Chalice of the Unsought Depths
An eerie presence looms in the shadows of forgotten cathedrals and echoing depths, manifesting as a ghostly chalice floating above a pool of dark, brackish water. The vessel appears adorned with ancient runes that pulse with a light reminiscent of starlight. Those who wander too close find their reflections twisted and darkened, revealing the true depth of their desires. Drained of color and hope, the chalice unleashes an aura of dread, beckoning hapless adventurers to plunge into the depths of their own long-buried fears, forcing them to confront the choices they've made or risk being consumed by their own despair.
Large Undead, Neutral Evil
- Armor Class 15 (natural armor)
- Hit Points 102 (15d10 + 30)
- Speed 0 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (-5) | 14 (+2) | 14 (+2) | 6 (-2) | 16 (+3) | 18 (+4) |
- Saving Throws DEX +6, WIS +7, CHA +8
- Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison, necrotic
- Condition Immunities exhaustion, frightened, paralyzed, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages understands Common and Celestial but cannot speak
- Challenge 7 (2,900 XP)
Traits
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Reflective Dread. A creature that starts its turn within 30 feet of the chalice must succeed on a DC 15 Wisdom saving throw or become frightened until the end of its next turn. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours.
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Soul Drain. When a creature within 30 feet of the chalice takes damage from a spell or attack, the chalice can use its reaction to drain that energy, regaining hit points equal to half the damage taken.
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Phantasmal Desires (Recharge 5-6). The chalice conjures visions of the deepest desires of up to three creatures it can see within 60 feet. The affected creatures must succeed on a DC 15 Wisdom saving throw or become incapacitated for 1 minute, reliving their desires. A 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 chalice makes two Fractured Reflection attacks.
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Fractured Reflection. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 4) psychic 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 start of its next turn.
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Summon Shadows (Recharge 6). The chalice summons 1d4 shadowy minions in unoccupied spaces within 30 feet. These minions act on their own initiative and have the statistics of Shadows but cannot leave the area within 60 feet of the chalice. The minions remain until destroyed or the chalice is defeated.
Legendary Actions
The entity can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The entity regains spent legendary actions at the start of its turn.
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Haunting Whisper. The entity targets one creature it can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened until the end of its next turn.
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Cloak of Deceit (Costs 2 Actions). The entity becomes invisible until the start of its next turn or until it attacks.
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Eldritch Dissolve (Costs 3 Actions). The entity releases a wave of energy. All creatures within 10 feet of it must make a DC 15 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much on a successful one. The entity may then move without provoking opportunity attacks.