Veiled Warden of the Murmuring Nightmares

In the darkest corners of the dreamscape, a shadowy figure lurks, draped in tattered veils that seem to ripple like the surface of a disturbed pond. It carries an aura of ethereal dread, its face obscured by an intricate mask that shifts and changes, reflecting the fears of those who gaze upon it. This being is a guardian of the nightmares that plague the minds of mortals, feeding off their anxieties and insecurities while ensnaring them in a haunting trance. When the moon is high and the world is steeped in shadows, it emerges from the depths of the night to protect its realm and drain the will of the unwary.


Medium Aberration, Neutral Evil

Armor Class 15 (Natural Armor)
Hit Points 98 (14d8 + 42)
Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 15 (+2) 17 (+3) 20 (+5)

Saving Throws Dex +7, Wis +6, Cha +8
Skills Deception +8, Insight +6, Stealth +7
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Truesight 120 ft., Passive Perception 15
Languages Telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Shadowy Veil. As a bonus action, this creature can move through any shadow or darkness, effectively becoming incorporeal until the start of its next turn. During this time, it can reappear in any other shadow or dark area within 60 feet.

Nightmare Grapple. When this creature hits with a melee attack, it may force the target to make a Wisdom saving throw (DC 15). On a failed save, the target is grappled by tendrils of shadow and is subjected to nightmares, taking an additional 11 (2d10) psychic damage at the start of each of its turns. The target can use its action to attempt to escape the grapple by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against the creature’s spell save DC.

Actions

Multiattack. The creature makes two attacks: one with its Claw of Dread and one with its Nightmarish Whispers.

Claw of Dread. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) psychic damage.

Nightmarish Whispers. The creature targets one creature it can see within 60 feet of itself. The target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. While frightened in this way, the target takes 10 (3d6) psychic damage and the creature regains hit points equal to half of the damage dealt.

Reactions

Nightmare Reflection. When a creature the creature can see within 30 feet makes an attack against it, it can use its reaction to force the attacker to make a Wisdom saving throw (DC 15). On a failed save, the creature takes 10 (3d6) psychic damage and has disadvantage on the attack roll. On a successful save, the creature takes half damage but does not suffer any effect on the attack.

Legendary Actions

The creature can take three 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.

  • Shadow Step. The creature moves up to its speed without provoking opportunity attacks.
  • Gaze of Phantoms (Costs 2 Actions). The creature targets one creature it can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its next turn.
  • Psychic Drain (Costs 3 Actions). Each creature of the creature's choice within 30 feet must make a DC 15 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much on a successful one. The creature regains hit points equal to the total damage dealt.

Beware those who wander into the realm of shadows with their fears laid bare, for they may find themselves ensnared in a web of nightmares unlike any they have ever known.