Silent Echo of the Abyssal Veil

From the depths of shadowy realms where sound itself falters, this creature emerges as a harbinger of silence and dread. Shrouded in a swirling haze reminiscent of liquid night, its form constantly shifts and distorts as if it struggles to maintain corporeality. It possesses a faceless visage that seems to absorb light, resulting in a chilling absence where recognition typically resides. Hunters may find themselves unsettled as they contend not only with its brute strength but also with an overwhelming acoustic void that distorts their reality—a whisper of dread before the storm of engagement. Those unfortunate enough to encounter it may find their own echoes turned against them, leading to a jarring realization that what they hear—if they hear anything at all—might drive them towards madness.


Large Aberration, Neutral Evil

Armor Class 15 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 40 ft., fly 60 ft. (hover)

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

Saving Throws Dex +6, Con +7
Damage Immunities Psychic, Thunder
Condition Immunities Deafened, Frightened
Senses Blindsight 60 ft. (blind beyond this radius), darkvision 120 ft., passive Perception 11
Languages Understands all languages but cannot speak
Challenge 7 (2,900 XP)

Proficiency Bonus +3

Ethereal Echoes. When the creature is hit by an attack, it can use its reaction to create an unsettling echo of the attack. The attacker must make a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and be incapacitated until the end of their next turn.

Horrifying Silence (Recharge 5-6). The creature can invoke a wave of silence in a 30-foot radius around itself. Creatures within that area must succeed on a DC 15 Wisdom saving throw or be deafened for 1 minute. A deafened creature can't hear and automatically fails any ability check that requires hearing. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Multiattack. The creature make two attacks: one with its incorporeal tendrils and one with its unsettling howl.

Incorporeal Tendrils. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) necrotic damage.

Unsettling Howl. The creature emits a terrible, distorted sound that resonates with its foes. Each creature of the creature's choice within 60 feet must make a DC 15 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.

Rejuvenating Shadows (1/Day). If the creature is reduced to 0 hit points, it may use this ability to regain 50 hit points and return to the fray. It may not be reduced below 1 hit point until the end of the encounter. When it uses this ability, all creatures within 30 feet must succeed on a DC 15 Constitution saving throw or be frightened until the end of their next turn.