Gloom Lurker of the Deep Shadows

From the darkest corners of the abyss, this creature slinks and slithers through the shadows, a master of stealth and fear. Its body is an ethereal mass of shadow and shifting darkness, melding seamlessly with the gloom around it. Ghostly tendrils extend from its form, whispering promises of nightmares to the unwary. It thrives in dimly lit environments, using its innate connection to darkness to ensnare and ambush its prey. Those unfortunate enough to catch sight of this being often describe it as a flickering silhouette with piercing, radiant eyes that reveal its malicious intent.

When prey approaches, it vanishes into the shadows, only to reappear at an unexpected moment, striking with deadly precision. This monster can manipulate the very shadows around it, creating areas of darkness that confound sight and hinder movement. Challenging adventurers are compelled to tread carefully, lest they wander too deep into its abyssal domain.


Medium Aberration, Neutral Evil

Armor Class 15 (Natural Armor)
Hit Points 105 (21d8 + 21)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 12 (+1) 4 (-3) 16 (+3) 10 (+0)

Saving Throws Dex +8, Wis +6
Skills Stealth +11, Perception +6
Damage Resistances Necrotic, Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Blindsight 10 ft., Passive Perception 16
Languages understands Common but can't speak
Challenge 7 (2,900 XP)

Shadow Meld. As a bonus action, the creature can meld into shadows, becoming invisible until it attacks or uses another bonus action. This can only be done in dim light or darkness.

Echoing Whispers. Creatures within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the start of their next turn as terrifying whispers invade their minds.

Greater Darkness (Recharge 5-6). The creature can cast the darkness spell without requiring material components, centered on itself. This ability creates a 15-foot-radius sphere of magical darkness that lasts for up to 10 minutes, or until it dismisses it as a bonus action.

Multiattack. The creature makes two attacks: One with its Shadow Tendril and one with its Frightening Gaze.

Shadow Tendril. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or become restrained until the end of its next turn.

Frightening Gaze. The creature targets one creature it can see within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Adventurers beware, for shadows can conceal peril far beyond what mere darkness can hold.