Veiled Nightmare of the Abyssal Depths
A creature of shadow and dread, this entity emerges from the deepest nightmares, cloaked in an abyssal veil that twists perception. It glides silently through the air, its form ever-shifting, making it difficult to discern its true shape. Eyes like white-hot coals flicker beneath its shadowy shroud, sending a chilling wave of fear into the hearts of those who gaze upon it. Known for its ability to manipulate the nightmares of its prey, it can draw adventurers into their darkest fears, fighting foes not with mere claws or bites but with the terrible manifestations of their own minds. With a whispering voice, it sows discord, leaving its enemies isolated and vulnerable.
Large Undead, Chaotic Evil
Armor Class 15 (Natural Armor)
Hit Points 112 (15d10 + 30)
Speed 0 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 20 (+5) | 14 (+2) | 18 (+4) | 16 (+3) | 24 (+7) |
Saving Throws Dex +9, Int +8, Wis +7, Cha +11
Skills Arcana +8, Deception +11, Insight +7, Stealth +9
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 15
Languages Telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Unique Ability: Nightmarish Illusions
Whenever a creature within 30 feet of the entity starts their turn, they must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
Multiattack. The entity attacks twice with its Shadow Touch or uses Nightmarish Whispers.
Shadow Touch. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 3) psychic damage, and the target must succeed on a DC 17 Intelligence saving throw or be incapacitated until the end of their next turn.
Nightmarish Whispers. The entity emanates a disturbing whisper that fills the minds of all creatures within a 30-foot radius. Each creature must succeed on a DC 17 Wisdom saving throw or take 27 (6d8) psychic damage and be unable to take reactions until the start of their next turn.
Rejuvenation. If it is destroyed, the entity rises again in 1d10 days unless it is dispelled by a Dispel Evil and Good spell.
Legendary Actions
The entity 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 entity regains spent legendary actions at the start of its turn.
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Shadow Step. The entity teleports up to 60 feet to an unoccupied space it can see.
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Create Illusion (costs 2 actions). The entity creates a terrifying illusion of its choice within 30 feet of it. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 14 (4d6) psychic damage and be frightened until the end of its next turn.
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Harvest Fear (costs 3 actions). The entity targets one creature it can see within 60 feet. The target must succeed on a DC 17 Charisma saving throw or be paralyzed until the end of its next turn. If the target is paralyzed this way, the entity regains 10 hit points.