Eclipse Warden of the Forgotten Depths

In the shrouded corners of ancient tombs and forgotten caverns, a dark figure roams, embodying the shadows of despair and the echoes of lost souls. Draped in tattered, ebony robes that seem to absorb light, this entity stalks the darkness, its glowing silver eyes piercing through the gloom. The creature is said to emerge only during a lunar eclipse, marking its territory with an eerie stillness and an unsettling chill. It possesses an unnerving aura that saps the will of those who dare approach. As it moves, the air thickens, carrying whispers of ancient grief and longing that can bind the unwary travelers to its dark will. It can summon forth shadowy manifestations of lost souls, turning memories into tangible horrors.


Medium Undead, Neutral Evil

Armor Class 15 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 12 (+1) 18 (+4) 20 (+5)

Saving Throws Dex +7, Wis +8, Cha +9
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., passive Perception 15
Languages Understands Common and Deep Speech but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Incorporeal Movement. The creature can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Shadowbind. As a bonus action, the creature can target one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be paralyzed until the end of its next turn, feeling an overwhelming sense of dread.

Innate Spellcasting. The creature’s spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

  • At will: darkness, minor illusion
  • 3/day each: detect thoughts, fear, phantom steed
  • 1/day each: phantasmal killer, shadow of moil

Actions

Multiattack. The creature makes two attacks: one with its Shadow Grasp and one with its Life Drain.

Shadow Grasp. Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d10) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or have its maximum hit points reduced by the amount dealt until it finishes a long rest.

Life Drain. Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (6d8) necrotic damage, and the creature regains hit points equal to half the damage dealt.

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.

  • Shadow Step. The creature teleports up to 30 feet to an unoccupied space it can see.
  • Whisper of the Lost. The creature targets one creature it can see within 60 feet. The target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn.
  • Soul Manifestation (Costs 2 Actions). The creature summons a spectral lost soul in an unoccupied space within 30 feet. The soul has the statistics of a shadow and acts on the creature's initiative count. It lasts until destroyed or until the creature dismisses it (no action required).