Eclipsed Spirit of the Abyssal Lament
Born from the grief of lost souls, this ethereal being drifts between the realms of the living and the dead. Cloaked in shadowy tendrils that writhe like smoke, its presence heralds an overwhelming sense of sorrow. Its features are indistinct, constantly shifting, as if reflecting the pains and regrets of those it encounters. Those who gaze upon it may unwittingly feel their own memories twist and warp under the weight of their sorrow. Shunning bright light, it revels in darkness, drawing strength from the despair it engenders among mortals. When threatened, it uses its haunting lament to lull foes into a state of melancholic reverie, leaving them vulnerable to its malevolent touch.
Medium Undead, Neutral
Armor Class 14 (natural armor)
Hit Points 95 (10d8 + 50)
Speed 0 ft., fly 50 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 16 (+3) | 20 (+5) | 12 (+1) | 15 (+2) | 20 (+5) |
Saving Throws Con +9, Wis +6, Cha +9
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Deafened, Frightened, Paralyzed
Senses Darkvision 120 ft., Passive Perception 12
Languages Understands Common and Celestial but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Ethereal Sight. The creature can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Manifest Lament (Recharge 5-6). As an action, the creature emits a haunting wail. Each creature within 30 feet that can hear it must make a DC 17 Wisdom saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half damage and is not incapacitated.
Shadowy Embrace. The creature can use its action to attempt to grapple a target within 10 feet of it. The target must succeed on a DC 17 Strength saving throw or be grappled (escape DC 17). While grappled in this way, the target takes 10 (3d6) necrotic damage at the start of each of its turns.
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.
Actions
Multiattack. The creature makes two Touch of Despair attacks.
Touch of Despair. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
Rejuvenation. If the creature is destroyed, it may reform 1d4 days later in the same location unless its remains are purified with a dispel magic spell or similar effect.