Whispering Veil of the Abyssal Tide

A spectral entity woven from shadow and echo, this creature emerges from the depths of both the ocean and the subconscious. It takes the form of a fluid, translucent figure, often appearing draped in veils of mist that seem to ripple and shift as though they are submerged in water. Its presence instills an overwhelming sense of foreboding, amplified by the haunting whispers that seem to come from all around. Those near it may hear snippets of forgotten memories and unvoiced fears as the creature weaves an unsettling atmosphere that can lure its prey closer, tempting them into the tide of its influence.


Medium Undead, Neutral Evil

Armor Class 15 (Natural Armor)
Hit Points 90 (15d8 + 30)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 14 (+2) 12 (+1) 17 (+3) 20 (+5)

Saving Throws Dex +6, Wis +6, Cha +8
Damage Resistances Acid, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Understands all languages it knew in life but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3


Ethereal Whispers. Any creature that starts its turn within 30 feet of this creature must succeed on a DC 15 Wisdom saving throw or gain one level of exhaustion as a sudden wave of despair washes over them.

Shadow Veil. As a bonus action, it can become incorporeal until the start of its next turn, becoming immune to all damage and able to move through objects and creatures freely.

Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

  • At-will: Minor Illusion, Disguise Self
  • 3/day each: Darkness, Fear
  • 1/day each: Phantasmal Killer, Shadow of Moil

Multiattack. The creature makes two attacks: one with its Shadow Tendril and one with Whispering Grasp.

Shadow Tendril. Melee Spell Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 3) psychic damage, and the target must make a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.

Whispering Grasp. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (5d6) necrotic damage, and the target must make a DC 16 Wisdom saving throw or have disadvantage on saving throws against fear effects until the end of its next turn.

Rejuvenate (Recharge 5-6). If reduced to 0 hit points, the creature briefly dissipates and reemerges in a space within 60 feet of where it fell, regaining 20 hit points. This ability can be used once, and the creature is incapacitated while it reemerges.

Actions
Frightening Visage (Recharge 5-6): Each creature of its choice within 60 feet that can see it must make a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.