The Unveiled Abysswalker of Silent Depths

In dimly lit caverns and ancient ruins, this creature prowls in a shroud of darkness, its form barely perceptible against the backdrop of the abyss. With skin that seems to absorb light and glimmering eyes like twin distant stars, it moves with an unsettling grace. As it approaches, an oppressive silence falls over the surroundings, amplifying the sound of the adventurers' own breathing. It terrorizes those who wander too near, leaving a lingering sense of dread and the unmistakable feeling of being watched. The creature can slip into the shadows effortlessly, manipulating the very essence of fear and despair to weaken its foes. Adventurers must rely on their wits and senses to combat this harbinger of nothingness.


Large Aberration, Chaotic Evil

Armor Class 15 (natural armor)
Hit Points 102 (15d10 + 30)
Speed 40 ft., swim 60 ft.

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

Saving Throws Dex +6, Wis +6, Cha +7
Skills Perception +6, Stealth +9, Intimidation +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Passive Perception 16
Languages Deep Speech, telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3


Shadowed Wisp. As a bonus action, the creature can become invisible until it attacks or until its concentration ends (as if concentrating on a spell). It can only remain invisible in areas of dim light or darkness.

Actions

Multiattack. The creature makes two attacks: one with its Abyssal Touch and one using its Drain Fear ability.

Abyssal Touch. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.

Drain Fear. The creature targets one frightened creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and be frightened until the end of its next turn. On a successful save, the target takes half as much damage and is not frightened.

Terrifying Presence (Recharge 5-6). The creature exudes an aura of dread. Each creature of its choice within 30 feet that can see it must succeed on a DC 15 Wisdom saving throw or be 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.

Legendary Actions The creature can take 3 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 half its speed without provoking opportunity attacks.
  • Terrifying Glare (Costs 2 Actions). The creature targets one creature it can see within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be considered frightened until the end of its next turn.
  • Shadow Meld (Costs 3 Actions). The creature immediately moves into an area of dim light or darkness and reappears in another area of dim light or darkness within 60 feet, leaving behind a lingering shadow that creates an area of difficult terrain for the next turn.