Cloaked Serpent of the Drowned Abyss

An elusive entity lurking in the depths of waterlogged ruins and sunken cities, this serpentine creature is draped in tattered shrouds made from the remnants of its drowned victims. Glowing blue eyes pierce through the enveloping darkness, reflecting the mystery of the abyss. Its body, slick with brine and textured like corroded metal, can twist and coil gracefully, making it a master of ambush. Those who gaze into its depths may hear whispers of ancient curses or catch fleeting glimpses of treasure beyond comprehension. With a flick of its fin-like appendages, it can summon the currents to carry it swiftly and silently, allowing it to strike at unsuspecting foes before vanishing into the inky shadows.


Large aberration, neutral evil

Armor Class 15 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 3 (-4) 12 (+1) 16 (+3)

Saving Throws Dex +8, Wis +5, Cha +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Charmed
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Passive Perception 14
Languages Understands Aquan but can't speak
Challenge 7 (2,900 XP)

Amphibious. The creature can breathe both air and water.

Water's Embrace. When the creature is in water, it has advantage on Dexterity (Stealth) checks and can move through difficult terrain without penalty.

Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

  • At will: fog cloud, minor illusion, mage hand
  • 3/day each: gust of wind, darkness
  • 1/day each: control water, phantasmal force

Actions

Multiattack. The creature makes two attacks: one with its Bite and one with its Tail.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 3) piercing damage. If the target is grappled, it must succeed on a DC 16 Strength saving throw or be restrained until it escapes.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 3) bludgeoning damage, and the target is pushed 10 feet away.

Whirlpool. (Recharge 5-6) The creature generates a swirling vortex of water in a 20-foot radius centered on itself. Each creature in that area must succeed on a DC 16 Strength saving throw or take 21 (6d6) bludgeoning damage and be pulled 15 feet towards the creature. On a successful save, the creature takes half the damage and isn’t pulled. The area becomes difficult terrain until the end of the creature's next turn.