Wisp of the Sinking Echoes

A haunting, ethereal entity drifts in the air, cloaked in shadows and mist. Its form seems to shift and change, echoing the shapes of creatures from both memory and nightmare. Whispers of the lost echo faintly as it moves, drawing in adventurers with a hypnotic lure. As it swirls and dances, it can manipulate the very sound of its existence, creating disorienting illusions and pulling the unwary into its depths. Legends speak of its connection to forgotten places, where time and reality blur, making it a fearsome creature in any encounter.


Medium Undead, Neutral Evil

Armor Class 15 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 20 (+5) 16 (+3) 14 (+2) 12 (+1) 18 (+4)

Saving Throws Dex +8, Wis +5, Cha +7
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, deafened, frightened, paralyzed
Senses darkvision 60 ft., passive Perception 11
Languages understands all languages it knew in life but can't speak
Challenge 7 (2,900 XP)

Ethereal Sight. The creature can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Illusory Whispers. As a bonus action, the creature can create disorienting sounds in a 30-foot radius around itself. Each creature of its choice in that area must succeed on a DC 15 Wisdom saving throw or become confused until the end of their next turn.

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.

Echoes of the Past. When the creature is reduced to 0 hit points, it can release a wave of psychic energy. Each creature within 30 feet must make a DC 15 Intelligence saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. After using this ability, the creature is not destroyed but instead returns to the space it occupied 1d4 turns later, regaining half its hit points.

Actions

Multiattack. The creature makes two Touch of the Fading attacks.

Touch of the Fading. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d10) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or have its maximum hit points reduced by an amount equal to the necrotic damage taken until a long rest.

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.

  • Move. The creature moves up to its speed without provoking opportunity attacks.
  • Whispering Pulse (Costs 2 Actions). The creature emits a pulse of disorienting whispers. Each creature within 30 feet must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and become incapacitated until the end of their next turn.
  • Soul Echo (Costs 3 Actions). The creature targets one creature it can see within 60 feet. The target must succeed on a DC 15 Charisma saving throw or experience a vision of its worst nightmare, becoming frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.