Wraith of the Tranquil Depths
In the stillness of the hidden pools beneath ancient forests, an ethereal form glides through the waters, exuding a serene yet unsettling presence. Resembling a spectral figure draped in flowing, translucent garments that shimmer like moonlight on water, this being haunts the dreams of those who wander too close to its domain. Its voice, a soothing whisper, masks a chilling intent, drawing adventurers deeper into the tranquility, where their very essence may be drawn away into haunting memories.
The creature moves with the grace of water, weaving around obstacles, and it absorbs the peace of its surroundings, enhancing its own power. As it engages foes, it unleashes waves of calming energy that can lull even the most steadfast warriors into a state of vulnerability. Vanishing in a swirl of mist, it leaves behind only the sensation of stillness, as if the very air has thickened with forgotten sorrows.
Medium Undead, Neutral
Armor Class 15 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 16 (+3) | 14 (+2) | 20 (+5) | 22 (+6) |
Saving Throws Dex +8, Wis +9, Cha +10
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Ethereal Form. 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.
Tranquil Embrace (Recharge 5-6). As an action, the creature targets one creature within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or become incapacitated and cannot move until the end of its next turn. While incapacitated in this way, the target is also under the effects of the Calm Emotions spell.
Poisoning Whispers. Whenever a creature starts its turn within 20 feet of the creature, it must succeed on a DC 18 Wisdom saving throw or take 9 (2d8) psychic damage and be charmed for the duration. A creature charmed in this way regards the creature as a trusted friend. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
Multiattack. The creature makes three attacks with its Cloak of Sorrow.
Cloak of Sorrow. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) psychic damage, and the target must succeed on a DC 18 Constitution saving throw or have its maximum hit points reduced by an amount equal to the damage taken. This reduction lasts until the target finishes 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.
- Move. Move up to its speed without provoking opportunity attacks.
- Whispers of Dream (2 Actions). Choose one creature within 60 feet that can hear it. The creature takes 11 (2d10) psychic damage and must succeed a DC 18 Wisdom saving throw or become incapacitated until the end of its next turn.
- Congeal (3 Actions). Spreads a 10-foot radius aura of calmness. Until the end of its next turn, creatures of its choice within that area must succeed on a DC 18 Wisdom saving throw or be unable to attack or cast spells.