Depths of the Dreams Forgotten
In the shadowy corners of the mind, where reality bends and nightmares dwell, this entity lurks. It takes on the form of a featureless, dark figure shrouded in swirling mist, its presence instilling unease and dread in those who gaze upon it. Eyes may be glimpsed within the mists, representing the unfulfilled hopes and forgotten dreams of countless creatures. It feeds on the despair of lost aspirations, drawing power from the residual pain of unachieved goals. Adventurers face not only a formidable foe in battle but also the echoes of their own regrets and fears as they confront this terrifying and enigmatic being.
Large Aberration, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 0 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 16 (+3) | 12 (+1) | 18 (+4) | 18 (+4) |
Saving Throws Dex +6, Wis +7, Cha +7
Skills Insight +7, Perception +7, Stealth +6
Damage Immunities Psychic, Poison
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 60 ft., truesight 60 ft., passive Perception 17
Languages telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Ethereal Presence. The entity can become incorporeal at will, gaining resistance to non-magical damage. While incorporeal, it cannot be grappling or grappled.
Aura of Despair. Creatures within 30 feet of the entity must succeed on a DC 15 Wisdom saving throw at the start of their turn or be incapacitated until the end of their next turn. A creature that succeeds on the saving throw is immune to this effect for the next 24 hours.
Legendary Resistance (3/Day). If the entity fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The entity makes three attacks: one with its Shadow Grasp and two with its Dream Rend.
Shadow Grasp. Melee Spell Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 3) psychic damage, and the target must make a DC 15 Wisdom saving throw or be affected by the entity's Aura of Despair until the end of its next turn.
Dream Rend. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or take an additional 10 (3d6) psychic damage at the start of its next turn.
Nightmare Veil (Recharge 5–6). The entity envelops an area in shifting shadows within a 30-foot radius, causing all creatures in that area to make a DC 15 Wisdom saving throw. On a failed save, creatures take 21 (6d6) psychic damage and are 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.
The entity is a complex amalgamation of fear and regret, offering players a test not only of combat skill but also emotional resilience as they confront their own insecurities in the face of dark ambition.