Eclipsed Wyrm of the Forgotten Abyss

A massive, serpentine creature lurks in the darkest recesses of deep caverns, its scales glistening like obsidian and shifting in color with every flick of its body. Its eyes, two voids of inky darkness, seem to absorb light, drawing in any lingering illumination towards it, leaving a haze of shadow in its wake. This being is an ephemeral wraith, born from the echoes of forgotten souls and void energies, gliding through the abyss with both grace and menace. Its presence induces an overwhelming sense of dread, as those who gaze upon it often feel their memories slipping away, like grains of sand through their fingers.

When the creature strikes, it harnesses its unique ability, Veil of Shadows, which allows it to merge with darkness, becoming incorporeal for brief moments. This power confounds its foes, who find it challenging to anticipate its strikes, leading to a stunning, unpredictable battle. Adventurers must tread carefully, for the Wyrm's very breath can siphon memories and life essence, feeding its insatiable hunger for power.


Medium Monstrous Creature, Chaotic Evil

Armor Class 15 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 3 (-4) 14 (+2) 6 (-2)

Saving Throws Dex +7, Con +6, Wis +5
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Passive Perception 15
Languages Understands Deep Speech but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Abilities

Veil of Shadows. As a bonus action, the creature can merge with the darkness, becoming incorporeal until the start of its next turn. During this time, it can move through other creatures and objects as though they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Siphon Memory. When the creature hits a creature with its bite attack, the target must succeed on a DC 15 Wisdom saving throw or take an additional 14 (4d6) psychic damage and lose one memory of the creature's choice (a memory loss effect, which the DM may handle narratively). The creature can restore the memories overall after a long rest (this ability does not fully heal the target).

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

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 4) piercing damage plus 7 (2d6) psychic damage.

Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) 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.

  • Dark Flicker. The creature moves up to half its speed without provoking opportunity attacks.
  • Memory Drain (Costs 2 Actions). One creature within 30 feet must make a DC 15 Wisdom saving throw. On a failed save, it takes 7 (2d6) psychic damage and suffers disadvantage on Intelligence checks until the end of its next turn.
  • Shadow Strike (Costs 3 Actions). The creature makes one bite attack against a creature it can see within 30 feet of it. If this attack hits, it also casts the shadow blade spell (as if cast at 3rd level) centered on the target.