Eldritch Harbinger of the Veiled Abyss

A grotesque specter derived from the void between realities, this creature's amorphous form constantly undulates with shades of deep purple and black. Its presence distorts the air around it, creating a sense of unease among those who lay eyes on it. The creature acts as an oracle and harbinger of calamity, whispering maddening prophecies to those who draw too close. Its tendrils, slick and shadowy, can siphon the very essence of fear from its victims, using this energy to bolster its own abilities. When faced, this entity revels in the chaos it creates, distorting the perceptions of its foes as it shapes reality itself with its unfathomable knowledge.


Creature Stats

  • Size: Medium
  • Type: Aberration
  • Alignment: Chaotic Neutral

Armor Class: 16 (Natural Armor)
Hit Points: 102 (15d8 + 30)
Speed: 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 20 (+5) 16 (+3) 22 (+6)

Saving Throws: DEX +8, WIS +7, CHA +10
Damage Resistances: Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Frightened
Senses: Truesight 60 ft., Darkvision 120 ft., Passive Perception 15
Languages: Telepathy 120 ft., understands all languages but cannot speak
Challenge: 7 (2,900 XP)

Traits:

  • Aura of Dread: Creatures that start their turn within 10 feet of this creature must succeed on a DC 16 Wisdom saving throw or be frightened until the start of their next turn. A creature that succeeds on this saving throw is immune to this effect for 24 hours.

  • Veil of Madness: Once per day, as an action, the creature can cast Confusion (DC 18) without expending a spell slot, targeting up to three creatures within 60 ft.

  • Essence Drain: When the creature hits a creature with its Tentacle Attack, the target must succeed on a DC 18 Constitution saving throw or take an additional 14 (4d6) psychic damage, and the creature regains hit points equal to the damage dealt.

Actions:

  • Multiattack: The creature makes three Tentacle attacks.

  • Tentacle: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) psychic damage.

  • Reality Warp (Recharge 5-6): The creature can warp reality in a 30-foot-radius centered on itself, causing each creature in the area to make a DC 18 Intelligence saving throw. On a failed save, the creature is teleported to a random location within 60 feet of its original position, and takes 15 (3d10) psychic damage. On a successful save, the creature takes half damage and remains in the original spot.

Legendary Actions (3/Turn): The creature can take up to three legendary actions in a round, 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.

  • Tentacle Attack: The creature makes one Tentacle attack.

  • Frightening Whispers: The creature targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.

  • Reality Revert (Costs 2 Actions): The creature instantaneously reverts the area around it back to a past state, erasing the effects of one spell cast within the last round.