Veiled Abyss Dweller of the Silent Abyss

An unsettling creature shrouded in shadowy veils, this being flows like liquid darkness beneath the ground, often lurking in the depths of forgotten caverns. Its form is an ever-shifting mass of obsidian tendrils that stretch and curl, allowing it to blend seamlessly into the darkness. The faintest whisper of disquiet accompanies its presence; victims report feelings of dread and an overwhelming sense of being watched. It feeds on despair and fear, drawing strength from the negative emotions of those who wander too close to its domain.


Medium aberration, neutral evil

Armor Class 15 (natural armor)
Hit Points 102 (15d8 + 30)
Speed 30 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 19 (+4)

Saving Throws Dex +7, Wis +6, Cha +7
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15
Languages Telepathy 120 ft.
Challenge 7 (2,900 XP)

Shadow Veil. The creature is heavily obscured in areas of dim light or darkness. Creatures without blind sight must succeed on a DC 15 Wisdom saving throw to perceive it.

Bonus Action - Echo of Dread. When the creature takes damage, it can emit an aura of terror. Creatures within a 30-foot radius must succeed on a DC 15 Wisdom saving throw or become frightened until the end of their next turn.

Actions

Multiattack. The creature makes two tendril attacks.

Tendril. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn.

Swallowing Darkness (Recharge 5-6). The creature unleashes a wave of consuming shadow in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is blinded until the end of its next turn.

Legendary Actions
The creature 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 creature regains spent legendary actions at the start of its turn.

  • Flicker (Costs 1 Action). The creature moves up to half its speed without provoking opportunity attacks.
  • Dark Grasp (Costs 2 Actions). The creature attempts to grapple one creature within 15 feet. The target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15).
  • Consume Fear (Costs 3 Actions). The creature absorbs fear from a creature within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) necrotic damage, and the creature regains hit points equal to the damage dealt.