead, Neutral
Armor Class 15 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 0 ft., fly 50 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (-5) | 20 (+5) | 18 (+4) | 12 (+1) | 16 (+3) | 22 (+6) |
Saving Throws Dex +8, Wis +6, Cha +9
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands Common and Sylvan but cannot speak
Challenge 7 (2,900 XP)
Ethereal Sight. The creature can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The creature can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) necrotic damage if it ends its turn inside an object.
Whispers of Despair. When a creature starts its turn within 30 feet of the creature, it must succeed on a DC 16 Wisdom saving throw or become frightened until the start of its next turn. A creature that succeeds on the save is immune to this effect for 24 hours.
Actions
Multiattack. The creature makes two Mournful Touch attacks.
Mournful Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d10) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or have disadvantage on the next ability check or attack roll it makes before the end of its next turn.
Shade’s Illusion (Recharge 5-6). The creature creates an illusory duplicate of itself that lasts until the end of the creature's next turn. The duplicate can make attacks against any creature that steps into its space. The duplicate appears to shift between trees in the area, making it difficult to discern the real creature. The duplicate has the same statistics but cannot be targeted or destroyed. Any creature that attacks the illusion must make a DC 16 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much on a success.
Summon Forgotten Shade (1/Day). The creature can summon 1d4+1 Shades from the depths of the grove to fight for it. These Shades have the statistics of Shadows but have 20 hit points. They remain for 1 minute or until reduced to 0 hit points.