Veilbound Revenant of the Abyssal Whispers
A shrouded figure draped in tattered, billowing rags appears before you, its body indistinct and ever-shifting. Dark, elongated claws extend from the ends of its sleeves, while an unsettling, coiling mist surrounds it, whispering the fears and doubts of those who dare approach. Eyes like burning coals glimmer from the depths of its shadowy form, promising dread to any who fall under its gaze. These entities, remnants of lost souls, weave through the ethereal plane, siphoning energy and essence from the living. The air feels thick with foreboding as it moves, each step dampening sound and instilling chaos among those nearby.
Stat Block
Large Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 0 ft., fly 60 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 14 (+2) | 18 (+4) | 12 (+1) | 16 (+3) | 20 (+5) |
Saving Throws Dex +5, Con +7, Wis +6, Cha +8
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, frightened
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages understands Common and one other language of its choice, but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Innate Spellcasting. The monster’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
- At will: disguise self, minor illusion
- 3/day each: fear, shadow blade (3rd level)
- 1/day each: greater invisibility, vampiric touch
Mournful Whispers. Creatures within 30 feet of the monster that can hear it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of their next turn. A creature that succeeds on this saving throw is immune to this effect for 24 hours.
Abyssal Absorption. Whenever the monster reduces a creature to 0 hit points, it regains hit points equal to the damage dealt.
Actions
Multiattack. The monster makes two attacks with its Shadow Grasp.
Shadow Grasp. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have disadvantage on all attack rolls until the end of its next turn.
Rejuvenating Mist (Recharge 5-6). The monster releases a cloud of eerie mist in a 30-foot radius around itself. Each creature in that area must succeed on a DC 16 Constitution saving throw or take 45 (10d8) necrotic damage and become blinded until the end of its next turn. On a successful save, a creature takes half as much damage and is not blinded. The monster regains hit points equal to half the total necrotic damage dealt.
Legendary Actions
The monster 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 monster regains spent legendary actions at the start of its turn.
- Misty Step. The monster magically teleports up to 30 feet to an unoccupied space it can see.
- Frightening Gaze. The monster targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
- Whisper of the Abyss (Costs 2 Actions). The monster targets one creature it can see within 60 feet. The target must succeed on a DC 16 Intelligence saving throw or take 21 (6d6) psychic damage and have disadvantage on its next ability check or saving throw.