Mirebound Echo of the Sunken Hope
Once a noble guardian of ancient coastal ruins, this creature was corrupted by the dark waters of despair that flooded its home. Now, it wanders the marshes, its body a twisted mixture of mud, water, and translucent flesh that reflects the ghostly light of forgotten sunrises. The echo flickers with remnants of golden rays but is shrouded in a constant haze, making it difficult for adventurers to gauge its true form. It seeks to draw in unsuspecting travelers, using whispers of lost hope to ensnare their hearts. Once close, it unleashes a flood of grief upon its foes, sapping their resolve and turning their own memories against them.
Mirebound Echo of the Sunken Hope
Medium Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 18 (+4) | 6 (-2) | 14 (+2) | 20 (+5) |
Saving Throws Dex +6, Con +7, Wis +5, Cha +8
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 12
Languages Understands all languages it knew in life but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Shape of Despair. The creature can use its bonus action to bend light around its form, making it difficult to perceive. All attack rolls against it are made with advantage until the start of its next turn.
Flooding Sorrow. When the creature takes damage, it can use its reaction to unleash a wave of despair. Each creature of its choice within 30 feet must make a DC 15 Wisdom saving throw or become incapacitated until the end of its next turn. A creature that succeeds on the saving throw takes 10 (3d6) psychic damage instead.
Actions
Multiattack. The creature makes two attacks: one with its Tendril Slam and one with its Grief Burst.
Tendril Slam. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 2) bludgeoning damage plus 7 (2d6) necrotic damage.
Grief Burst. The creature targets one creature within 30 feet and unleashes a shock of painful memories. The target must succeed on a DC 15 Charisma saving throw or take 27 (6d8) psychic damage and become frightened until the end of its next turn. On a successful save, the target takes half damage and is not frightened.
Rejuvenate. If the creature is reduced to 0 hit points but not destroyed, it can reform itself in 1d4 days at the bottom of the water near its old lair, regaining half of its hit points.
Legendary Actions
The creature can take 3 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.
- Shadow Rend. The creature targets one creature it can see within 60 feet and forces it to make a DC 15 Dexterity saving throw. On a failed save, the target takes 10 (3d6) necrotic damage and cannot regain hit points until the start of the creature’s next turn.
- Haunting Whisper (costs 2 actions). The creature targets one creature within 60 feet and fills their mind with memories of loss and grief. The target must succeed on a DC 15 Intelligence saving throw or be unable to take reactions until the start of its next turn.
- Ebbing Light (costs 3 actions). The creature creates a sphere of dim light in a 30-foot radius centered on a point it can see within 60 feet. Creatures within the sphere must succeed on a DC 15 Wisdom saving throw or take disadvantage on attack rolls until the end of their next turn.