Echo Serpent of the Shattered Realms
A translucent serpent glides through the air, its body shimmering with the colors of a kaleidoscope. Each movement produces a haunting echo, soundwaves vibrating and distorting reality around it. The creature's serpentine form is adorned with glimmering scales that shift and pulse, creating a mesmerizing spectacle. It relies on its unique ability to resonate with the emotions of those nearby, amplifying their fears or desires, making it a master manipulator in battle. As it coils and twists, it creates illusions that can confuse and disorient even the most seasoned adventurers.
Medium Aberration, Chaotic Neutral
Armor Class 15 (Natural Armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 18 (+4) | 12 (+1) | 16 (+3) | 20 (+5) |
Saving Throws Dex +8, Wis +7, Cha +9
Skills Deception +9, Insight +7, Stealth +8
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Tremorsense 30 ft., Passive Perception 13
Languages Understands Common, Elvish, and Deep Speech but cannot speak
Challenge 7 (2,900 XP)
Echoing Resonance. The creature can influence the emotions of creatures within 60 feet that can hear it. As a bonus action, it can choose one creature it can see, forcing it to make a DC 17 Wisdom saving throw. On a failure, the target's next attack roll or saving throw is made with disadvantage, and it is also frightened until the end of its next turn. On a success, the target has advantage on its next attack roll or saving throw.
Illusory Mirage (Recharge 5-6). The creature creates illusory duplicates of itself, appearing to be at up to three different locations within 30 feet. Each duplicate lasts for 1 minute or until destroyed. An illusion can be destroyed if targeted by an attack roll or if a creature interacts with it and succeeds on a DC 17 Intelligence (Investigation) check.
Multiattack. The creature makes three attacks: two with its Bite and one with its Echoing Resonance ability.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) psychic damage.
Casting Spells. The creature can cast the following spells, requiring no material components, using Charisma as its spellcasting ability (spell save DC 17):
- At will: Minor Illusion
- 3/day each: Fear, Mirror Image
- 1/day each: Hallucinatory Terrain, Confusion
Echoing Wail (1/Day). The creature emits a horrific wail. All creatures within 60 feet must make a DC 17 Wisdom saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn't stunned.
This creature thrives in chaotic and emotionally charged environments, often lingering in areas of turmoil or sorrow, where its presence can amplify the tumult of the world around it.