Depthshadow Wyrm of the Silent Abyss
A colossal serpent draped in an ever-shifting cloak of shadows glides through the depths of the abyss. Its scales shimmer like oil on water, reflecting the slightest glimmer of light in kaleidoscopic patterns. As it moves, an otherworldly silence surrounds it, swallowing the sound of even the most raucous battle cries. Its eyes, gleaming with a haunting azure glow, can paralyze the unwary with fear. This creature feeds on despair and can manipulate the darkness, summoning shadows to torment intruders in its domain. Adventurers venture into the abyss, unaware of the ever-watchful presence lurking just beneath the surface, poised to strike when least expected.
Stat Block:
Large monstrosity, neutral evil
Armor Class 15 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 40 ft., swim 60 ft.
STR 20 (+5)
DEX 14 (+2)
CON 20 (+5)
INT 2 (-4)
WIS 12 (+1)
CHA 16 (+3)
Saving Throws Dex +6, Con +9, Cha +7
Damage Resistances necrotic, psychic
Condition Immunities blinded, deafened, frightened
Senses blindsight 60 ft. (blind beyond this radius), darkvision 120 ft., passive Perception 11
Languages understands Abyssal but cannot speak
Challenge 7 (2,900 XP)
Abilities:
Amorphous Shadow. As a bonus action, it can meld into shadows, becoming invisible until it attacks or until the start of its next turn.
Frightening Presence. Each creature of the wyrm's choice within 30 feet and aware of it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shadow Mirage (Recharge 5-6). The wyrm can create illusory copies of itself. It creates up to three illusory clones that occupy the same space as it. Each clone lasts for 1 minute or until destroyed. Any attack that targets the wyrm has a 25% chance of hitting a clone instead. Clones have 1 hit point and are destroyed if they take any damage.
Multiattack. The creature makes three attacks: one with its bite and two with its tail.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5) piercing damage plus 10 (3d6) necrotic damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Legendary Actions
The creature can take 3 legendary actions, choosing from the options below. It can only take one legendary action 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.
- Tail Swipe. The creature makes one tail attack.
- Engulf. The creature moves up to half its speed without provoking opportunity attacks.
- Overwhelm (Costs 2 Actions). The creature releases a wave of dark energy. All creatures within a 20-foot radius must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and be blinded until the end of their next turn.