Gloomshade Serpent of the Abyssal Lament
A slithering horror that emerges from the void, this creature embodies despair and shadow. Its long, serpentine body is cloaked in dark, shimmering scales that absorb light, making it nearly invisible against the darkness. Glowing red eyes peer out from its head, emanating an unsettling intelligence. Whenever it moves, a haunting wail seems to echo through the air, carrying the deepest sorrows and regrets of those who hear it. This monster has the unique ability to manipulate shadows, creating illusions that can confuse and terrify its prey, drawing them deeper into the emotional turmoil it thrives upon.
Large Aberration, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 30 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 17 (+3) |
Saving Throws Dex +6, Con +6, Wis +5, Cha +6
Skills Deception +6, Insight +5, Stealth +9
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Passive Perception 14
Languages Understands Deep Speech but can’t speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Shadow Lure. As a bonus action, the creature can choose one creature it can see within 60 ft. that is not already aware of it. The target must succeed on a DC 15 Wisdom saving throw or be charmed by the creature for 1 minute. While charmed in this way, the target regards the creature as a trusted friend to be heeded and protected. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Illusory Wail (Recharge 5-6). The creature lets out a haunting wail in a 30-foot radius. Each creature in that area must make a DC 15 Wisdom saving throw, taking 22 (5d10) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also frightened until the end of its next turn.
Shadow Meld. The creature can move through shadows and has advantage on Dexterity (Stealth) checks made in dim light or darkness. It can also cast the spell Invisibility on itself at will, requiring no components, as long as it is in an area of dim light or darkness.
Multiattack. The creature makes two attacks: one with its Bite and one with its Tail.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 4) piercing damage plus 7 (2d6) psychic damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage.
Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
- At will: Darkness, Minor Illusion
- 3/day each: Fear, Misty Step
- 1/day each: Phantasmal Killer