Whispering Veil of the Drowned Resplendence

Ethereal in form, this creature appears as a translucent cloak, flowing as if made of liquid shadows. It glides silently through the air, emanating a soft, mournful whisper that echoes like distant waves crashing against a shore. Legends speak of its origin as a guardian of the drowned, woven from the sorrow of lost souls who linger between life and death. When it encounters adventurers, it seeks to ensnare them in its enchanting whispers, luring them into the depths of despair to join the ranks of the forgotten.

The Whispering Veil casts an aura of melancholy that affects the very atmosphere, muffling sounds and dimming light around it. Those who hear its call must summon their will to resist its pull, or risk succumbing to the depths of their own despair.


Medium Undead, Neutral

  • Armor Class 14 (natural armor)
  • Hit Points 112 (15d8 + 45)
  • Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 18 (+4)
  • Saving Throws Dex +6, Wis +5, Cha +7
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands all languages it knew in life but can't speak
  • Challenge 7 (2,900 XP)

Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

  • At will: silent image, tidal wave
  • 3/day each: whispering wind, phantasmal force
  • 1/day each: phantasmal killer, confusion

Whispering Aura. Each creature that starts its turn within 30 feet of the creature and can hear it must succeed on a DC 15 Wisdom saving throw or be charmed by the creature for 1 minute as it whispers sweet nothings that cloud their mind. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Illusory Mist. As a bonus action, the creature can create a 30-foot radius sphere of dense mist centered on itself. The area is heavily obscured, and non-magical light is dimmed to darkness within it. The mist lasts for 1 minute or until the creature dismisses it as a bonus action.

Actions

Multiattack. The creature makes two tendril attacks.

Tendril. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 3) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or become paralyzed until the end of its next turn.

Ensnaring Grasp (Recharge 5-6). The creature targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Strength saving throw or be restrained by ethereal tendrils until the end of the creature's next turn. While restrained in this way, the target takes 18 (4d8) psychic damage at the start of each of its turns. A restrained target can repeat the saving throw at the end of each of its turns, freeing itself on a success.