Veilworn Specter of the Forgotten Depths

A shadowy figure draped in tattered veils emerges from the darkness, the air around it crackling with an otherworldly energy. The entity appears to flicker and distort as if it exists between realities, causing those who gaze upon it to feel an inexplicable sense of dread. Legends speak of the entity as a guardian of ancient secrets and forbidden knowledge, luring the curious and the foolish into its embrace to ensnare their souls. When it manifests during the twilight hours, it whispers fragmentary truths and distorted visions of the past, often leaving its victims bewildered and vulnerable.


Medium Undead, Neutral Evil

  • Armor Class 15 (natural armor)
  • Hit Points 85 (10d8 + 40)
  • Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 20 (+5)
  • Saving Throws Dex +8, Wis +7, Cha +9
  • Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands all languages it knew in life but can’t speak
  • Challenge 6 (2,300 XP)

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Veil of Whispers. As a bonus action, the specter can create an aura of unsettling whispers in a 30-foot radius centered on itself. Creatures within this radius must succeed on a DC 17 Wisdom saving throw or be frightened until the end of their next turn. A creature that succeeds on the saving throw is immune to this effect for 24 hours.

Life Drain. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 20 (4d8 + 4) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or have its maximum hit points reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The specter regains hit points equal to the amount lost in this way.

Ghostly Reprisal (Recharge 5-6). When the specter takes damage, it can teleport up to 30 feet to an unoccupied space it can see and become invisible until the start of its next turn. While invisible, it can make a melee spell attack as part of this ability, dealing 22 (4d10) psychic damage on a hit.

Actions

Multiattack. The specter makes two attacks: one with its Life Drain and one with its Veil of Whispers effect.

Unraveling Visions (Recharge 6). The specter targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Intelligence saving throw or be incapacitated until the end of its next turn as they are overwhelmed by disturbing visions of their past. If the target has any levels in a class, it loses a spell slot of the highest level it can cast.