Murkmire Shade Serpent of the Silent Void

A slithering enigma of darkness, this creature embodies the eerie stillness of the void. Its form is sinuous and elongated, with smooth scales that shimmer like shadowy water under a ghostly light. From a distance, it may appear as a mere ripple upon the surface of a shadowy marsh, but any who approach discover that it is alive, coiling with intention. The eyes of this beast are twin glimpses into oblivion, cold and unyielding, and its presence instills a profound sense of dread. When it strikes, the air grows thick with an unnatural silence, as if the world itself is holding its breath in fear of its grasp. This creature thrives in the darkness, a master of stealth, and can cloak itself in the very fabric of the night. Those who fall prey to its grasp find not only their bodies ensnared but also their minds ensnared in a web of existential terror.


Large aberration, neutral

Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 40 ft., swim 60 ft.

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

Saving Throws Dex +6, Con +6, Wis +5
Skills Stealth +9, Perception +5
Damage Immunities Psychic
Condition Immunities Charmed, Deafened, Frightened
Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 15
Languages understands Deep Speech but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Shadow Blend. While in dim light or darkness, the creature can use a bonus action to become invisible until it attacks or until it enters bright light.

Mind’s Grasp (Recharge 5-6). The creature can attempt to forcibly entrap the mind of one creature it can see within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or be incapacitated and take 27 (6d8) psychic damage. On a successful save, the target takes half damage and is not incapacitated. The creature can use its bonus action to maintain this effect at the start of each of its turns, but the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 10 (3d6) psychic damage.

Constrict. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 5) bludgeoning damage. The target is grappled (escape DC 16) if it is a Medium or smaller creature. Until this grapple ends, the creature can't breathe, and it is restrained.

Rejuvenate the Void (1/Day). If the creature is reduced to 0 hit points, it can instead regain 1d10 + 30 hit points and reposition itself to a location within 120 feet that it can see, becoming invisible as it does so.


This creature poses a significant threat, utilizing psychological manipulation and powerful physical attacks, while its ability to blend into the shadows makes it an elusive combatant that is bound to challenge even the most prepared adventurers.