Abyssal Stalker of Whispering Shadows
In the depths of darkness, where light barely penetrates, a creature emerges that haunts the nightmares of all who dare venture too close. Cloaked in layers of shadow, it glides silently along the ground, its form shifting and whispering as though composed of living shadows. Its mouth is a jagged maw of darkness, emitting an unsettling chorus of murmurs that resonate with the fears of its prey. With elongated limbs that end in gnarled fingers, it possesses an unnerving predatory grace. This monstrous entity feeds on fear and despair, lurking just out of sight, waiting for the perfect moment to strike. Its unique ability to manipulate the shadows around it makes it an unpredictable and dangerous foe in combat, able to blend seamlessly with its surroundings and sow confusion among those who face it.
Large monstrosity, chaotic evil
Armor Class 15 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 40 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) |
Saving Throws Dex +7, Con +8, Wis +6
Skills Stealth +11, Perception +6, Intimidation +6
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 16
Languages understands Abyssal and Common but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Shadow Stealth. While in dim light or darkness, the creature can take the Hide action as a bonus action.
Whispering Terror. As a reaction when the creature is hit by an attack, it can impose disadvantage on the attack roll, causing it to disappear into a patch of shadows, reappearing 10 feet away in an unoccupied space.
Shape of Shadows. The creature can use its action to create an area of magical darkness in a 20-foot radius centered on itself. This darkness lasts for up to 1 minute and can be dismissed as a bonus action. Creatures that start their turns in the area must succeed on a DC 16 Wisdom saving throw or become frightened until the start of their next turn.
Multiattack. The creature makes two attacks: one with its Shadow Claw and one with its Shadow Grasp.
Shadow Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 4) slashing damage + 7 (2d6) psychic damage.
Shadow Grasp. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 4) necrotic damage, and the target must succeed on a DC 16 Strength saving throw or become grappled (escape DC 16). A grappled target is restrained and takes 10 (3d6) necrotic damage at the start of each of its turns.
Rejuvenation. If the creature is killed in darkness, it dissipates into shadows and returns to life after 24 hours in a location of its choice within 1 mile of where it died.
Actions
Legendary Actions
The monster 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.
- Shadow Rend (Costs 2 Actions). The creature targets one grappled creature and automatically hits, dealing 14 (4d6) necrotic damage.
- Whispers of Dread (Costs 3 Actions). Each creature of the creature's choice within 30 feet must succeed on a DC 16 Wisdom saving throw or take 21 (6d6) psychic damage and become frightened until the end of the creature’s next turn.