Forgotten Shade of the Abyssal Currents

In the depths of forgotten oceans, where light dares not tread, an incorporeal entity drifts silently among the remnants of ancient vessels. Cloaked in darkness, this being is known to lure unsuspecting souls with the promises of knowledge or treasure, only to consume their very essence. Its form shimmers like the surface of disturbed water, with tentacle-like shadows writhing from its body. As it draws near, the air grows thick with despair, and the distant sound of crashing waves fills the ears of its prey. Those who encounter this creature often find themselves lost in a fog of their own doubts and regrets, unable to distinguish reality from mirage.


Medium Undead, Chaotic Evil

Armor Class 15 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 18 (+4) 14 (+2) 13 (+1) 20 (+5)

Saving Throws Dex +6, Con +7, Wis +4, Cha +8
Skills Deception +8, Insight +4, Stealth +6
Damage Immunities Necrotic, Poison; Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified
Condition Immunities
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Passive Perception 12
Languages understands all languages it knew in life but can’t speak
Challenge 6 (2,300 XP)

Shape of Regret. As a bonus action, this creature can choose one creature within 30 feet that it can see. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws made against the Forgotten Shade's abilities. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Modified Incorporeal Movement. The creature can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Horrifying Suggestions. The creature can use its action to whisper into the minds of up to three enemies it can see within 60 feet. Those creatures must succeed on a DC 16 Wisdom saving throw or take 27 (6d8) psychic damage and be frightened until the end of their next turn.

Actions

Multiattack. The creature makes two Shadow Tendril attacks.

Shadow Tendril. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (3d10) necrotic damage. 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.

Shroud of the Abyss. The creature can create an area of magical darkness in a 20-foot radius centered on a point it can see within 60 feet. The darkness lasts for 1 minute or until the creature dismisses it as a bonus action. Non-magical light can’t illuminate it, and creatures with darkvision can’t see through it. Within the darkness, the creature gains advantage on all attack rolls, and creatures that start their turn in the area must make a DC 16 Constitution saving throw or take 14 (4d6) necrotic damage.