Twilight Siphoner of the Abyssal Currents
In the shadows where the veil between worlds thins, a creature emerges from the depths of twilight. Its form is shrouded in a haze of deep blues and purples, reminiscent of both the ocean's depths and the dusk sky. With elongated limbs that taper into delicate tendrils, it glides rather than walks, its presence seemingly bending the very light around it. Its hollow eyes shimmer with a flicker of the abyss, reflecting a vastness that draws the curious and unwary closer. This entity thrives on the energies of fear, uncertainty, and magical essence, drawing them into itself as it siphons life force from its surroundings. When threatened, it unleashes a torrent of ethereal currents, creating an aura that warps reality itself, challenging anyone who dares to confront it.
Medium Aberration, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 102 (15d8 + 30)
Speed 30 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 18 (+4) | 14 (+2) | 16 (+3) | 10 (+0) | 20 (+5) |
Saving Throws Dex +7, Int +6, Cha +8
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands Deep Speech and Abyssal but cannot speak
Challenge 6 (2,300 XP)
Innate Spellcasting. The creature’s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: Disguise Self, Eldritch Blast (3 beams)
- 3/day each: Darkness, Fear, Misty Step
- 1/day each: Greater Invisibility, Phantasmal Killer
Abyssal Siphon. When a creature is within 30 feet of this entity and takes damage from a spell or magical effect, the creature must succeed on a DC 16 Constitution saving throw or have its hit point maximum reduced by half the total damage taken. This reduction lasts until the creature finishes a long rest.
Twilight Evasion. When the entity is hit by an attack, it can use its reaction to teleport up to 30 feet to an unoccupied space it can see and becomes invisible until the end of its next turn.
Actions
Multiattack. The entity makes two attacks with its Tendril Strike.
Tendril Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 4) psychic damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
Ethereal Surge (Recharge 5–6). The entity channels the abyssal currents around it, creating a swirling maelstrom of energy in a 15-foot radius centered on itself. Each creature in that area must make a DC 16 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, the area becomes difficult terrain for 1 minute.