Veilshaper of the Abyssal Crescent

In the shadowy realms of nightmares, this being emerges, a silhouette flickering against the void, adorned with tendrils of ephemeral darkness. Its form is ever-shifting, partially obscured by a veil that radiates an unsettling aura. Each movement leaves ripples in reality, warping the essence of light and sound, creating a cacophony of unsettling whispers. The creature’s eyes gleam like twin moons, bright and piercing, reflecting the fear of those who gaze into them. As it traverses the plane, it distorts the very fabric of magic and perception, causing even the most stalwart to question their surroundings and the reality they inhabit.


Name: Abyssal Veilshaper
Medium Aberration, Chaotic Evil

Armor Class: 15 (natural armor)
Hit Points: 110 (13d8 + 52)
Speed: 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 18 (+4) 16 (+3) 16 (+3) 18 (+4)

Saving Throws: Dex +9, Con +8, Wis +7, Cha +8
Skills: Deception +8, Insight +7, Perception +7, Stealth +9
Damage Resistances: Acid, Fire, Psychic
Condition Immunities: Charmed, Frightened, Grappled, Paralyzed
Senses: Truesight 60 ft., Passive Perception 17
Languages: Telepathy 120 ft., understands all languages it knew in life but can't speak
Challenge: 7 (2,900 XP)

Shape the Veil (Recharge 5-6): As an action, the being can manipulate its surroundings and the perceptions of creatures within a 30-foot radius sphere centered on itself. Each creature in that area must succeed on a DC 16 Wisdom saving throw or become charmed by the Abyssal Veilshaper for 1 minute. While charmed in this way, a creature sees illusory duplicates of itself and its allies, causing attack rolls against them to have disadvantage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Multiattack: The being makes three attacks: two with its Shadow Tendril and one with its Mind Rend.

Shadow Tendril:
Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 18 (2d10 + 5) psychic damage, and the target must succeed on a DC 16 Strength saving throw or be pulled 10 feet toward the being.

Mind Rend:
Ranged Spell Attack: +8 to hit, range 60 ft., one creature.
Hit: 22 (4d10) psychic damage, and the target must make a DC 16 Intelligence saving throw, taking an additional 10 (3d6) psychic damage on a failed save.

Innate Spellcasting: The being's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: Silent Image, Minor Illusion
  • 3/day each: Fear, Invisibility, Phantasmal Force
  • 1/day each: Dominate Person, Shadow of Moil

Ethereal Jaunt: As a bonus action, the being can shift from the Material Plane to the Ethereal Plane, or vice versa. It reappears in an unoccupied space it can see within 30 feet of its previous location. This ability can be used as part of the creature's movement.

Shadow's Embrace: The being can cloak itself in shadows, gaining advantage on Dexterity (Stealth) checks made in dim light or darkness. Additionally, any creature that starts its turn within 10 feet of the being takes 10 (3d6) psychic damage due to the gnawing influence of the creature's dark presence.