Specter of the Cursed Ocean's Whisper

The air grows thick with salt and dampness as this incorporeal being emerges from the depths, a chilling whisper echoing from its ghastly form. Its body, a wraithlike silhouette, flickers with the light of bioluminescent algae, mimicking the depths of the ocean floor. Long, flowing tendrils resembling kelp extend from its sides, swirling with an ominous grace. The eyes, hollow and deep, reveal a sorrow beyond comprehension, as if holding the memories of countless mariners lost to the sea. It's said that the only way to appease this entity is to confront the weight of one’s own regrets, as it thrives on the despair of those who trespass its waters.


Creature Type: Undead
Challenge Rating: 6 (2,300 XP)
Size: Medium
Alignment: Neutral Evil

Armor Class: 15 (natural armor)
Hit Points: 136 (16d8 + 64)
Speed: 0 ft., fly 60 ft. (hover)

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

Saving Throws: Dex +8, Wis +7, Cha +9
Damage Resistances: Necrotic, Psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: Charmed, Deafened, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., passive Perception 13
Languages: Understands all languages it knew in life but cannot speak
Challenge: 6 (2,300 XP)

Ethereal Presence: This creature can become incorporeal, allowing it to 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.

Cursed Aura: Any creature that starts its turn within 10 feet of this entity must succeed on a DC 15 Wisdom saving throw or be afflicted with deep-seated sorrow. A creature afflicted in this way has disadvantage on saving throws against being frightened and charmed until the end of its next turn.

Actions:

Multiattack: The creature can make two Shadow Tendril attacks.

Shadow Tendril: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (3d10) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or can't regain hit points until the end of its next turn.

Whispers of Despair (Recharge 5-6): The entity emits an eerie whisper that echoes in the minds of all creatures within a 30-foot radius. Each creature in that area must make a DC 17 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails the save also becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Rejuvenation: If the entity is destroyed, it can only be permanently killed if it is subject to a Remove Curse spell or similar magic. Otherwise, it reforms in its watery lair after 1d10 days.