Spectral Serpent of the Deepest Shadows
An unsettling presence, this creature slithers through the darkness like a wisp of smoke, leaving no trace of its passage. Born from the deepest shadows, it embodies the essence of fear and despair, capable of wringing the very light from its surroundings. Its sinuous form is adorned with shimmering scales that flicker in and out of visibility, making it hard to discern whether it is truly there or simply a trick of the eye. The air around it grows colder as it approaches, filling our minds with whispers that echo our deepest insecurities. When threatened, it can meld into the very shadows, becoming untouchable unless directly confronted. Only through bravery and teamwork can adventurers hope to overcome this embodiment of darkness.
Medium Undead, Neutral Evil
- Armor Class 15 (Natural Armor)
- Hit Points 102 (15d8 + 30)
- Speed 40 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 14 (+2) | 1 (-5) | 12 (+1) | 16 (+3) |
- Saving Throws Dex +8, Wis +5, Cha +7
- Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
- Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11
- Languages Understands all languages it knew in life but can't speak
- Challenge 7 (2,900 XP)
Amphibious. The creature can breathe both air and water.
Shadow Stealth. While in dim light or darkness, the creature can take the Hide action as a bonus action.
Whispers of Dread. Each creature that starts its turn within 30 feet of the creature and can hear it must succeed on a DC 15 Wisdom saving throw or be frightened until the start of its next turn.
Multiattack. The creature makes two attacks: one with its Bite and one with its Shadow Strike.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 9 (2d8) necrotic damage.
Shadow Strike. Melee Spell Attack: +7 to hit, reach 15 ft., one creature. Hit: 22 (4d10) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken until it finishes a long rest. This reduction can’t be ended by any means.
Vanish into the Abyss (Recharge 5-6). The creature magically becomes invisible until it attacks or until its concentration ends (as if concentrating on a spell). While invisible, it can move through shadows and will remain undetectable unless directly illuminated with magical light or sunlight.
Tactics: The creature prefers to strike from the darkness, using its Shadow Stealth and Whispers of Dread to weaken and frighten opponents before closing in for its lethal attacks. It is smart enough to retreat and disappear into shadows if severely injured, waiting for the right moment to re-enter the fray.