Veilwraith of the Forgotten Abyss

A shrouded figure draped in tattered, flowing robes emerges from the swirling shadows of the abyssal realm. Flickering between corporeal and ethereal, it moves with an unsettling grace, leaving an aura of despair in its wake. Its hollow eyes burn with a haunting light, revealing glimpses of tormented souls drawn into its depths. This creature thrives on the emotions of its prey, seeking to draw forth their fears and regrets, feeding off the despair it creates. When cornered, it can meld into the environment, becoming intangible and nearly impossible to perceive, allowing it to strike from the darkest corners of the mind.


Medium Undead, Neutral Evil

Armor Class 15 (natural armor)
Hit Points 90 (20d8)
Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 12 (+1) 18 (+4) 20 (+5)

Saving Throws Dex +6, Wis +7, Cha +8
Skills Stealth +6, Insight +7, Persuasion +8
Damage Immunities Psychic, Necrotic; Blinded, Charmed, Deafened, Frightened, Paralyzed
Condition Immunities Charisma
Senses Darkvision 60 ft., passive Perception 15
Languages understands Common and one other language of the DM's choice but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Ethereal Sight. The creature can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Shadowmeld. As a bonus action, the creature can become intangible, shifting into the Shadowfell until the start of its next turn. While in this form, it cannot be targeted by attacks, spells, or effects, and it can move through objects and creatures as if they were difficult terrain.

Despair Aura. All creatures within 30 feet of the creature must succeed on a DC 16 Wisdom saving throw at the start of their turn or be frightened until the end of their turn. A creature that succeeds on this saving throw is immune to the aura for 24 hours.

Actions

Multiattack. The creature makes two attacks: one with its Shadow Grasp and one with its Soul Drain.

Shadow Grasp. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 3) psychic damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.

Soul Drain. Melee Spell Attack: +8 to hit, range 30 ft., one creature. Hit: 22 (4d10) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw, taking an extra 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The creature regains hit points equal to the amount of necrotic damage dealt.

Rejuvenate (1/Day). The creature can regain up to 30 hit points by briefly merging with the emotions of its prey. It must have a creature adjacent to it that is frightened for this ability to be activated. If no creatures are frightened, this ability cannot be used.

The creature seeks to instill fear in the hearts of brave adventurers, luring them with promises of power and knowledge, only to consume their very essence with its chilling presence.