Forgotten Wraith of the Depths Unseen
A shadowy figure drifts silently through the darkness, its form a swirling amalgamation of shadows and whispers. This creature exists in the liminal space between reality and the depths of one’s own fears. Those who encounter it feel an overwhelming chill as it pulls their very essence toward the void. Its eyes, cold and empty, flicker with a hunger unquenched by time, making it both a terrifying foe and a pitiful remnant of a lost soul. It feeds on despair and the secrets buried within the hearts of the living, able to ensnare its victims in a binding gloom that warps their minds and devours their will to fight.
Large Undead, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 130 (20d10 + 20)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 12 (+1) | 14 (+2) | 16 (+3) | 18 (+4) |
Saving Throws Dex +7, Wis +7, Cha +8
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Understands Common and one language of its choice but cannot speak
Challenge 7 (2,900 XP)
Traits
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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.
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Dark Whispers. When a creature starts its turn within 30 feet of the creature, it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and become frightened until the end of its next turn. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
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Essence Drain (Recharge 5-6). The creature extends its shadowy tendrils to grasp a target within 30 feet that it can see. The target must make a DC 16 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. The creature regains hit points equal to the damage dealt.
Actions
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Multiattack. The creature makes two attacks: one with its Shadow Touch and one with its Etheric Grasp.
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Shadow Touch. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (4d8 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
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Etheric Grasp. Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 14 (4d6) psychic damage, and the target must succeed on a DC 16 Intelligence saving throw or be incapacitated until the end of its next turn as it relives its darkest memories.
Legendary Actions (3 per Round)
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.
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Chilling Gaze. The creature targets one creature it can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage and be blinded until the end of its next turn.
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Void Step. The creature teleports to an unoccupied space within 30 feet that it can see.
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Consume Despair (Costs 2 Actions). The creature targets a creature within 60 feet that it can see. The target must succeed on a DC 16 Wisdom saving throw or be paralyzed until the end of its next turn. If it fails, the creature regains hit points equal to the target's level.