Wraith Serpent of the Lamenting Depths
In the murky waters of forgotten swamps and sunken ruins, a spectral serpent glides silently beneath the surface, its translucent form shimmering with an eerie blue light. This creature embodies sorrow and despair, possessing the ability to absorb the emotional anguish of those it encounters. Instead of simply attacking, it seeks to feed on negative emotions, weakening its foes by manifesting their deepest fears and regrets. As it slithers through the shadows, those who dare to confront it must face both the physical threat of its form and the emotional turmoil it conjures, leading to a harrowing battle of mind and spirit.
Large Undead, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 30 ft., swim 60 ft.
STR 16 (+3)
DEX 14 (+2)
CON 17 (+3)
INT 1 (-5)
WIS 16 (+3)
CHA 18 (+4)
Saving Throws DEX +6, WIS +7, CHA +8
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands Common but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Amorphous Form. The creature can move through a space as narrow as 1 inch wide without squeezing.
Aura of Despair. Within 30 feet of the creature, all creatures must succeed on a DC 15 Wisdom saving throw or have disadvantage on saving throws against being frightened 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.
Emotion Drain. The creature’s melee attacks deal an additional 7 (2d6) psychic damage (included in the attack).
Actions
Multiattack. The creature makes three attacks: one with its Bite and two with its Constrict.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 3) piercing damage plus 7 (2d6) psychic damage.
Constrict. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature can’t constrict another target.
Psychic Manifestation (Recharge 5–6). The creature creates an illusory image that embodies a target’s greatest fear within 30 feet. Each creature of the creature’s choice within 30 feet must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions
Retreat into Shadows. When the creature is hit by an attack, it can use its reaction to teleport up to 30 feet to an unoccupied space it can see. It becomes invisible until the start of its next turn, or until it attacks or casts a spell.