The Lamenting Shadow of the Abyssal Nadir
In the darkest corners of forgotten ruins, a creature of despair lurks, born from the sorrows and regrets of lost souls. It manifests as a swirling shadow, its form constantly shifting, reminiscent of wispy tendrils of smoke intermingled with fleeting, sorrowful faces. When it emerges, the air becomes laden with an oppressive gloom, sapping the will to fight and weakening the spirit. Those who gaze into its depths may witness their worst failures replaying, amplified by echoing wails of anguish that seem to emanate from the creature itself. This entity thrives on the emotional suffering of others, and with each scream, it grows stronger, weaving through the material realm seeking to engulf those who dare to face their past.
Medium Undead, 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) | 16 (+3) | 14 (+2) | 6 (-2) | 12 (+1) | 18 (+4) |
Saving Throws Dex +6, Wis +4, Cha +7
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, fear
Condition Immunities charmed, frightened, paralyzed, stunned
Senses darkvision 60 ft., passive Perception 11
Languages understands Common and one additional language of its choice but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Shadowy Form. The creature can move through solid objects as though they were difficult terrain. If it ends its turn inside an object, it is ejected to the nearest unoccupied space.
Haunting Wail. As a bonus action, it can unleash a wail of despair. Each creature within 30 feet of it that can hear it must succeed on a DC 15 Wisdom saving throw or take 15 (3d10) psychic damage and be frightened until the end of its next turn. A creature that succeeds on this saving throw takes half as much damage and is not frightened.
Manifest Regret. When a creature starts its turn within 30 feet of this entity, it can choose one target within range. That creature must make a DC 15 Wisdom saving throw or reveal one failure from its past that causes it to suffer disadvantage on its next attack roll or saving throw. A creature that succeeds on this saving throw is immune to this effect for 24 hours.
Actions
Multiattack. The entity makes two Shadow Tendril attacks.
Shadow Tendril. Melee Spell Attack: +7 to hit, reach 15 ft., one target. Hit: 22 (4d10) necrotic damage. If the target is reduced to 0 hit points, the entity regains hit points equal to the damage dealt.
Despairing Grasp (Recharge 5–6). The entity extends its shadowy form to grasp at a creature it can see within 30 feet. The target must succeed on a DC 15 Strength saving throw or be restrained in shadows for 1 minute. A restrained target takes 10 (3d6) necrotic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Adventurers seeking to uncover the secrets buried in ruins or to face their personal demons may encounter this sinister entity, a challenge that tests both their physical and emotional fortitude.