Gloom Serpent of the Submerged Veil

A massive serpent-like creature glides through the murky waters of its submerged habitat, its elongated body covered in bioluminescent scales that shift in color like a liquid twilight. The creature's head is adorned with long, thorn-like frills that resemble corals, and its eyes glow with a faint, hypnotic light. This predator thrives in the depths where light scarcely penetrates, using its unique ability to blend seamlessly with the surroundings. When threatened or during a hunt, it can emit a pulse of vibrant colors that can disorient those around it, luring prey closer or terrifying intruders away from its lair. Its presence is often heralded by a lingering silence; fish and other aquatic creatures flee at the first sign of danger.


Gloom Serpent
Large monstrosity, neutral

Armor Class 15 (natural armor)
Hit Points 120 (16d10 + 32)
Speed 30 ft., swim 60 ft.

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

Saving Throws Str +8, Dex +6, Wis +5
Skills Perception +5, Stealth +6
Damage Resistances Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Passive Perception 15
Languages Understands Aquan but can't speak
Challenge 7 (2,900 XP)

Actions

  • 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: 22 (3d10 + 5) piercing damage plus 9 (2d8) psychic damage.
  • Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 5) bludgeoning damage.
  • Color Pulse (Recharge 5-6). The creature releases a wave of shifting colors in a 30-foot radius. Creatures of its choice in that area must succeed on a DC 16 Wisdom saving throw or become blinded until the end of their next turn. Additionally, blinded creatures must use their action to make a melee attack against a creature they can see within their range on their next turn, if possible.

Reactions

  • Ambush Escape. When damaged by a melee attack, the creature can use its reaction to move up to half its swimming speed without provoking opportunity attacks, targeting a space submerged within water, disappearing into the depths momentarily.

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.
  • Shift Cloak. The creature can change the color of its scales, gaining advantage on its next Stealth check.
  • Swallow (Costs 2 Actions). The creature attempts to swallow a creature that is Medium or smaller that it is grappling. The target must make a DC 16 Strength saving throw. On a failure, the target is swallowed and restrained. The swallowed creature takes 21 (6d6) acid damage at the start of each of the creature's turns. If the creature takes 30 damage or more on a single turn from the swallowed creature, it must succeed on a DC 16 Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the creature. A swallowed creature can escape by using its action to make a successful DC 16 Strength check.