Twilight Serpent of the Sunken Abyss

Beneath the surface of murky waters, the deep-sea predator waits. Shimmering scales blend with the darkened depths, while bioluminescent patterns pulse in sync with the creature's breath, sending eerie glows through the water. Long, sinuous body; sharp, bony spines tracing its back; and hauntingly deep-set eyes give it a nightmarish appearance. This serpent embodies both the beauty and terror of the ocean's abyss, capable of weaving through currents with unnatural grace. It possesses an ethereal ability, allowing it to create illusions from the depths of nightmares, ensnaring its prey into a false sense of familiarity before it strikes.


Creature Traits

  • Armor Class: 15 (natural armor)
  • Hit Points: 102 (15d10 + 30)
  • Speed: 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 2 (-4) 14 (+2) 6 (-2)

Saving Throws: Str +8, Dex +7, Wis +6
Skills: Perception +6, Stealth +7
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., Tremorsense 60 ft., passive Perception 16
Languages: Understands Aquan but cannot speak
Challenge Rating: 6 (2,300 XP)


Actions

Multiattack. The creature can make two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 4) piercing damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tail Swipe. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 4) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Nightmare Weaver (Recharge 5-6). The creature creates a 20-foot radius illusion of a safe haven that appears within 60 feet of it. Creatures within the area must make a DC 15 Wisdom saving throw. On a failed save, they are charmed for 1 minute, believing they are in a peaceful place instead of the threat it poses. Charmed creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. The creature can choose for one target affected by this ability to remain unaware of the illusion and know the true environment.

Lurking Terror (Recharge 6). The creature can blend seamlessly into the depths, vanishing from sight. Each creature within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. A creature that successfully saves is immune to this effect for the next 24 hours.

This powerful predator captivates and terrorizes adventurers venturing into its watery domain, wielding both charm and threat in the depths of the abyss.