Serpent of Echoes Beneath the Glooming Waters

Deep beneath the surface of murky waters, an ancient creature lurks, driven by a hunger for memories more than flesh. Sleek and elongated, it glides through the water with an eerie grace, its scales shimmering in deceptive hues of dark greens and blues, mimicking the shadows that dance upon the water's surface. This entity possesses a keen intellect and an unsettling ability to manipulate sound; with every ripple of water, it echoes back the faintest whispers of its victims, feeding off their past experiences. When it strikes, it doesn't just harm; it steals snippets of personal history from its foes, leaving them vulnerable and confused.


Large Monstrosity, Neutral

Armor Class 15 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 12 (+1) 15 (+2) 18 (+4)

Saving Throws Dex +6, Wis +5, Cha +7
Skills Insight +5, Persuasion +7, Stealth +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., passive Perception 15
Languages understands Aquan and Common but cannot speak
Challenge 7 (2,900 XP)


Multiattack. The creature makes two attacks: one with its bite and one with its psychic resonance.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or have its memories tampered with as per the Memory Thief ability.

Psychic Resonance. The creature targets one creature within 60 feet that it can hear. The target must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened until the end of its next turn. On a successful save, the target takes half as much damage and is not deafened.

Memory Thief. When the creature hits a creature with its bite attack, it can rob its target of a specific memory about a spell or ability they have. The target temporarily loses that ability until it completes a long rest. The creature can use the stolen memories to cast the spell, if applicable, once before the end of its next turn without expending a spell slot.

Water Stealth. While in water, the creature can take the Hide action as a bonus action and has advantage on Dexterity (Stealth) checks.

Echoes of the Past (Recharges after a Short or Long Rest). The creature can unleash a barrage of haunting echoes in a 30-foot radius. Each creature of its choice in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 36 (8d8) psychic damage and remembers a traumatic event from its past, becoming frightened until the end of its next turn. On a successful save, the creature takes half damage and is unaffected by the fright.


The creature thrives in dark, shadowy waters where echoes shimmer and memories dance. Adventurers who dare cross its territory may find themselves not only battling for their lives, but also facing the haunting specters of their own past.