Tranquil Leviathan of the Veil's Embrace

A colossal, ethereal creature, shimmering with hues of deep teal and pale lavender, drifts silently through the mists of an otherworldly lake. Its elongated body undulates gracefully, adorned with tendrils that resemble wisps of fog and luminescent orbs that pulse softly with an inner light. This enigmatic being exudes a sense of calm, though its presence masks an unsettling ability to draw the unwary into a waking dream. The air around it feels heavy, and those who gaze upon its serene visage often find themselves torn between peace and despair.


Large Celestial, Neutral

Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 16 (+3) 14 (+2) 18 (+4) 22 (+6)

Saving Throws Con +7, Wis +8, Cha +10
Skills Insight +8, Persuasion +10
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 60 ft., passive Perception 14
Languages understands all languages but can’t speak; telepathy 120 ft.
Challenge 7 (2,900 XP)

Amorphous Form. The creature can move through a space as narrow as 1 inch wide without squeezing.

Dreamweaver's Embrace. As a bonus action, the creature can envelop a target within 30 feet in a 10-foot-radius sphere of shimmering mist. The target must succeed on a DC 18 Wisdom saving throw or be charmed by the creature for 1 minute. While charmed in this way, the creature can influence the target’s thoughts, causing them to perceive a calm, serene environment. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Innate Spellcasting. The creature’s spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:

  • At will: calm emotions, minor illusion
  • 3/day each: hypnotic pattern, suggestion
  • 1/day each: dream, dominate person

Actions

Multiattack. The creature makes two Enveloping Tendril attacks.

Enveloping Tendril. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 22 (3d10 + 5) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be pulled up to 10 feet toward the creature. On a failure, the target is also grappled (escape DC 18).

Serenity Surge (Recharge 5-6). The creature releases a wave of tranquil energy in a 30-foot radius. Each creature of its choice in that area must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 44 (8d10) psychic damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t stunned.


Adventurers drawn to its domain should tread carefully, for while peace may reign momentarily, the line between tranquility and turmoil is as thin as the mist that enshrouds this magnificent being.