Gloom Drifter of the Shattered Abyss
An amorphous entity emerges from the shadows, its form constantly shifting and indistinct. It drifts silently through the air, pulsating with tendrils of dark energy that stretch like a fog creeping across the ground. The mounting dread it instills seems to sap the warmth and color from the surrounding environment. When it locks eyes with a potential victim, glowing void-like orbs reflect a history of lost souls, as if each despairing glance pulls them deeper into the abyss. The creature thrives on fear and confusion, harnessing the emotions of those around it, distorting reality to disorient and demoralize.
Medium Aberration, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 84 (12d8 + 24)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 20 (+5) | 14 (+2) | 13 (+1) | 16 (+3) | 18 (+4) |
Saving Throws Dex +8, Wis +6, Cha +7
Skills Perception +6, Stealth +8
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Passive Perception 16
Languages Understands Deep Speech but does not speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits
Amorphous Form. The creature can move through a space as narrow as 1 inch wide without squeezing.
Aura of Despair. Any creature that starts its turn within 10 feet of the creature must succeed on a DC 15 Wisdom saving throw or be frightened until the start of its next turn. A creature that succeeds on this saving throw is immune to this effect for 24 hours.
Warped Reality. The creature can cast the Confusion spell (save DC 15) at will, requiring no material components.
Actions
Multiattack. The creature makes two Tendril attacks.
Tendril. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) psychic damage. On a hit, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on all attack rolls until the end of its next turn.
Consume Fear (Recharge 5-6). The creature can absorb the emotions of fear from a creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 27 (6d8) psychic damage and is frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target succeeds on the saving throw, it takes half damage and is not frightened.
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.
- Move. The creature moves up to its flying speed without provoking opportunity attacks.
- Frightening Gaze. One creature within 30 feet of the creature must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
- Delude. The creature chooses one creature it can see within 30 feet. The target must succeed on a DC 15 Intelligence saving throw or become confused, as if affected by the Confusion spell, until the end of its next turn.