The Gloomveil Luminary of the Sunken Reverie

A shimmering figure drifts through the depths of dimly lit caverns, cloaked in a veil of shadows that seem to absorb light rather than reflect it. With a hauntingly beautiful visage and multiple arms that swirl gracefully, the creature manifests a dance of phosphorescent lights that flicker in alluring patterns. It lures wayward adventurers closer, promising knowledge and enlightenment, yet its true purpose remains obscured beneath layers of deceit and despair. Its glowing filaments, reminiscent of starlight, strike with a touch that both enchants and ensnares, gathering the emotional energy of its prey to fuel its own shadowy existence.


Medium Aberration, Chaotic Neutral

Armor Class 15 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 18 (+4) 14 (+2) 16 (+3) 20 (+5)

Saving Throws Dex +6, Con +7, Cha +8
Skills Insight +6, Persuasion +8, Stealth +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 13
Languages Telepathy 120 ft., understands Common and Elvish but cannot speak
Challenge 7 (2,900 XP)

Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

  • At will: dancing lights, minor illusion
  • 3/day each: calm emotions, mirror image
  • 1/day each: phantasmal killer, fear

Luminous Allure. A creature that starts its turn within 30 feet of the creature and can see it must succeed on a DC 16 Wisdom saving throw or become charmed until the start of its next turn. While charmed in this way, the creature is incapacitated and loses track of its allies.

Aura of Despair. The area within 15 feet of the creature is filled with unsettling darkness. Creatures of its choice within this aura have disadvantage on saving throws against being frightened and take 10 (3d6) psychic damage at the start of their turn if they are frightened.

Multiattack. The creature makes two Touch of the Abyss attacks.

Touch of the Abyss. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 3) psychic damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.

Shadow Memory (Recharge 5-6). The creature draws upon the emotional energies of creatures it has incapacitated or charmed within the last 24 hours. As an action, it can unleash a wave of memories that fills a 30-foot radius sphere centered on itself. Each creature in that area must make a DC 16 Wisdom saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw have disadvantage on attack rolls until the end of their next turn.