Rippling Shade of the Unseen Abyss

A haunting presence that flits between the veils of reality, this entity appears as a flowing silhouette, an ever-shifting mass of darkness that evokes an unsettling sense of dread. Wisps of shadow tendril out from its form, creating an illusion of whispers barely heard. It emerges from the depths of forgotten realms, feeding on the fear of those who encounter it. Those who gaze into it may find their perceptions warped, as the creature distorts light and sound, leaving adventurers disoriented. A master of stealth and clever deception, it is said that this being can invoke visions of despair and darkness straight from the minds of its foes.


Medium Aberration, Neutral Evil

Armor Class 15 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 20 (+5)

Saving Throws Dex +7, Con +6, Wis +4, Cha +8
Skills Stealth +10, Deception +8, Insight +4
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified
Senses Darkvision 60 ft., Blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages Telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Unseen Whispers. As a bonus action, the creature can magically cause a target within 60 feet to make a Wisdom saving throw (DC 16). On a failed save, the target is frightened until the end of its next turn. A creature that succeeds on this saving throw is immune to this effect for 24 hours.

Ethereal Distortion. The creature can use its action to create a wave of disorienting energy in a 30-foot radius. All creatures within that area must make a DC 16 Intelligence saving throw. On a failed save, a creature takes 22 (5d8) psychic damage and has disadvantage on attack rolls and ability checks until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no other effects.

Shadow Camouflage. The creature can take the Hide action as a bonus action when in dim light or darkness, ignoring any disadvantage imposed by being observed.

Multiattack. The creature makes two attacks with its Shadow Tendril.

Shadow Tendril. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.

Dark Veil (Recharge 5-6). The creature can surround itself in a cloak of swirling shadows, becoming invisible until the start of its next turn or until it attacks. While invisible, it can move through obstacles as if they were difficult terrain, reappearing in an unoccupied space within 30 feet of its last location.