Echo of the Sunlit Abyss
Deep within the shadowy depths of ancient caverns where sunlight rarely penetrates, a strange phenomenon occurs as flickers of light dance within the darkness. An ethereal being formed from the very essence of light and shadow, it manifests as a shimmering specter with flowing outlines that resemble rippling water. Its voice echoes with the sound of laughter mixed with sorrow, enticing adventurers to draw closer. Those who wander too near feel an overpowering urge to engage in a dialogue, unaware that their very words empower this being. It thrives on expressions of emotion, feeding upon the joys and sorrows shared upon its ephemeral plane. Each encounter escalates as the being morphs into a dazzling display of light and darkness, reflecting the emotions of its conversers.
Medium Fey, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 102 (15d8 + 30)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 20 (+5) | 14 (+2) | 18 (+4) | 16 (+3) | 22 (+6) |
Saving Throws Dex +9, Int +8, Cha +10
Skills Deception +10, Insight +7, Performance +10
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Truesight 60 ft., passive Perception 13
Languages All, telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Lightbane. Whenever a creature starts its turn within 30 feet of it, the creature must succeed on a DC 18 Wisdom saving throw or take 17 (5d6) psychic damage and be blinded until the end of its next turn. A creature that succeeds on the saving throw takes half as much damage and isn’t blinded.
Emotional Echo (Recharge 5-6). As a bonus action, it can force a creature within 60 feet that it can see to share a memory tied to a strong emotion. The target must succeed on a DC 18 Charisma saving throw or become charmed for 1 minute. While charmed in this way, the target is compelled to express their emotions in conversation, granting the creature advantage on attack rolls against it and vulnerability to psychic damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Actions
Multiattack. The creature makes two Light Strikes.
Light Strike. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 5) radiant damage. On a hit, the target must make a DC 18 Constitution saving throw or be incapacitated until the end of its next turn.
Reflective Memory (Recharge 4-6). The creature can choose one ability, spell, or attack an opponent within 30 feet has recently used. It can reflect that ability, spell, or attack as if it had used it itself (using its own spellcasting ability for spells) once before the end of its next turn.
Rejuvenation. If it is reduced to 0 hit points, it dissolves into a burst of shimmering light and reappears at the beginning of its next turn with half its maximum hit points in a location that is illuminated by sunlight or any bright light.
Adventurers who encounter this being must navigate both a battle and a social interaction, risking their emotions and wits to escape with their lives and perhaps gain a deeper understanding of their own hearts.