Veilbound Serpent of the Abyssal Silence
In the dim light of ancient caves or the shadowy depths of forgotten ruins, this creature moves with an eerie grace. Its sinuous body is covered in iridescent scales that shift colors as they catch the faintest glimmers of light. The monster has no eyes, but instead, its head is adorned with a crown of tendrils that seem to pulse with an unsettling rhythm. This apparition embodies the essence of silence and shadow, and it emits an aura that instills dread in any who draw too close. Its presence warps the sound around it, causing whispers to echo into unnerving silence. Those who let their guard down may find themselves ensnared in its grip, unable to escape the suffocating peace that precedes their doom.
Medium monstrosity, neutral evil
Armor Class 15 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 19 (+4) | 16 (+3) | 2 (-4) | 15 (+2) | 7 (-2) |
Saving Throws Dex +7, Con +6
Skills Stealth +10, Perception +5
Damage Immunities Psychic
Condition Immunities Deafened, Frightened
Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 15
Languages Understands Abyssal but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Amphibious. The creature can breathe air and water.
Aura of Silence. Within a 30-foot radius of the creature, all sound is muted. Creatures in this area must succeed on a DC 15 Wisdom saving throw or be deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
Multiattack. The creature makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained.
Silencing Embrace (Recharge 5-6). The creature envelops a grappled target in an aura of heavy silence. The target must succeed on a DC 15 Constitution saving throw or take 22 (4d10) psychic damage and become incapacitated until the end of its next turn. On a successful save, the target takes half as much damage and isn't incapacitated.
Lurking Shadows (Recharges after a Short or Long Rest). The creature can magically teleport up to 60 feet to an unoccupied space it can see within a dim light or darker area. Immediately after teleporting, it can make one Tentacle attack against a creature within reach. The target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
Legendary Actions
The creature can take 3 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.
- Tentacle Attack. The creature makes one Tentacle attack.
- Silence Burst (Costs 2 Actions). The creature can create a wave of silence in a 20-foot radius around it. Creatures in that area must succeed on a DC 15 Wisdom saving throw or be deafened and frightened until the end of their next turn.
- Fade (Costs 3 Actions). The creature becomes invisible until the start of its next turn or until it attacks.