The Enshadowed Lurker from Beyond the Rift
A twisted entity birthed from the churning darkness of the void, this creature appears as a mass of swirling shadows intertwined with elongated, elongated limbs that writhe and undulate as it moves. Its face is an ever-shifting horror; a void of nothingness punctuated by flashes of glowing, piercing eyes. It is said that wherever it treads, the light itself seems to recede, and the very air grows heavy with dread. The being thrives on fear and despair, using its strange connection to the Dark Rift to draw unsuspecting souls closer, ensnaring them in a web of shadows.
When it strikes, it leaves behind a lingering chill and an inexplicable sense of loss, as if something precious has been taken. The being can manipulate shadow and darkness, creating illusions that prey on the minds of its foes, turning brother against brother as they struggle against their own inner nightmares.
Stat Block
Creature Type: Medium Aberration, Neutral Evil
Armor Class: 15 (Natural Armor)
Hit Points: 78 (12d8 + 24)
Speed: 30 ft., fly 30 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 14 (+2) | 12 (+1) | 16 (+3) | 18 (+4) |
Saving Throws: Dex +6, Wis +6, Cha +7
Skills: Stealth +9, Deception +7, Intimidation +7
Damage Resistances: Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., Blindsight 60 ft. (blind beyond this radius), Passive Perception 16
Languages: Telepathy 120 ft., understands Common but cannot speak
Challenge: 7 (2,900 XP)
Proficiency Bonus: +3
Traits
- Shadow Manipulation: As a bonus action, the creature can meld into shadows within 60 ft. of it, becoming invisible until it stops moving or until it attacks.
- Fearful Presence: Each creature of the creature's choice within 30 ft. must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Eldritch Grasp: When the creature hits a target with a melee attack, it can choose to deal an additional 10 (3d6) psychic damage.
Actions
- Multiattack: The creature makes two attacks: one with its Shadow Tendril and one with its Ensnaring Illusion.
- Shadow Tendril: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) necrotic damage.
- Ensnaring Illusion (Recharge 5-6): The creature creates a shadowy illusion within a 30 ft. radius. Each creature of the creature's choice in that area must succeed on a DC 15 Intelligence saving throw or become immobilized as they are ensnared by phantoms from their past for 1 minute. A creature can repeat the saving throw at the end of each of its turns, freeing itself on a success.
Legendary Actions
The creature can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn.
- Move: The creature moves up to its speed without provoking opportunity attacks.
- Shadow Burst (Costs 2 Actions): The creature creates a burst of shadow magic in a 15 ft. radius around it. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.