Incorporeal Movement. The ghost 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.
Beckoning Wail (Recharge 5–6). The Drowned Spirit lets out a haunting melody. Each creature of its choice within 120 feet that can hear it must succeed on a DC 12 Wisdom saving throw or become Charmed for 1 minute. While charmed in this way, the creature is incapacitated and slowly moves toward the nearest body of water or off the nearest ledge, as if in a trance. The effect ends if the target takes damage or if an ally spends an action to shake them out of it.
Illusory Plea. As an action, the Drowned Spirit can cast Minor Illusion or Thaumaturgy, mimicking the voices of lost loved ones calling for help. A DC 10 Insight check reveals the illusion.
Drowning Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 2) necrotic damage.
If the target is Charmed by Beckoning Wail, the spirit grapples them (escape DC 12). The grappled creature cannot breathe while grappled this way.
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