Serpent of Forgotten Depths
A colossal serpent lurks in the shadowy depths of ancient ruins, its scales shimmering with hues of abyssal blue and emerald green. Its body resembles twisted seaweed, and it moves with an eerie grace through the dark water. This creature thrives in areas of forgotten lore and lost knowledge, feeding off the memories of the unwary who dare to explore its domain. With glacial cruelty, it reaches out with ethereal tendrils that coil around minds, drawing out secrets and memories before devouring them. The serpent is a sentient repository of the past, often manifesting the haunting whispers of those it has consumed, leaving its victims in a fog of confusion and despair.
Large monstrosity, chaotic neutral
Armor Class 15 (natural armor)
Hit Points 130 (20d10 + 20)
Speed 30 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 12 (+1) | 16 (+3) | 18 (+4) | 10 (+0) |
Saving Throws Dex +6, Wis +8, Int +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 60 ft., passive Perception 14
Languages Understands Deep Speech but cannot speak
Challenge 7 (2,900 XP)
Amphibious. The creature can breathe both air and water.
Memory Drainer. When a creature is grappled by the serpent, it must make a DC 16 Intelligence saving throw at the start of its turn. On a failure, the creature takes 22 (5d10) psychic damage and has disadvantage on Intelligence checks and saving throws until the end of its next turn. On a success, the creature takes half damage and suffers no further effects.
Nine Lives (Recharge 5-6). As a reaction when the serpent is reduced to 0 hit points, it can dissolve into a pool of shadowy water and reappear within 60 feet at half its hit points (rounded down). This ability can be used three times and is regained after a short or long rest.
Actions
Multiattack. The creature makes three attacks: one with its bite and two with its tendrils.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 7 (2d6) poison damage.
Tendrils. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) psychic damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.
Whispers of the Abyss (Recharge 4-6). The serpent emits a haunting chorus of whispers. Each creature of the serpent's choice within 60 feet must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.