Veilborn Serpent of the Dusken Abyss
A creature born from the whispers of a forgotten realm, this serpent glides effortlessly through the shadows of the Dusken Abyss. Its scale-like skin shimmers with an iridescent hue, fading into nearly transparent patterns that seem to blend with its surroundings. At a casual glance, it appears as if the darkness itself is slithering forth. Each of its numerous serpentine bodies merges and separates, creating a disorienting illusion that confounds the senses of any who dare to approach. Merging magic and predation, it has a unique ability to consume shadows, fueling its powers and weaponizing the very essence of darkness against its foes. Be wary; those who find themselves too close may become lost in the ever-shifting gloom it commands.
Creature Traits
- Challenge Rating: 6 (2,300 XP)
- HP: 112 (15d10 + 30)
- AC: 15 (Natural Armor)
- Speed: 40 ft., Swim 60 ft.
Ability Scores
- STR: 16 (+3)
- DEX: 17 (+3)
- CON: 15 (+2)
- INT: 1 (-5)
- WIS: 12 (+1)
- CHA: 6 (-2)
Saving Throws
- DEX +6, CON +5, WIS +4
Damage Immunities
- Psychic; Blinded and Charmed
Senses
- Darkvision 60 ft., passive Perception 11
Languages
- Understands Abyssal but cannot speak
Unique Ability: Shadow Consumption When the creature starts its turn in dim light or darkness, it can consume one shadow within a 30-foot radius. One creature of its choice must succeed on a DC 14 Dexterity saving throw or take 21 (6d6) necrotic damage and be blinded until the end of their next turn. On a success, the creature takes half damage and is not blinded. The serpent recovers 10 hit points for each shadow consumed.
Actions
-
Multiattack. The creature makes three attacks: two with its Bite and one with its Tail.
-
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 3) piercing damage. The target must succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken until the target finishes a long rest.
-
Tail. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and the target is pushed 10 feet away.
-
Veil of Shadows (Recharge 5-6). The creature disappears into the shadows, becoming invisible until the start of its next turn. While invisible, it can move through creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Reactions
- Shadow Meld. When the creature is targeted by an attack, it can add +4 to its AC against that attack, potentially causing it to miss.
Legendary Actions The creature can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The creature regains spent legendary actions at the start of its turn.
- Lurking Strike. The creature can make one Bite attack.
- Shadow Step. The creature teleports up to 30 feet to an unoccupied space in dim light or darkness it can see.
Adventurers must remain alert and cohesive to survive this terrifying encounter, as this entity manipulates both shadows and consciousness in its relentless pursuit.