Veilbound Drifter of the Abyssal Murmurs

Emerging from the shadows, this eerie entity is a manifestation of the whispers of lost souls. Its form flickers like a candle’s flame, revealing elongated, shadowy arms and a face obscured by a veil of dark mist. The air around it shimmers with an unsettling energy, warping the perception of reality for those nearby. It thrives in the liminal spaces between the realms of the living and the dead, using its haunting murmurs to disorient and manipulate intruders. Those who hear its voice feel an insidious pull, as if drawn towards a darkness that offers both knowledge and despair.


Large Aberration, Neutral

Armor Class 15 (natural armor)
Hit Points 90 (15d10 + 15)
Speed 30 ft., fly 60 ft. (hover)

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

Saving Throws Dex +6, Int +7, Wis +5, Cha +7
Skills Deception +7, Insight +5, Perception +5
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 60 ft., Truesight 30 ft., Passive Perception 15
Languages Telepathy 120 ft., understands all languages it knew in life but cannot speak
Challenge 7 (2,900 XP)

Veiled Whispers. At the start of each of its turns, the creature can choose one creature it can see within 60 feet of it. That creature must succeed on a DC 15 Wisdom saving throw or take 22 (4d10) psychic damage and become frightened until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t frightened.

Ethereal Stride. As a bonus action, the entity can shift between the material plane and the ethereal plane, becoming incorporeal until the start of its next turn. While in this state, it 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.

Murmur of the Abyss. When a creature starts its turn within 30 feet of the entity, it must make a DC 15 Wisdom saving throw. On a failed save, the creature suffers disadvantage on attack rolls and ability checks until the start of its next turn.

Actions

Multiattack. The entity makes two attacks: one with its Shadow Grasp and one with its Abyssal Whisper.

Shadow Grasp. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 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 necrotic damage taken. This reduction lasts until the target finishes a long rest.

Abyssal Whisper. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 18 (4d8) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn.

Rejuvenation. If it has no hit points remaining, it gains 1d10 hit points at the start of its next turn. If it is in an area of dim light or darkness, it regains an additional 1d10 hit points. This ability can only occur once every 24 hours.