Harbinger of the Drenched Shadows
Born from the void between dreams and the deep shadows of nightmares, this creature takes the form of fluid shadows swirling and constantly reshaping into vague humanoid forms. Its surface glistens like water, reflecting light in disorienting patterns, making it difficult to discern its true shape. With tendrils of darkness stretching outwards, it connects to the fear and despair of any who gaze upon it, siphoning hope and clarity from their minds. As it moves, whispers of forgotten dreams can be heard, instilling terror in those who listen too closely. Those who fall under its influence often find their own shadows acting independently, concealed in a mist of despair.
Medium aberration, neutral evil
Armor Class 15 (natural armor)
Hit Points 90 (18d8)
Speed 30 ft., swim 40 ft.
STR 12 (+1)
DEX 16 (+3)
CON 15 (+2)
INT 8 (-1)
WIS 14 (+2)
CHA 18 (+4)
Saving Throws Dex +6, Wis +5, Cha +7
Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities grappled, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands Common and Deep Speech but cannot speak
Challenge 6 (2,300 XP)
Amorphous. The creature can move through a space as narrow as 1 inch wide without squeezing.
Shadow Tendrils. The creature has advantage on all stealth checks made in dim light or darkness.
Dreamstealer. Once per turn, when the creature hits a creature with an attack, it can siphon off a portion of their consciousness. The target must make a DC 15 Wisdom saving throw. On a failed save, the target becomes frightened until the end of their next turn and takes 14 (4d6) psychic damage. On a successful save, the target takes half damage and is not frightened.
Actions
Multiattack. The creature can make two attacks with its Shadow Tendril.
Shadow Tendril. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) necrotic damage and the target must succeed on a DC 15 Constitution saving throw or its speed is halved until the end of its next turn.
Terrifying Whispers (Recharge 5-6). The creature emits a low, haunting whisper. Each creature of its choice within 30 feet that can hear it must succeed on a DC 15 Wisdom saving throw or take 27 (6d8) psychic damage and is stunned until the end of their next turn. A successful save halves the damage and prevents the stunning effect.
Shadow Cloak (Recharge 6). The creature becomes incorporeal for up to 1 minute, gaining resistance to all damage and the ability to move through objects as if they were difficult terrain. It can end this effect early as a bonus action.