Twilight Wraith of the Restless Abyss
A spectral figure draped in swirling shadows, echoing the remnants of lost souls, this creature drifts ominously through the twilight. Its ethereal form shimmers with hues of dark purples and deep blues, appearing almost like a mirage. It seems to hum with a sorrowful tune that resonates in the hearts of those who hear it, invoking lingering memories of despair and longing. Those who lock eyes with this being feel an overwhelming sense of dread, as if their very essence is being examined by something ancient and eternal. When it moves, the air grows cold, and wisps of dark energy trail behind it, intertwining with the fabric of reality. In battle, it manipulates fear and shadows, drawing power from the terror of its opponents, making each encounter a battle not just of might, but of will.
Medium Undead, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 102 (15d8 + 30)
Speed 0 ft., fly 50 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (-5) | 20 (+5) | 14 (+2) | 16 (+3) | 12 (+1) | 18 (+4) |
Saving Throws Dex +8, Con +6, Wis +5, Cha +7
Skills Arcana +6, Insight +5, Perception +5, Stealth +8
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., passive Perception 15
Languages understands Common and Abyssal but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
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.
Shadow Meld. As a bonus action, the creature can become invisible in dim light or darkness until it attacks or casts a spell.
Doomful Aura (Recharge 5-6). The creature emits an aura of despair in a 30-foot radius. Each creature of the creature's choice within that area must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
Multiattack. The creature makes two attacks: one with its Soul Drain and one with its Shadow Tendril.
Soul Drain. Melee Spell Attack: +7 to hit, reach 10 ft., one creature. Hit: 27 (5d10) necrotic damage, and the target must succeed on a DC 15 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 Tendril. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (4d8) psychic damage. If the target is less than half of its hit point maximum after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its next turn as shadows wrap around it.
Rejuvenation. If the creature is destroyed, it can reform itself after 1d6 days in the depths of the Restless Abyss, emerging with full hit points unless its phylactery is destroyed.