Silent Vortex of the Sunken Dreams
An eerie presence fills the air, as strange whispers flutter around like the haunting echoes of forgotten dreams. This creature appears as a swirling mass of shadowy tendrils, shimmering with an ethereal glow reminiscent of distant stars. At its core lies a dark, pulsating orb that seems to consume any light that approaches. It navigates through the battlefield almost silently, leaving behind a sensation of dread and melancholy. The twisted remnants of long-lost souls can be glimpsed drifting within its depths, forever trapped in the grip of its sorrowful grasp. Its very being echoes with the dreams of those it has ensnared, bringing devastating thoughts of despair to the minds of its prey.
Medium aberration, neutral evil
Armor Class 15 (natural armor)
Hit Points 102 (15d8 + 30)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 14 (+2) | 16 (+3) | 18 (+4) | 20 (+5) |
Saving Throws Dex +7, Wis +7, Cha +8
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Innate Spellcasting. The creature's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
- At will: dissonant whispers, darkness
- 3/day each: dream, hypnotic pattern
- 1/day each: fear, phantasmal killer
Shadowy Embrace. When a creature starts its turn within 30 feet of this creature, it must succeed on a DC 16 Wisdom saving throw or take 10 (3d6) psychic damage and be affected as if by the confusion spell for the duration of its turn. On a successful save, the creature takes half damage and is immune to this effect for 24 hours.
Dreadful Aura (Recharge 5–6). Creatures of the creature's choice within 30 feet that can hear it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success.
Actions
Multiattack. The creature makes two Shadow Tendril attacks.
Shadow Tendril. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 4) psychic damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.
Reality Shatter (1/Day). The creature can target one creature it can see within 60 feet. The target must succeed on a DC 16 Intelligence saving throw or take 45 (10d8) psychic damage, and it is incapacitated until the end of its next turn. On a successful save, the target takes half as much damage and suffers no other effects.