Shimmering Veil of the Abyssal Abyss
A swirling mass of dark mist and faintly glowing tendrils, this creature lingers on the border between the Abyss and the material plane. Its form is amorphous, shifting between visibility and intangibility, with iridescent patterns that draw in light yet cast a deep shadow even in the brightest of settings. This entity thrives on despair and confusion, whispering unsettling thoughts to unravel the mental fortitude of its foes. Its unique ability allows it to distort reality within its vicinity, creating zones of disorientation that can confuse even the most keen-minded adventurer.
Medium Aberration, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 16 (+3) | 14 (+2) | 18 (+4) | 12 (+1) |
Saving Throws Dex +7, Wis +8, Cha +5
Skills Arcana +6, Deception +5, Insight +8, Perception +8
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Passive Perception 18
Languages Understands Abyssal and Common but can't speak
Challenge 7 (2,900 XP)
Abilities
Innate Spellcasting. The creature’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
- At will: Minor Illusion, Dissonant Whispers
- 3/day each: Fear, Hypnotic Pattern
- 1/day each: Confusion, Phantasmal Killer
Veil of Confusion. As a bonus action, the entity can create an area of warped perception in a 30-foot radius sphere centered on itself. Creatures within the area must succeed a DC 16 Wisdom saving throw or become confused (as per the Confusion spell) until the start of their next turn.
Reality Warp. Once per turn, when the creature is attacked, it may choose to become intangible until the start of its next turn. The attack automatically misses, and the attacking creature must make a DC 15 Wisdom saving throw or roll on the confusion table.
Shadow Mists. When the creature is reduced to half of its hit points, it can release an enveloping cloud of shadowy mist as a reaction. This mist spreads 30 feet from the creature and lasts for 1 minute or until dispersed by a wind of moderate or greater speed. All creatures within the mist have disadvantage on Wisdom saving throws and advantage on Dexterity (Stealth) checks made to hide within the mist.
Actions
Multiattack. The creature makes two attacks: one with its Shadow Tendril and one using its Innate Spellcasting.
Shadow Tendril. Melee Spell Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 3) psychic damage, and the target must succeed a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
Lure of Despair (Recharge 5–6). The creature targets a creature it can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or become paralyzed with dread for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.