Twilight Revenant of the Abyssal Veil
A spectral figure cloaked in an ever-shifting veil of darkness drifts silently through the shadows, its hollow eyes glowing with a faint luminescence. This entity appears to be a living amalgamation of shadows, wisps, and the souls of the damned. It emanates an aura of despair and dread, causing disturbance in the air around it. The creature’s battle techniques focus not only on damaging foes but also on stealing their will to fight. When engaging with this apparition, one may find their very thoughts twisted and their deepest fears brought forth, all while the abyssal veil coalesces to obscure their senses.
Medium Undead, Chaotic Evil
Armor Class 15 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 16 (+3) | 14 (+2) | 12 (+1) | 20 (+5) |
Saving Throws Dex +6, Wis +4, Cha +8
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses darkvision 60 ft., ethereal sight 60 ft., passive Perception 11
Languages understands all languages it knew in life but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits
Incorporeal Movement. The creature can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Abyssal Presence. Creatures that start their turn within 30 feet of the creature must make a DC 16 Wisdom saving throw or be affected by the fear spell until the end of their next turn. A creature that succeeds on the saving throw is immune to this effect for 24 hours.
Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Actions
Multiattack. The creature makes two attacks with its Shadow Grasp.
Shadow Grasp. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d10) necrotic damage, and the target must make a DC 16 Constitution saving throw. On a failed save, the target's maximum hit points are reduced by an amount equal to the necrotic damage taken until they finish a long rest.
Veil of Despair (Recharge 5–6). The creature envelops a 20-foot radius sphere centered on itself in chilling shadows for 1 minute. Each creature within the area must succeed on a DC 16 Wisdom saving throw or become blinded and affected by the confusion spell for the duration. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature may move through the area without being affected while the veil lasts.
Rejuvenation. If the creature is destroyed, it can reform itself after 1d10 days unless its phylactery (typically an object of personal significance hidden away in a dark place) is also destroyed.