Whispering Shadow of Forgotten Tides
Born from the remnants of lost sea vessels and the sorrowful wails of drowned sailors, this spectral entity roams the ocean depths and coastal ruins, drawing power from regret and forgotten memories. Cloaked in a dark, fluid shadow that ebbs and flows like the tide, it is said this creature embodies the lament of those lost to the sea, whispering temptations to wanderers who tread too close to its domain. With its haunting voice echoing through the air, it ensnares the hearts of its victims, binding them in an unholy allegiance. Its presence warped the minds of those who hear its calls, causing confusion and strife amongst allies and enemies alike.
Medium Undead, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 85 (13d8 + 26)
Speed 0 ft., fly 60 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 16 (+3) | 14 (+2) | 12 (+1) | 16 (+3) | 18 (+4) |
Saving Throws Dex +6, Wis +6, Cha +7
Skills Deception +7, Insight +6, Stealth +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Understands Common and Aquan but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits
Incorporeal Movement. The creature 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.
Whispers of the Forgotten. As a bonus action, this creature can emit haunting whispers that reach all creatures within 60 feet. Each creature that can hear it must succeed on a DC 15 Wisdom saving throw or become confused for 1 minute. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tidal Pulse. As a reaction to being hit by a melee attack, the creature can unleash a surge of water and shadow. Each creature within a 10-foot radius must make a DC 15 Dexterity saving throw, taking 22 (4d10) cold damage on a failed save, or half as much on a successful one.
Actions
Multiattack. The creature makes three attacks: two Shadow Tendril attacks and one Whispering Lure attack.
Shadow Tendril. Melee Spell Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) necrotic damage. If the target is reduced to 0 hit points, it rises as a Shadow under the creature's control after 1 hour.
Whispering Lure. The creature targets one creature it can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. The charmed target must use its movement to move closer to the creature on its turn, as long as it can.
Reactions
Phase of the Abyss. When the creature is about to take damage from an attack, it can use its reaction to become incorporeal until the end of its next turn, negating the damage.
Legendary Actions
The creature can take 1 legendary action, choosing from the options below. Only one legendary action option can be taken 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.
- Haunting Echo. The creature chooses one creature it can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.