Gloomveil Monolith of the Forgotten Shores
A towering mass of shifting shadows and ancient stone, this creature stands at least fifteen feet tall, resembling a monolithic statue draped in dark, billowing mist. Its form is ever-changing, giving it an unsettling, wraith-like appearance as if it were the embodiment of despair. Cracks run through its surface, radiating an eerie light that pulses with the rhythm of forgotten memories. When approached, the air grows still, and a haunting, whispered echo drifts around it, enchanting those who dare to get too close. This abomination feeds on the fears and regrets of adventurers, capable of twisting those emotions into tangible tendrils that ensnare the mind.
Large Construct, Neutral
Armor Class 15 (Natural Armor)
Hit Points 178 (19d10 + 76)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 10 (+0) | 18 (+4) | 1 (-5) | 14 (+2) | 17 (+3) |
Saving Throws Con +8, Wis +6, Cha +7
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified
Senses Blindsight 60 ft. (Blind), Tremorsense 30 ft., Passive Perception 12
Languages Understands Common but doesn’t speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Legendary Resistances (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
Shadowy Tendrils (Recharge 5-6). The creature can release a wave of shadowy tendrils in a 30-foot cone. Each creature in that area must make a DC 16 Strength saving throw or take 30 (8d6) necrotic damage and be restrained for 1 minute. A restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Dreamwood Veil. Any creature that starts its turn within 15 feet of the creature is haunted by whispers of their past regrets and fears. They must succeed on a DC 16 Wisdom saving throw or become frightened until the end of their next turn.
Actions
Multiattack. The creature makes two attacks: one with its Shadow Grasp and one with its Shadow Pulse.
Shadow Grasp. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 31 (6d8 + 5) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or have its maximum hit points reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.
Shadow Pulse (Recharge 5-6). The creature releases a wave of shadow energy. Each creature within a 20-foot radius must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much on a successful one. The creature regains hit points equal to half the total damage dealt.
Reactions
Misty Retreat. When the creature takes damage, it can teleport up to 30 feet to an unoccupied space it can see and return to a shadowy form, gaining temporary hit points equal to the damage dealt until the start of its 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.
- Shadow Step. The creature moves up to half its speed without provoking opportunity attacks.
- Harrowing Echo. The creature targets one creature it can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or take 14 (4d6) psychic damage and become incapacitated until the end of its next turn.
- Feed on Fear (Costs 2 Actions). The creature drains the life force from a frightened creature within 30 feet. The target must succeed on a DC 16 Constitution saving throw or take 27 (6d8) necrotic damage, and the creature regains hit points equal to the damage dealt.