Wailing Apparition of the Boundless Deep
A ghostly figure drifts through shadows and mist, its form a swirling mass of ethereal water, reminiscent of turbulent waves and shadows found deep beneath the sea. Its cries echo through the dark, creating an eerie cacophony that chills the bones of even the most stalwart adventurers. Eyes like pools of darkness seem to pull upon the very souls of those who gaze into them. This being is a tortured remnant of a sailor lost to the depths, forever bound to a watery grave and seeking vengeance against those who intrude upon its mournful domain. As it glides forward, waves of despair wash over the battlefield, rendering foes paralyzed with fear.
Medium Undead, Chaotic Neutral
Armor Class 14 (Natural Armor)
Hit Points 105 (15d8 + 30)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 20 (+5) | 14 (+2) | 12 (+1) | 15 (+2) | 18 (+4) |
Saving Throws Dex +8, Wis +5, Cha +7
Damage Resistances Acid, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 60 ft., passive Perception 12
Languages Understands Common and Aquan but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Ethereal Sight. The creature can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
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.
Wail of the Abyss (Recharge 5-6). The creature emits a haunting wail. Each creature within 30 feet of it must succeed on a DC 15 Wisdom saving throw or take 27 (6d8) psychic damage and be frightened until the end of their next turn. Creatures that succeed on the saving throw take half damage and are not frightened.
Water Wraith. The creature can manipulate water within 60 feet of it. As a bonus action, it can create a 10-foot-radius sphere of swirling water centered on a point it can see within range. The area is considered difficult terrain and heavily obscured until the start of the creature's next turn. Any creature that starts its turn in the area must make a DC 15 Strength saving throw or be pushed 10 feet away from the center of the sphere.
Actions
Multiattack. The creature makes two touch attacks.
Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
Summon the Lost (1/Day). The creature can summon 1d4 spectral sailors (use the stats of Shadows) that appear in unoccupied spaces within 30 feet of it. The spectral sailors act on their own initiative count, are hostile to all creatures except the wailing apparition, and vanish after 1 minute.
Adventurers who find themselves confronting this apparition must be prepared not only for the battle at hand but also to withstand the chilling cries that resonate from the depths of the ocean, for it is through despair that this creature wields its most potent power. Defeating it may require shoring up one's spirit against fear while navigating its ghastly manipulations of water and shadows.