Shroudling Serpent of the Echoing Gloom
A slithering figure cloaked in shadow and whispers, this creature dwells in dimly lit caverns and abandoned ruins. Measuring over ten feet in length, its sinuous body is covered in velvety scales that absorb light, rendering it almost invisible in the darkness. Eyes like glowing coals pierce the gloom, reflecting the fears of those who gaze into them. The creature moves with a haunting grace, blending seamlessly into the shadows, making it an eerie and unsettling presence. It thrives on the despair and terror it instills in its foes, feeding off the echoes of their fears. The eerie whispers that surround it suggest a deeper connection to the realm of nightmares, and those who venture too close may find themselves ensnared by its unique powers.
Medium Aberration, Chaotic Neutral
Armor Class 15 (Natural Armor)
Hit Points 102 (15d8 + 30)
Speed 40 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 14 (+2) | 10 (+0) | 12 (+1) | 16 (+3) |
Saving Throws Dex +8, Wis +5, Cha +7
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 12
Languages Understands Common and Deep Speech but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Unique Ability: Echoing Terror
When a creature within 30 feet of the shrouded being makes a saving throw against being frightened, the shroudling can use its reaction to impose disadvantage on the roll. If the creature fails the saving throw, it takes 14 (4d6) psychic damage and is frightened until the end of its next turn.
Actions
Multiattack. The creature makes two attacks: one with its Bite and one with its Shadow Whip.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 2) piercing damage plus 7 (2d6) psychic damage.
Shadow Whip. Melee Spell Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or be restrained until the end of its next turn.
Whispers of the Abyss (Recharge 5-6). The creature releases a wave of unsettling whispers in a 30-foot radius. Each creature of its choice in that area must succeed on a DC 15 Wisdom saving throw or take 21 (6d6) psychic damage and be incapacitated until the end of its next turn. A creature that succeeds on the saving throw takes half the damage and is not incapacitated.
Reactions
Shadow Slip. When targeted by an attack, the creature can use its reaction to become invisible until the start of its next turn. If it successfully avoids damage, it can also move up to half its speed as part of this reaction.