Abyssal Echo of the Forgotten Waters

This creature is a spectral manifestation of lost souls that once lived in the depths of an ancient ocean. It resembles a headless figure composed of chilling water, shrouded in mist and shadows. Its form flickers and shifts, creating illusions of deep-sea horrors that haunt its surroundings. The whispers of the deceased echo in the air, unsettling the very minds of those who dare approach. Those who gaze upon it catch glimpses of swirling faces trapped in its watery body, torment lingering in their hollow eyes. When it strikes, it draws upon the power of the depths, unleashing waves of despair and confusion upon its foes.


Medium Undead, Neutral Evil

Armor Class 15 (natural armor)
Hit Points 105 (14d8 + 42)
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, Con +6, Cha +7
Damage Resistances lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, deafened, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands Aquan and Common but cannot speak
Challenge 7 (2,900 XP)

Amphibious. The creature can breathe both air and water.

Ethereal Echo. As a bonus action, the creature can disappear into the ethereal plane, reappearing in an unoccupied space within 60 feet that it can see.

Abyssal Wail (Recharge 5-6). The creature releases a haunting wail. Each creature within 30 feet of it must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and is frightened until the end of its next turn. On a successful save, the creature takes half damage and isn’t frightened.

Malicious Illusion. The creature can create an illusory duplicate of itself as a reaction when it takes damage. This duplicate lasts until the end of its next turn and can be targeted by attacks. Attacking the illusion reveals it as false and has no effect.

Actions

Multiattack. The creature makes two attacks: one with its Water Lash and one with Abyssal Grasp.

Water Lash. Melee Spell Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be pulled 10 feet closer.

Abyssal Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) necrotic damage, and the target must make a DC 15 Constitution saving throw or have their maximum hit points reduced by the damage taken until they finish a long rest.

Reactions

Spectral Retaliation. When the creature is hit by a melee attack, it can use its reaction to make a Water Lash attack against the attacker.

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.

  • Cast a Spell (Costs 2 Actions). The creature can cast Fog Cloud without using a spell slot.
  • Move. The creature can move up to half its flying speed without provoking opportunity attacks.
  • Abyssal Echo (Costs 3 Actions). The creature can unleash echoing whispers from the depths. Each creature within 20 feet must make a DC 15 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save or half as much on a successful one.