Echo of the Drowned Hope

A haunting specter draped in a shroud of tattered, swirling water vapor, this creature is the remnants of souls lost to the depths. Its body undulates like the tide, shifting through forms that suggest anguish and desperation. Eyes like darkened whirlpools seem to draw in the light around them, echoing the memories of lost hope. This entity appears near coastlines or within the depths of sunken vessels, often luring adventurers closer with the soft sound of a mournful lullaby, promising them their heart's deepest desires before revealing its true, sinister nature.


Large Undead, Neutral

  • Armor Class 15 (natural armor)
  • Hit Points 112 (15d10 + 30)
  • Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 12 (+1) 18 (+4) 20 (+5)
  • Saving Throws Dex +6, Wis +7, Cha +8
  • Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands all languages it knew in life but cannot speak
  • Challenge 7 (2,900 XP)

Innate Spellcasting. The creature's innate spellcasting ability is Charisma (spell save DC 16). It can cast the following spells, requiring no material components:

  • At will: disguise self, thaumaturgy
  • 3/day each: charm person, silence, mirror image
  • 1/day each: phantasmal killer, scrying

Lure of the Deep. As a bonus action, the creature can emit a haunting melody that fills a 30-foot radius. Each creature of its choice in that area must succeed on a DC 16 Wisdom saving throw or be charmed by it until the end of its next turn. A charmed target must use its action to move toward the creature by the most direct route on its next turn. The affected target can repeat the saving throw at the end of its subsequent turns, ending the effect on itself on a success.

Ethereal Drift. The creature can move through water and solid bodies of water as if they were difficult terrain. It can also move through other solid surfaces, such as walls, as if they were difficult terrain, but it can't end its turn there.

Multiattack. The creature makes two attacks: one with its spectral grasp and one with its engulfing wave.

Spectral Grasp. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 4) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned until the end of its next turn.

Engulfing Wave (Recharge 5-6). The creature releases a wave of water in a 30-foot cone. Each creature in that area must make a DC 16 Strength saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is also pushed back 15 feet and knocked prone.

Rejuvenation. If it has a body of water to submerge in, the creature regains 10 hit points at the start of its turn unless it takes fire or radiant damage.

Adventurers are wise to heed the warnings of those who hear its lament; for those who approach with hearts weighed down by longing are often lost to its depths, transformed into mere echoes of hope themselves.