Shadowstrider of the Sorrowful Abyss
In the dim recesses between worlds, this creature prowls, its elongated form shrouded in a cloak of swirling shadows. With an ethereal, almost liquid quality, it moves effortlessly through darkness, leaving behind a chilling trace of despair. Its piercing, luminescent eyes seem to absorb light, revealing the lost echoes of every soul it has devoured. Those who encounter it are often overwhelmed by an oppressive melancholy, as if their deepest sorrows have come to life. It strikes quickly from the shadows, drawing its prey into the depths of its own sorrow before feeding off their despair.
Medium Undead, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 105 (14d8 + 42)
Speed 40 ft., swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 16 (+3) | 10 (+0) | 12 (+1) | 16 (+3) |
Saving Throws Dex +7, Con +6, Wis +4, Cha +6
Skills Stealth +10, Perception +4, Deception +6
Damage Immunities Psychic, Poison; Blinded
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 14
Languages Understands Common but cannot speak
Challenge 7 (2,900 XP)
Shadowy Movement. The creature can move through shadows and darkness without impediment, ignoring difficult terrain.
Ethereal Echo. When the creature hits a target with a melee attack, the target must succeed on a DC 15 Wisdom saving throw or be cursed with sorrow. While cursed, the target has disadvantage on saving throws against being frightened and must make a DC 15 Wisdom saving throw at the start of each of its turns. On a failed save, the target is incapacitated until the start of its next turn, overwhelmed by sorrow.
Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
- At will: minor illusion
- 3/day each: darkness, phantasmal force, fear
- 1/day each: shadow of moil, circle of death
Shadow Swarm (Recharge 5-6). The creature can create a swirling mass of shadows in a 20-foot radius centered on itself. Each creature in that area must make a Dexterity saving throw (DC 15), taking 31 (7d8) psychic damage on a failed save, or half as much damage on a successful one. The area is considered heavily obscured until the end of the creature’s next turn.
Actions
Multiattack. The creature makes two attacks: one with its Shadow Tendril and one using Shadow Flare.
Shadow Tendril. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) necrotic damage.
Shadow Flare. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 22 (4d10) psychic damage and the target must succeed on a DC 15 Intelligence saving throw or take an additional 11 (2d10) psychic damage at the start of its next turn as visions of its greatest sorrows manifest.