Ebonscale Leviathan of the Abyssal Depths
Deep in the darkest depths of the ocean lurks a colossal predator, a creature so ancient that its scales shimmer with the darkness of a thousand abyssal nights. This entity embodies the mysteries and terrors of the deep sea, possessing an immense serpentine body covered in iridescent, black-blue scales that seem to absorb light. Its eyes glow like cold stars, hinting at a long-lost intelligence. The creature is capable of incredible speed, even in the dense waters of its domain, and it uses its long, flexible body to strike with both grace and ferocity. Legends speak of sailors driven mad by its haunting song, a melodic call that lures them toward the depths, promising a glimpse of unfathomable wonders before dragging them into the abyss.
Large monstrosity, neutral evil
Armor Class 15 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 0 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 15 (+2) | 16 (+3) | 3 (-4) | 14 (+2) | 19 (+4) |
Saving Throws Str +9, Dex +6, Con +7, Cha +8
Skills Perception +6, Deception +8, Performance +8
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., passive Perception 16
Languages Understands Abyssal and Aquan but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Amphibious. The creature can breathe both air and water.
Abyssal Melody. As an action, it can emit a haunting melody that affects creatures within 120 feet that can hear it. Each creature must succeed on a DC 16 Wisdom saving throw or become charmed for 1 minute. While charmed in this way, a creature is drawn towards the creature, moving closer to it on each of its turns. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Multiattack. The creature makes three attacks: one with its bite and two with its tail.
Bite. Melee Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 5) piercing damage.
Tail. Melee Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
Fathomless Escape (Recharge 5-6). The creature can retreat into shadowy water. Until the end of its next turn, it can’t be targeted by attacks and becomes invisible. It reappears within 60 feet in a body of water, at will.
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.
- Detect. The creature makes a Wisdom (Perception) check.
- Swim. The creature moves up to its swim speed without provoking opportunity attacks.
- Elder's Lament (Costs 2 Actions). The creature sings a mournful tune, forcing all creatures within 30 feet to make a DC 16 Wisdom saving throw. On a failed save, they take 22 (4d10) psychic damage and are frightened until the end of their next turn. On a success, they take half damage and aren't frightened.