Eclipsed Leviathan of the Forgotten Currents

A massive, serpentine creature that seems to meld seamlessly with the shadows of the deep, this being has scales that shimmer with the colors of the ocean yet appear to absorb light rather than reflect it. At first glance, its silhouette resembles a traditional sea serpent, but upon closer inspection, one can see the unusual luminescent markings along its body that pulse rhythmically, drawing in those who gaze upon them. Said to have been abandoned by the currents of time, it lurks in forgotten tidal pools and murky depths, waiting for adventurers guided by stories of treasure or power to wander into its lair. The air thickens with an unnatural chill as it moves, awarding it an eerie presence that sends shivers through those who disturb its domain.


Large aberration, neutral

Armor Class 15 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 14 (+2) 3 (-4) 16 (+3) 10 (+0)

Saving Throws Con +5, Wis +6
Damage Resistances Cold, Psychic
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 13
Languages Aquan, understands Common but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Amphibious. The creature can breathe both air and water.

Eclipsed Veil (Recharge 5-6). The creature can envelop itself and a 30-foot radius around it in a shroud of darkness for 1 minute. While in this area, all light is extinguished, and creatures within must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn. Creatures that are frightened cannot move closer to the creature and have disadvantage on attack rolls against it.

Water Manipulation. As a bonus action, the creature can create waves of water in a 30-foot cone, pushing creatures back 10 feet (DC 15 Strength saving throw to resist). This can be used once every short or long rest.

Actions
Multiattack. The creature makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 5) piercing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 17 (2d12 + 5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.

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 (Costs 1 Action). The creature makes a Wisdom (Perception) check.
Eclipsed Surge (Costs 2 Actions). The creature moves up to half its swimming speed without provoking opportunity attacks.
Chilling Grasp (Costs 3 Actions). The creature targets one creature it can see within 60 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) cold damage and have their speed halved until the end of their next turn.