Chimeric Serpent of the Gloomshire Abyss
A grotesque amalgamation of serpentine forms, this creature slithers through the shadows of the Gloomshire Abyss, its body a writhing mass of scales glimmering in hues of deep purple and obsidian. Each section of its elongated body sports different inhuman features—a lion’s maw with glistening fangs, the flared frills of a frilled shark, and the barbed tendrils reminiscent of a jellyfish. As it moves, it emits a chilling hiss that disrupts the very air, sending shivers down the spine of even the bravest adventurers. When threatened, it releases a cloud of psychic toxins that fog the minds of its foes, turning friend against friend. This beast embodies the struggles of those who wander too deep into the abyss, capturing their fears and uncertainties within its nightmarish form.
Large Aberration, Chaotic Evil
Armor Class 15 (Natural Armor)
Hit Points 112 (15d10 + 30)
Speed 40 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 16 (+3) | 14 (+2) | 1 (-5) | 14 (+2) | 12 (+1) |
Saving Throws DEX +6, WIS +5
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 13
Languages Understands Deep Speech but cannot speak
Challenge 6 (2,300 XP)
Multiattack. The creature makes three attacks: one with its Bite and two with its Whip-like Tendrils.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 3) piercing damage plus 7 (2d6) psychic damage.
Whip-like Tendrils. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 3) slashing damage and the target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn as nightmares flood its mind.
Psychic Bane. As a bonus action, the creature can release a 15-foot radius cloud of psychic toxins centered on itself. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic damage and be afflicted with confusion for 1 minute. A creature may repeat the saving throw at the end of their turns, ending the effect on themselves on a success.
Abyssal Undulation (1/Day). The creature can meld into the shadowy terrain, blinking out of existence and reappearing at any point within 60 feet that it can see. Upon appearing, all creatures within 10 feet of its new location must succeed on a DC 15 Dexterity saving throw or take 27 (6d8) necrotic damage and be poisoned until the end of their next turn.
Legendary Resistance (1/Day). If the creature fails a saving throw, it can choose to succeed instead.
Rejuvenation. If this creature dies, it dissolves into shadow and returns to the Gloomshire Abyss within 1d4 days unless its essence is trapped within a specially crafted crystal.