Veiled Serpent of the Stygian Waters
Emerging from the depths of dark, stagnant waters, this elusive creature is often mistaken for a simple reflection of the surface. Its sinuous body glides effortlessly through the murky depths, adorned with iridescent scales that shimmer like oil on water when caught in the light. The creature's head resembles that of a serpentine dragon, with elongated fangs and a set of piercing, luminous eyes that seem to vary in color depending on its mood. It emits an eerie glow, drawing unsuspecting prey towards it, and those who gaze too long into its eyes may find their willpower slipping away. This guardian of the swamp can manipulate shadows and mire, causing the environment around it to shift in disorienting ways, making it a formidable foe for any adventurer who dares to intrude upon its lair.
Stat Block
Large beast, neutral
Armor Class 14 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 30 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 14 (+2) | 1 (-5) | 15 (+2) | 18 (+4) |
Saving Throws Dex +7, Wis +6, Cha +8
Damage Resistances cold, lightning
Senses darkvision 60 ft., passive Perception 14
Languages understands Abyssal but can't speak
Challenge 7 (2,900 XP)
Amphibious. The creature can breathe both air and water.
Illusory Veil. As a bonus action, the creature can create a visual illusion that cloaks it in the appearance of a harmless object or creature within 30 feet of it. This illusion lasts for 1 minute, and the creature can move while maintaining it.
Shadow Glide. When the creature is in dim light or darkness, it can use a bonus action to become invisible until the start of its next turn. After using this ability, it can't do so again until it moves 30 feet underwater.
Actions
Multiattack. The creature makes two attacks: one with its Bite and one with its Crush.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) necrotic damage.
Crush. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Devour Will (Recharge 5-6). The creature targets one creature that it can see within 30 feet. The target must make a DC 16 Wisdom saving throw. On a failed save, the target is charmed for 1 minute. While charmed in this way, the target must use its action to move toward the creature on its turn. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.