Ancient Sea Serpent
Ancient Sea Serpent CR: 14
STR
24 +7
DEX
15 +2
CON
20 +5
INT
13 +1
WIS
16 +3
CHA
12 +1
Amphibious. The sea serpent can breathe air and water. Legendary Resistance (2/Day). If the sea serpent fails a saving throw, it can choose to succeed instead. Siege Monster. The sea serpent deals double damage to objects and structures.
Actions
Multiattack. The sea serpent makes one Bite attack and one Constrict or Tail attack. Bite. Melee Weapon Attack +12 to hit, reach 15 ft, one target. Hit 20 [2d12+7] piercing damage plus 6 1d12 cold damage. Constrict. Melee Weapon Attack +12 to hit, reach 20 ft, one creature. Hit 29 4d10+7 bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the sea serpent can't constrict another target. Tail. Melee Weapon Attack +12 to hit, reach 20 ft, one target. Hit 13 1d10+7 bludgeoning damage. If the target is a creature, it must succeed on a Strength DC 20 saving throw or be pushed up to 30 feet away from the sea serpent and be knocked prone. Rime Breath (Recharge 5-6). The sea serpent exhales a 60 ft cone of cold. Each creature in that area must make a DC 18 Constitution saving throw, taking 49 9d10 cold damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The sea serpent can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only one at the end of another creature's turn. The sea serpent regains spent legendary actions at the start of its turn.
- Tail. The sea serpent makes one Tail attack.
- Bite (Costs 2 Actions). The sea serpent makes one Bite attack.
Suggested Environments
Seas & larger lakes.
Comments