Abyssal Shroud of the Murmuring Depths
A shadowy entity that flits between the material world and the realms of despair, this creature resembles a void lost in the depths of an infinite ocean. Its form is constantly shifting, cloaked in a mist that seems to swallow light. Many hear haunting whispers when it is near, as if the depths themselves are sharing their fears. It moves with an unsettling grace, gliding silently across the floor and lurking where light fails to penetrate. Prolonged exposure to its presence can erode the very sanity of those who confront it.
Medium undead, chaotic evil
Armor Class 14 (natural armor)
Hit Points 90 (15d8 + 30)
Speed 0 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 14 (+2) | 6 (-2) | 13 (+1) | 18 (+4) |
Saving Throws Dex +6, Wis +4, Cha +7
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands Common and Deep Speech but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits
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.
Whispers of the Deep. Each creature that starts its turn within 30 feet of the creature and can hear it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and be frightened until the start of its next turn. A creature that succeeds on the saving throw is immune to this effect for the next 24 hours.
Shadow Blend. While in dim light or darkness, the creature can become invisible as a bonus action. This invisibility lasts until it attacks or casts a spell.
Actions
Multiattack. The creature makes two Shadow Touch attacks.
Shadow Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) 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 the target finishes a long rest.
Devouring Mist (Recharge 5-6). The creature exhales a 30-foot cone of swirling mist. Each creature in that area must make a DC 15 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save become blinded until the end of their next turn.
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.
- Frightening Gaze. The creature targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
- Shadow Step. The creature moves up to its speed without provoking opportunity attacks.
- Murmur. The creature whispers incoherently, targeting one creature it can see within 30 feet. The target must make a DC 15 Intelligence saving throw or take 10 (3d6) psychic damage and have disadvantage on its next attack roll.