Depths Dread Wyrm
In the shadowy corners of submerged caverns and forgotten lakebeds lies a creature born from the primordial depths. Its elongated body, covered in iridescent scales that shimmer like moonlight on water, glides silently through the dark. The creature possesses a maw lined with razor-sharp teeth, perpetually dripping a viscous, luminescent venom. Its eyes are like glowing orbs, mesmerizing and able to knock the unwary into stasis when locked in gaze. The eerie silence that precedes its emergence heightens the experience of dread, for it is a master of stealth and illusion. As it strikes, the essence of fear can be felt; victims report seeing visions of their greatest nightmares reflected in the waters before them.
Medium Monstrosity, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 18 (+4) | 6 (-2) | 14 (+2) | 20 (+5) |
Saving Throws Dex +7, Con +8, Wis +6, Cha +9
Skills Perception +6, Stealth +7, Deception +9
Damage Immunities Poison
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., passive Perception 16
Languages understands Aquan and Common but cannot speak
Challenge 7 (2,900 XP)
Innate Spellcasting. The creature’s spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
- At will: Minor Illusion
- 3/day each: Fear, Hold Person
- 1/day each: Phantasmal Killer, Tidal Wave
Lurking Presence. The creature can manipulate shadows in water. As a bonus action, it can become invisible in water until it attacks or until its concentration ends (as if concentrating on a spell).
Nightmare Gaze. The creature can focus its gaze on one creature it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn. A creature that succeeds on this save is immune to this ability for 24 hours.
Multiattack. The creature makes three attacks: one with its bite and two with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 4) piercing damage plus 11 (2d10) poison damage. The target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage.
Rejuvenation. If the creature is destroyed, it can reform after 1d4 + 1 days in the same body of water where it died, unless the water has been blessed or the creature's body is completely consumed.