Dread Serpent of the Forgotten Depths
A colossal, serpentine creature with skin that shimmers like oily obsidian, this being lurks in the dark recesses of underwater caverns. Its eyes shine like lanterns in the deep, glimmering with an unsettling intelligence. The long, sinuous body is adorned with bioluminescent patterns that pulse rhythmically, mesmerizing those who gaze upon it. Some sailors have reported hearing a haunting melody when near the creature, luring them into dangerous depths. This being is capable of merging with shadows, making it difficult to track, and it possesses an unnatural gift for manipulating water, allowing it to wield the tide in its favor during combat.
Large Aberration, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 30 ft., swim 60 ft.
STR 20 (+5)
DEX 15 (+2)
CON 16 (+3)
INT 6 (-2)
WIS 14 (+2)
CHA 16 (+3)
Saving Throws Str +9, Con +7, Wis +6, Cha +7
Skills Deception +7, Perception +6, Stealth +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16
Languages Understands Aquan but cannot speak
Challenge 7 (2,900 XP)
Amphibious. The creature can breathe air and water.
Shape of the Deep. It can use a bonus action to become invisible while in water or when in dim light or darkness. This invisibility persists until it attacks or casts a spell.
Luring Song (Recharge 5-6). The creature can sing a haunting melody. Each creature within 300 feet that can hear it must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed, a creature is drawn to the creature's location and must use its movement to get as close as possible unless it takes damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Multiattack. The creature makes three attacks: one with its bite and two with its tail.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 5) piercing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage.
Swallow. The creature can attempt to swallow a Large or smaller creature grappled by it. The target must succeed on a DC 15 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, it takes 21 (6d6) acid damage at the start of each of its turns. If the creature takes 30 damage or more on a single turn from a creature inside it, the dread serpent must succeed on a Constitution saving throw (DC 15) at the end of the turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of it. If the creature dies, it is no longer restrained, and it takes any remaining damage and is no longer blinside.
Innate Spellcasting (Charisma Spellcasting). The creature's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: Create Water, Fog Cloud
- 3/day each: Gust of Wind, Misty Step
- 1/day each: Control Water, Water Breathing