Null Walker

Medium aberration, neutral

A null walker is an anti-magic aberration from the spaces between planes, drawn to concentrations of magical energy the way a predator is drawn to a watering hole. It is vaguely humanoid, featureless, and made of something that looks like solidified static: a flickering grey-white shape that the eye refuses to focus on. Null walkers feed on magical energy, draining enchantments, suppressing spells, and consuming mana. They are not malicious; they are hungry. They are also extremely dangerous to anything that relies on magic to survive.

Armor Class:15
Hit Points:68 (8d8 + 32)
Speed:30 ft
Challenge:CR 4
STR
14 (+2)
DEX
16 (+3)
CON
18 (+4)
INT
6 (-2)
WIS
14 (+2)
CHA
3 (-4)
Saving Throws:CON +7, WIS +5
Damage Resistances:Bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities:Force, psychic
Condition Immunities:Charmed, frightened
Senses:Blindsight 60 ft (blind beyond), passive Perception 12
Fear Check:DC 13 WIS save when first encountered.

Actions

Multiattack. The Null Walker makes two Disruption Strike attacks.
Disruption Strike. Melee: +6 to hit, reach 5 ft. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) force damage. If the target is concentrating on a spell, they have disadvantage on the concentration save.
Null Pulse (Recharge 5-6). Each creature in a 20-foot radius must make a DC 15 CON save. Failure: 14 (4d6) force damage, lose lowest-tier active spell effect, cannot cast spells until end of next turn. Success: half damage, no additional effects.