Abyssal Duskspike Wyrm of the Void's Depths
In the hushed shadows of the nether, a serpentine creature coils, its scales a blend of deep purple and inky black, glimmering with an otherworldly shimmer. This being, known for emerging from the obsidian crevices during twilight, thrives in the void between worlds. Eyes like burning stars pierce the darkness, radiating a potent aura of fear. It moves with a silent grace, gliding through the air before striking with a needle-like appendage, capable of inflicting both physical and psychic damage. An entity of adaptive cunning, this monster can bend the shadows themselves, entering a phantasmal form that confounds and terrifies its foes.
Large aberration, chaotic neutral
Armor Class 16 (Natural Armor)
Hit Points 120 (15d10 + 45)
Speed 40 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 17 (+3) | 12 (+1) | 14 (+2) | 20 (+5) |
Saving Throws Dex +6, Con +6, Cha +8
Damage Immunities Psychic
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 12
Languages Deep Speech, telepathy 60 ft.
Challenge 7 (2,900 XP)
Amphibious. The creature can breathe underwater as well as in air.
Shadow Form (Recharge 5-6). As a bonus action, the creature can shift into a shadowy, incorporeal form for 1 minute. While in this form, it cannot be targeted by attacks or spells unless they affect ethereal creatures. It can pass through solid objects, but it can’t end its turn inside an object. The first creature that successfully hits it while it is in this form takes 21 (6d6) psychic damage.
Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
- At will: Mage Hand, Minor Illusion
- 3/day each: Fear, Shadow Blade
- 1/day each: Fear, Phantasmal Killer
Multiattack. The creature makes two attacks: one with its Bite and one with its Duskspike.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 4) piercing damage plus 9 (2d8) psychic damage.
Duskspike. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Wisdom saving throw or become frightened until the end of its next turn.
Legendary Actions
The creature can take 3 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 teleports up to 30 feet to an unoccupied space it can see.
- Psychic Pulse (Costs 2 Actions). Each creature within 15 feet must succeed on a DC 16 Intelligence saving throw or take 10 (3d6) psychic damage and be unable to take reactions until the start of its next turn.
- Spectral Lunge (Costs 3 Actions). The creature makes one Duskspike attack, and if it hits, it can immediately teleport to another unoccupied space up to 60 feet away.