Veilbreaker Serpent of the Abyssal Twilight
In the dim light of an otherworldly twilight, this serpent-like creature slithers through shadows, its scales shimmering with an iridescent hue that seems to absorb light. Its elongated body undulates gracefully, with a head reminiscent of a dragon’s, possessing a maw filled with rows of needle-like teeth. What sets this creature apart is the palpable aura of dread that emanates from it, flickering with ghostly whispers that warp reality around it. The Veilbreaker possesses the ability to rend the barriers between dimensions, drawing energy from the abyss and summoning malevolent spirits to aid it in battle. When it moves, reality seems to bend, making the air thick with tension as if time itself is warping in its presence.
Large aberration, chaotic evil
Armor Class 15 (natural armor)
Hit Points 150 (20d10 + 40)
Speed 40 ft., swim 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 16 (+3) | 14 (+2) | 6 (-2) | 12 (+1) | 18 (+4) |
Saving Throws Dex +6, Con +5, Wis +4, Cha +7
Skills Perception +4, Stealth +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 14
Languages Understands Abyssal and Common but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Amorphous Form. The creature can squeeze through spaces as narrow as 1 inch wide without squeezing.
Eldritch Aura. Any creature that starts its turn within 10 feet of the creature must succeed on a DC 15 Wisdom saving throw or be frightened until the start of its next turn.
Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The creature makes three attacks: one with its Bite and two with its Tentacles.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 5) piercing damage.
Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and the target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until this grapple ends, the target is restrained.
Veil Rend (Recharge 5-6). The creature opens a rift in reality within a 30-foot radius centered on itself. Each creature of the creature's choice within that area must make a DC 15 Constitution saving throw, taking 40 (9d8) psychic damage on a failed save, or half as much damage on a successful one. Additionally, affected creatures must roll on the Wild Magic Surge table (DMG page 104) to determine if any additional effects occur due to the dimensional instability.
Reactions
Warping Escape. When the creature is hit by an attack, it can use its reaction to teleport up to 15 feet to an unoccupied space it can see. After teleporting, it gains advantage on the next attack roll it makes before 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.
- Eldritch Strike. The creature makes one Tentacle attack.
- Psychic Feedback (Costs 2 Actions). The creature targets one creature that it can see within 60 feet of it. The target must make a DC 15 Intelligence saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much on a successful one.
- Twilight Veil (Costs 3 Actions). The creature creates an aura that lasts until the end of its next turn. Creatures within 20 feet of it have disadvantage on saving throws against being frightened.