The Riftwalker of Forgotten Shadows
A figure cloaked in swirling darkness and flickering tendrils of shadow emerges from an ephemeral rift. Its form is amorphous, shifting between vague humanoid shapes and chilling whispers that send shivers down the spines of those nearby. It strides with uncanny ease, moving as if both in this world and another, leaving behind a lingering aura of despair and confusion. Those who gaze upon it may feel their thoughts twisted in strange directions, as if the very fabric of reality is bending around the creature. It draws power from the forgotten memories and shadows of the past, manipulating them to sow discord among its foes, creating echoes of their fears.
Stat Block
Medium aberration, chaotic neutral
Armor Class 15 (Natural Armor)
Hit Points 104 (11d8 + 55)
Speed 30 ft., fly 30 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 20 (+5) | 12 (+1) | 16 (+3) | 17 (+3) |
Saving Throws Dex +8, Con +9, Wis +7
Skills Stealth +12, Deception +7, Insight +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 60 ft., Passive Perception 15
Languages Telepathy 120 ft., understands all languages it knew in life but can’t speak
Challenge 6 (2,300 XP)
Amorphous. The creature can move through a space as narrow as 1 inch wide without squeezing.
Forgotten Echoes. When the creature takes damage, it can use its reaction to force one creature within 30 feet of it that it can see to make a DC 16 Wisdom saving throw. On a failed save, the creature takes 14 (4d6) psychic damage and its movement is halved until the end of its next turn as it is overwhelmed by echoes of its own fears.
Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
- At will: Darkness, Minor Illusion
- 3/day each: Fear, Phantasmal Killer
- 1/day each: Greater Invisibility, Shadow of Moil
Actions
Multiattack. The creature makes two Shadow Tendril attacks.
Shadow Tendril. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 2) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
Void Rift (Recharge 5-6). The creature opens a rift in space, creating a terrifying area of dark energy in a 20-foot radius centered on a point it can see within 60 feet of it. Each creature in that area must succeed on a DC 17 Dexterity saving throw or take 27 (6d8) necrotic damage and be restrained by the tendrils of darkness for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions
Flicker of Shadows. When an attacker that the creature can see misses it with a melee attack, it can use its reaction to teleport up to 30 feet to an unoccupied space it can see, and it can make one Shadow Tendril attack as part of this reaction.
The creature feeds off the fleeting thoughts of courage and bravery in its foes, thriving in their distress and turning them against each other with visions born from their most buried nightmares. Adventurers must find a way to confront not only the creature itself but also the dark secrets it unveils from their past.