Vortex Serpent of the Shimmering Abyss
This serpentine creature glides through the air with the grace of a stream flowing downstream, its scales are a captivating blend of deep blues and swirling purples, reminiscent of the ocean's depths and the night sky. Its elongated body is dotted with luminescent markings that shift and pulse like bioluminescent algae, revealing its affinity with the flow of magic. When threatened, it opens a gaping maw that seems to distort space around it, creating a swirling vortex that draws in nearby creatures and obstacles into its chaotic embrace. Manifesting the primal forces of water and air, it is known to inhabit the most treacherous underwater caverns where the normal laws of nature seem to bend and twist.
Large Aberration, Neutral
Armor Class 15 (natural armor)
Hit Points 102 (15d10 + 30)
Speed 30 ft., swim 60 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 14 (+2) | 4 (-3) | 12 (+1) | 6 (-2) |
Saving Throws Dex +7, Con +5
Skills Acrobatics +7, Perception +4, Stealth +7
Damage Immunities Lightning, Thunder
Condition Immunities Grappled, Paralyzed, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 60 ft., Passive Perception 14
Languages Aquan, telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Amphibious. The creature can breathe both air and water.
Vortex. As a reaction when targeted by an attack, the creature can create a swirling vortex, granting it disadvantage on the attack roll. If the attack misses, the attacker must succeed on a DC 15 Strength saving throw or be pulled 10 feet toward the creature.
Spellbinding Current. When the creature ends its turn in water, it can create a 20-foot radius of swirling water. Creatures within the radius must succeed on a DC 15 Strength saving throw or be knocked prone and pulled 10 feet toward the center of the area. The area is considered difficult terrain for the duration.
Multiattack. The creature makes three attacks: one with its bite and two with its constrict.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 3) piercing damage plus 10 (3d6) lightning damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature can't constrict another target.
Swallowed by the Abyss (Recharge 5-6). The creature can choose one creature it is grappling. The target must succeed on a DC 15 Constitution saving throw at the start of its turn or take 27 (6d8) acid damage and is blinded until the start of its next turn. On a successful save, the creature takes half as much damage and is not blinded. A creature that is reduced to 0 hit points by this effect is transported into a pocket dimension within the abyss, becoming unavailable until the next dusk, when they return to their original location.
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.
- Detect. The creature makes a Wisdom (Perception) check.
- Vortex Surge. The creature moves up to its speed without provoking opportunity attacks.
- Constrict Attack (Costs 2 Actions). The creature makes one constrict attack against a target it is grappling.
This enigmatic being poses a formidable challenge for adventurers, as its mastery over the currents can shift the tide of any confrontation in an instant.