Medium Aberration, Neutral Evil
AC 17 phase-warp hide    Initiative +4 (14)
HP 136 (16d8 + 64)
Speed 40 ft., walk 30 ft.
Mod Save
STR 12 +1 +1
DEX 18 +4 +4
CON 18 +4 +4
Mod Save
INT 16 +3 +14
WIS 14 +2 +2
CHA 20 +5 +18
Skills Deception +9, Insight +6, Stealth +8
Resistances Cold, Necrotic, Psychic
Immunities Force; Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 15
Languages Deep Speech, Telepathy 500 ft.
CR 9 (XP 5,000; PB +4)
Traits

TRAITS

Phase Slip

As a bonus action, the Eclipsari can phase partially out of reality. Until the start of its next turn:

  • It has resistance to all damage.

  • It can move through creatures and objects as if they were difficult terrain.

  • Attacks against it are made with disadvantage.

Cognitive Distortion Aura (30 ft)

At the start of each creature’s turn within this aura, it must succeed on a DC 16 Wisdom saving throw or:

  • Lose its reaction until the start of its next turn.

  • Choose whether to move, take an action, or a bonus action (not all three).
    This effect ends if the creature leaves the aura.


Unseeing Gaze (Recharge 5–6)

The Eclipsari targets a creature it can see within 60 feet. That creature must make a DC 17 Charisma saving throw or have its sense of self unraveled:

  • For 1 minute, it cannot cast spells that require concentration.

  • It cannot be the target of beneficial spells.

  • It loses proficiency in one skill and one saving throw (DM’s choice or randomly determined).
    The effect ends early if the creature is the target of Greater Restoration or Remove Curse.

Actions

ACTIONS

Psychic Flare (Ranged Spell Attack)

+9 to hit, range 120 ft., one creature.
Hit: 6d8 psychic damage, and the target must succeed on a DC 17 Intelligence saving throw or be blinded until the end of its next turn.


Mind Pierce (Recharge 6)

The Eclipsari releases a psychic lance in a 60-ft. line, 5 ft. wide. Creatures in the line must make a DC 17 Intelligence saving throw, taking:

  • 8d10 psychic damage on a failure (half on a success).

  • On a failure, the creature is also unable to cast spells until the end of its next turn.

Description

“Eyes that unsee. Thought that unthinks. When they walk, reality flinches.”
— Last log from the Aether-Sanctum research team

Voidkin Eclipsari are entities birthed from the collapsing waveform of thought and light, existing partially outside time and perception. Not truly alive, they are thought-echoes—psionic scars left behind when something impossible thinks too loudly. Often used as scouts, infiltrators, or psionic harbingers, they corrupt not by claw, but by presence.

ECOLOGY & BEHAVIOR

Habitat: The void between realms, Far Realm breaches, shattered psychic landscapes, corrupted stars
Hierarchy: Exist in small collectives (called Silences), led by a more powerful version called a Cognivore
Motivation: Not emotion. They are drawn to thoughts, beliefs, and mental energy, which they "devour" through presence.
Servants of: Ny’thex, the Voidspawn Behemoth, or no one at all. They sometimes arrive before their god does—like philosophical tsunamis.

ROLEPLAYING & INTEGRATION

  • Cultists might carve out their own thoughts to "become worthy" to host an Eclipsari.

  • Wizards studying one often develop aphasia or semantic disintegration.

  • They cannot be remembered clearly—players may have to roll checks to recall an encounter, even moments later.

Previous Versions

Name Date Modified Views Adds Version Actions
6/5/2025 2:51:25 PM
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Coming Soon
Astrill

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