Echoing Shade of the Midnight Tides

Drifting silently through the darkened waters of coastal nightmares, this apparition manifests as a shadowy figure almost indistinguishable from the depths itself. It embodies the remnants of lost sailors and sunken mariners, its form swirling and undulating as if caught in an eternal current. Its presence is marked by ethereal whispers, echoing tales of tragedies long forgotten. The creature commands the tides, able to shift between realities and manipulate the water around it, drawing in the unwary with its siren-like calls before pulling them beneath the waves to join its endless lament. Only the brave may stand against its watery embrace and endure the haunting resonance of its memories.


Medium Undead, Neutral Evil

Armor Class 15 (Natural Armor)
Hit Points 90 (20d8)
Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 20 (+5)

Saving Throws Dex +7, Wis +6, Cha +8
Skills Stealth +7, Persuasion +8, Perception +6
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 60 ft., Passive Perception 16
Languages Understands Common and Aquan but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Amphibious. The creature can breathe both air and water.

Incorporeal Movement. 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.

Echoing Lament (Recharge 5-6). As a bonus action, the creature emits a mournful wail audible within 300 feet. Each creature of its choice within that range must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the creature is incapacitated and begins to move towards the Echoing Shade. A 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 two attacks with its Nightblade Touch.

Nightblade Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or have its maximum hit points reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.

Withdraw into Shadows (Recharge 4-6). The creature can dissolve into water and vanish, becoming invisible until it emerges from a body of water within 60 feet or until it uses this ability again. While invisible in this way, the creature can rearrange itself up to 60 feet as part of the same action.

Legendary Actions
The creature can take three 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.

  • Dark Whisper. The creature targets one creature it can sense within 60 feet. That creature must succeed on a DC 16 Wisdom saving throw or take 10 (3d6) psychic damage and be frightened until the end of its next turn.
  • Reclaim Depth. The creature causes a body of water within 30 feet to ripple unnaturally, forcing one medium or smaller creature within the water to succeed on a DC 16 Strength saving throw or be restrained until the end of its next turn.
  • Emerge. The creature reappears in an unoccupied space within 15 feet.