Umbral Guardian of the Submerged Shadows
A towering figure shrouded in a swirling mist, this ethereal being appears to be forged from the depths of a murky abyss. Its form exudes a haunting beauty, with elongated limbs and a visage that shifts like the surface of water disturbed by unseen currents. Glimmering eyes peer from darkness, revealing a depth of knowledge and wisdom long forgotten. Existing between realms, it acts as a guardian of submerged secrets and lost memories. Those who dare to invade its domain may find themselves not just fighting for their lives, but also confronting the echoes of their deepest fears as they are drawn into a confrontation with their own shadows.
Armor Class 15 (Natural Armor)
Hit Points 110 (13d10 + 39)
Speed 30 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 16 (+3) | 12 (+1) | 18 (+4) | 15 (+2) |
Saving Throws Dex +5, Wis +7, Cha +5
Skills Perception +7, Stealth +5
Damage Resistances Psychic, Necrotic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., passive Perception 17
Languages Telepathy 120 ft., understands all languages it knew in life but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Amphibious. The creature can breathe both air and water.
Shadow Veil (Recharge 5-6). As a bonus action, the entity can create an aura of swirling shadows in a 15-foot radius around itself. Creatures within this area must succeed on a DC 15 Wisdom saving throw or become frightened until the end of their next turn. While frightened in this way, a creature must roll a d6 at the start of each of its turns. On a roll of 1-3, the creature takes 10 (3d6) psychic damage as a whispering voice from the shadows fills its mind.
Shadowy Displacement. The entity has advantage on Dexterity (Stealth) checks made in dim light or darkness. When it is in dim light or darkness, attacks against it have disadvantage.
Multiattack. The creature makes two attacks: one with its Shadowy Tendril and one with its Grasp of Secrets.
Shadowy Tendril. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or have its maximum hit points reduced by an amount equal to the damage taken until the target finishes a long rest.
Grasp of Secrets. Melee Spell Attack: +7 to hit, reach 10 ft., one creature. Hit: 18 (4d8) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have disadvantage on its next attack roll or ability check.
Sunlight Sensitivity. While in sunlight, the entity has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.