Whispering Wyrm of the Lost Echoes
Slithering through the shadows, this ethereal creature appears as a wisp of mist and shadow coiling around itself like a restless whisper. Its body is segmented and translucent, glowing faintly under the moonlight, revealing a series of intricate patterns reminiscent of ancient runes. It communicates in soft echoes, enticing adventurers with haunting melodies that can lure the unwary deeper into its lair. Those who dare to engage with this creature find their thoughts muddled, hearing echoes of their own fears and regrets. It can sap their confidence or inspire rash decisions, making encounters with it as psychologically daunting as they are physically perilous.
Challenge Rating: 6 (2,300 XP)
Armor Class: 15 (Natural Armor)
Hit Points: 90 (13d10 + 26)
Speed: 30 ft., climb 30 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 14 (+2) | 12 (+1) | 16 (+3) | 20 (+5) |
Saving Throws: Dex +7, Wis +6, Cha +8
Skills: Deception +8, Insight +6, Stealth +7
Damage Resistances: Psychic, Lightning
Condition Immunities: Charmed, Frightened
Senses: Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., passive Perception 15
Languages: Understands Common and Draconic but cannot speak
Challenge: 6 (2,300 XP)
Abilities:
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Wispy Form. The creature is immune to non-magical damage unless it has taken an action.
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Echoing Lure. As a bonus action, the creature can target one creature within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be charmed until the end of its next turn, causing the target to approach the creature on its next turn.
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Whispers of Doubt (Recharge 5-6). The creature can unleash a wave of conflicting voices from its form. Each creature of the creature's choice within a 30-foot cone must make a DC 15 Wisdom saving throw. On a failed save, the creature takes 34 (10d6) psychic damage and suffers disadvantage on the next attack roll it makes within the next minute. On a successful save, it takes half damage and suffers no additional effects.
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Shadow Meld. As a reaction, when the creature is hit by an attack, it can vanish into the shadows, becoming invisible until the start of its next turn.
Actions:
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Multiattack. The creature makes three attacks: two Bite attacks and one Psychic Grasp attack.
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Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) piercing damage. -
Psychic Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one creature.
Hit: 16 (3d10) psychic damage and the target must make a DC 15 Intelligence saving throw or have its intelligence score reduced by 1d4 until the creature takes a long rest.
Legendary Actions:
The creature can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used 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.
- Slithering Movement. The creature moves up to half its speed without provoking opportunity attacks.
- Frightening Lullaby (Costs 2 Actions). The creature sings a haunting melody. Each creature within 30 feet must make a DC 15 Wisdom saving throw. On a failed save, it is frightened until the end of its next turn.
- Shifting Shadows (Costs 3 Actions). The creature becomes invisible until the start of its next turn, also teleporting up to 30 feet to an unoccupied space it can see.