Duskborn Lurker in the Silent Abyss

In the shadows of forgotten caverns, where the light of day never pierces, dwells an entity born of darkness and whispers. Its form is obscured, constantly shifting between slender shapes that seem to blend seamlessly with the surrounding gloom. With elongated limbs and hollowed eyes, it moves with a disquieting grace, leaving behind a lingering chill that saps the warmth from its surroundings. The very air around it vibrates with an unholy resonance that unsettles even the bravest of adventurers. This creature feeds upon fear and despair, waiting for the moment its unsuspecting prey is at their most vulnerable.


Large aberration, neutral evil

Armor Class 15 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 12 (+1) 15 (+2) 17 (+3)

Saving Throws Dex +8, Wis +6, Cha +7
Skills Stealth +12, Intimidation +7, Perception +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Truesight 10 ft., passive Perception 16
Languages understands Deep Speech but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Shadow Meld. The creature can use a bonus action to become invisible in dim light or darkness until it attacks, or until it is in bright light.

Fearful Presence. Creatures within 30 feet that can see the creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Multiattack. The creature makes two attacks: one with its Shadow Whip and one with its Claw.

Shadow Whip. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) psychic damage, and the target must succeed on a DC 16 Strength saving throw or be pulled 10 feet closer to the creature.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Legendary Actions
The creature 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 creature regains spent legendary actions at the start of its turn.

  • Eerie Whisper. The creature targets one creature it can see within 60 feet. The target must make a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and have disadvantage on its next attack roll.

  • Shadow Step. The creature teleports to an unoccupied space within 30 feet that is in dim light or darkness.

  • Consume Fear (Costs 2 Actions). The creature targets one frightened creature it can see within 30 feet. If the target fails a DC 15 Wisdom saving throw, it takes 21 (6d6) psychic damage, and the creature regains hit points equal to the damage dealt.