Umbral Stalker of Forgotten Echoes
In the shadows of forsaken realms, a being lurks—a distortion of sight and sound that has absorbed countless memories and emotions from the whispers of the lost. This entity appears as a mass of flickering shadows, constantly shifting in form, often resembling a humanoid silhouette filled with an ever-changing void. Its presence is accompanied by a subtle echo, faintly mimicking the voices of those who have wandered too close to its haunt, drawing in the curious and unwise. An umbral being, it melds seamlessly with the darkness, becoming a near-invisible threat amidst the night, striking terror into the hearts of adventurers who dare to trespass into its domain.
Large aberration, neutral
Armor Class 15 (natural armor)
Hit Points 102 (15d10 + 30)
Speed 40 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 20 (+5) | 14 (+2) | 6 (-2) | 16 (+3) | 12 (+1) |
Saving Throws Dex +8, Wis +6
Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified
Senses darkvision 120 ft., passive Perception 13
Languages understands Common and Deep Speech but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Ethereal Echo (1/Day): As a bonus action, the creature can become incorporeal for 1 minute. It can move through other creatures and objects as if they were difficult terrain. While incorporeal, it takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Multiattack: The creature makes two attacks with its Shadow Lash.
Shadow Lash: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) necrotic damage, and the target must succeed on a DC 15 Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
Forgotten Whispers (Recharge 5-6): The creature emits a chilling echo of voices, affecting all creatures within a 30-foot radius. Affected creatures must make a DC 15 Wisdom saving throw. On a failed save, they are frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shadow Step: As a bonus action, the creature can teleport up to 30 feet to an unoccupied space it can see that is in dim light or darkness. After teleporting, it can make one Shadow Lash attack as part of the same action.