Darkwave Wyrm of the Abyssal Depths

A sleek and sinuous creature, this wyrm glides through the shadows of water as if it were swimming through oil. Its iridescent scales shimmer with hues of deep indigo and seafoam green, evoking the mysteries of the depths, while its elongated body is adorned with bioluminescent patterns that flicker ominously in the dark. It possesses a maw filled with jagged teeth and is capable of unleashing powerful waves of psychic energy that disorient its foes. This creature is a master of ambush, using its aquatic environment to hide and strike with ruthless precision.


Large Aberration, Neutral Evil

Armor Class 15 (Natural Armor)
Hit Points 102 (13d10 + 39)
Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 2 (-4) 14 (+2) 12 (+1)

Saving Throws Str +8, Dex +6, Wis +5
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 11
Languages Understands Deep Speech but can't speak
Challenge 7 (2,900 XP)

Amphibious. The creature can breathe both air and water.

Psychic Pulse. As a bonus action, it can unleash a wave of psychic energy. Each creature of its choice within 30 feet must succeed on a DC 15 Wisdom saving throw or take 22 (5d8) psychic damage and become disoriented, granting advantage on the creature's next attack roll until the start of its next turn.

Camouflage. When in water, the creature can use a bonus action to become invisible until it attacks or until it is no longer submerged.

Multiaction. The creature can take the following actions on its turn:

  • Multiattack. The creature can make two attacks: one with its bite and one with its tail.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 5) piercing damage plus 9 (2d8) psychic damage.
  • Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 5) bludgeoning damage.

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.

  • Psychic Surge. The creature targets one creature it can see within 60 feet, forcing it to make a DC 15 Wisdom saving throw. On a failed save, the target takes 7 (2d6) psychic damage and is pushed back 10 feet.
  • Submerge. The creature vanishes into the water, becoming invisible until the start of its next turn.
  • Eruption of Waves (Costs 2 Actions). The creature creates a wave of energy that disrupts the area up to 30 feet in radius. Each creature in that area must make a DC 15 Strength saving throw, taking 22 (5d8) bludgeoning damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the start of the creature's next turn.