Creeping Shadow of the Eternal Veil
A dark, moving mass that shimmers with an eerie, ethereal glow, this creature seems to blend seamlessly with the shadows of its surroundings. Faint whispers and echoes of long-forgotten voices emanate from it, enticing the unwary to venture closer. Its form is amorphous, constantly shifting and swirling, with tendrils extending in every direction, reaching as if to grasp the very essence of light. It thrives in darkness but is bound to the material world by the lingering spirits it has absorbed, providing it with twisted intelligence. Victims of its touch find their memories distorted and their very identities questioned.
Large Aberration, Neutral Evil
Armor Class: 15 (natural armor)
Hit Points: 102 (15d10 + 30)
Speed: 30 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 16 (+3) | 14 (+2) | 12 (+1) | 16 (+3) | 18 (+4) |
Saving Throws: Dex +6, Wis +6, Cha +7
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Psychic; Condition Immunities: Blinded, Charmed, Deafened, Frightened
Senses: Darkvision 60 ft., passive Perception 13
Languages: Understands Common and Abyssal but cannot speak
Challenge: 6 (2,300 XP)
Proficiency Bonus: +3
Abilities
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Shape of Shadows: As a bonus action, the creature can merge into the shadows, becoming invisible until it attacks or moves more than 30 feet. This ability recharges at the start of its turn if the creature is in darkness.
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Memory Drain: When the creature successfully hits a creature with its tendril attack, that creature must succeed on a DC 15 Wisdom saving throw or have its memory tampered with. The target suffers 3d8 psychic damage, and the creature can choose one memory from the target's past to erase. The erased memory cannot be restored until a greater restoration or wish spell is cast on the affected creature.
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Terror of the Veil (Recharge 5-6): The creature unleashes a wave of dark energy in a 30-foot radius. Each creature in that area must make a DC 15 Wisdom saving throw, taking 6d8 psychic damage on a failed save or half as much damage on a successful one. Additionally, on a failed save, the creature is frightened for 1 minute. A frightened 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 creature makes two tendril attacks.
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Tendril Attack: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must make a DC 15 Constitution saving throw or have its maximum hit points reduced by an amount equal to the necrotic damage taken until it completes a long rest.
Reactions
- Shrouded Escape: If the creature takes damage, it can use its reaction to immediately become invisible until the start of its next turn as long as it is in dim light or darkness.