Drowned Souls of the Abyssal Woe

A haunting wail echoes through the corridors of damp, sunken ruins. Cloaked in the tattered remnants of submerged garments, this creature glides through water and shadow with unnatural grace. The essence of those lost at sea, the spawn of despair, they seek to claim the souls of the unwary. Their presence is marked by an otherworldly chill, and the air around them shimmers as if wrestling with ancient sorrows. Those nearby can hear whispers of the abyss, urging them to join the endless depths of the forgotten waters.


Large Undead, Neutral Evil

Armor Class 15 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 1 (-5) 12 (+1) 20 (+5)

Saving Throws Dex +7, Wis +5, Cha +9
Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned, exhaustion
Senses darkvision 60 ft., passive Perception 13
Languages understands all languages it knew in life but can’t speak
Challenge 7 (2,900 XP)

Amphibious. The creature can breathe both air and water.

Ethereal Echoes. When it moves, it leaves behind a faint shimmering trail that lasts until the start of its next turn. Any creature that starts its turn in the shimmering area must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn.

Water Avatar. While in water, the creature has advantage on all attack rolls against creatures that are also in water.

Actions
Multiattack. The creature makes three melee attacks.

Whirlpool Grasp. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 12 (2d6 + 4) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be pulled 10 feet toward the creature.

Haunting Song (Recharge 5-6). The creature sings a sorrowful lament. Each creature of its choice within 60 feet must succeed on a DC 17 Wisdom saving throw or take 27 (6d8) psychic damage and be stunned until the end of its next turn. A creature that makes a successful saving throw takes half damage and is not stunned.

Rejuvenation. If the creature is destroyed in water, it can reform in a nearby body of water after 1d10 days unless its essence is destroyed by an abolish spirit or similar spell.