Gloomwreathed Wisp of the Drowned Echoes
A fleeting specter draped in tattered shadows, this ethereal entity hails from the watery depths of long-forgotten graves, where countless souls once plunged to their doom. Its wispy form shimmers with seductive bioluminescence, giving off an eerie blue light that dances in the air. The mournful whispers of the drowned echo around it, creating a haunting melody that lures the unwary into its grasp. Those who gaze into the creature’s depths may catch glimpses of tragic lives lost to the waves, as it beckons them closer, weaving a tapestry of their fears and regrets. Uncanny and captivating, its presence invokes both dread and an unsettling allure. The Gloomwreathed Wisp is said to feed on despair and sorrow, resulting in a palpable aura of melancholy that can taint even the bravest hearts.
Gloomwreathed Wisp of the Drowned Echoes
Medium Undead, Neutral Evil
- Armor Class 15 (natural armor)
- Hit Points 85 (13d8 + 26)
- Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (-5) | 20 (+5) | 14 (+2) | 10 (+0) | 16 (+3) | 18 (+4) |
- Saving Throws Dex +9, Wis +7, Cha +8
- Damage Immunities Poison, Psychic
- Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned
- Senses Darkvision 60 ft., passive Perception 13
- Languages Understands all languages it knew in life but can’t speak
- Challenge 7 (2,900 XP)
- Proficiency Bonus +3
Traits
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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.
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Necrotic Lure. As a bonus action, the creature can target one creature it can see within 30 feet. That creature must succeed on a DC 16 Wisdom saving throw or become charmed for 1 minute. While charmed in this way, the creature is drawn to the wisp's location and must use its movement to move closer to it on each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Drowned Echoes. At the start of its turn, each creature within 30 feet that can hear it must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 16 (3d10) psychic damage and is frightened until the start of the wisp’s next turn. On a successful save, the creature takes half damage and is not frightened.
Actions
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Multiattack. The creature makes two attacks with its Ethereal Grasp.
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Ethereal Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) necrotic damage. If the target is reduced to 0 hit points by this attack, it becomes a shadow wisp under the creature's control (follows the creature's commands).
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Echoing Sorrow (Recharge 5–6). The creature releases a wave of sorrowful energy in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If a creature is reduced to 0 hit points by this damage, it cannot be revived until it completes a long rest.