The Gloomcaller from the Beneath
Emerging from the deepest, darkest corners of forgotten catacombs, this creature embodies the essence of despair and shadow. Its form is serpentine, stretching across the ground as it weaves through the air like a shifting shadow, where glimpses of its glimmering, void-black scales seep light from the surrounding area. Long, spindly arms sprout from its sides, each ending in elongated, claw-like fingers tipped with obsidian shards that glisten in the dark. With glowing red eyes that pierce the veil of shadows, this entity invokes an aura of dread, whispering to the frightened hearts of adventurers. Its ability to conjure darkness and unheard calls from the depths makes it an unsettling foe, capable of manipulating the emotions of those nearby, drawing them into a state of fear and confusion. What legends speak of this entity suggest it thrives on the sorrow of lost souls, rendering it a formidable opponent for those who challenge it.
Medium Aberration, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 102 (15d8 + 30)
Speed 30 ft., climb 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 14 (+2) | 18 (+4) | 15 (+2) | 20 (+5) |
Saving Throws Dex +7, Con +6, Wis +6, Cha +9
Skills Deception +9, Insight +6, Stealth +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 12
Languages Understands Common, Deep Speech, but cannot speak
Challenge 6 (2,300 XP)
Traits
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Aura of Despair. Any creature that starts its turn within 15 feet of the creature must succeed on a DC 15 Wisdom saving throw or have disadvantage on saving throws against fear effects until the start of its next turn.
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Shadowmancy. As a bonus action, the creature can extend its shadow to envelop a 10-foot radius sphere centered on itself, creating dim light and obscuring vision. Nonmagical light within the area is extinguished. While in this sphere, it can also cast darkness without expending a spell slot.
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Haunting Call (Recharge 5-6). The creature emits a disorienting whisper that echoes within the minds of creatures within 60 feet. Each affected creature must make a DC 17 Wisdom saving throw or become frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
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Multiattack. The creature makes three Claw attacks.
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Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) psychic damage at the start of its next turn.
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Channel Shadows (Recharge 6). The creature channels the shadows from its aura to create two shadowy duplicates of itself in unoccupied spaces within 10 feet. These duplicates mimic the creature’s actions but cannot attack or cast spells. They last for 1 minute or until destroyed. When a duplicate is hit, the attacker takes 7 (2d6) psychic damage as the shadows retaliate.
Reactions
- Evaporate into Shadow. When the creature is hit by an attack, it can use its reaction to teleport to an unoccupied space within its shadowmancy sphere and become invisible until the start of its next turn.