Gargantuan Beast, Lawful Neutral
Armor Class 22 time hardened scales
Hit Points 182 (18d20)
Speed 100 ft., Walk 35 ft., Fly 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
20 (+5)
WIS
25 (+7)
CHA
3 (-4)
Saving Throws CON +7, WIS +10
Skills Arcana +8, History +18
Damage Vulnerabilities Cold, Piercing
Damage Resistances Psychic
Damage Immunities Acid, Bludgeoning, Lightning, Poison
Senses Truesight 120 ft., Passive Perception 30
Languages All
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The Sea Serpent can breath both air and water.

keen senses. has an advantage on wisdom (perception) rolls that include hearing or sight

Spellcasting. The Emperor is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +4 to hit with spell attacks). The Emperor sea serpent has following Sorcerer and druid spells prepared: 
Cantrips (at will):  Dancing lights, Guidance, Mage hand, Message, true strike
1st level (4 slots): Animal friendship, Comprehend language, Detect magic, Speak with animals

2nd level (3 slots): Detect thoughts, Mirror image, Find traps

3rd level (3 slots): Call lightning, Water breathing, Haste

4th level (3 slots): Banishment, Control water, Locate creature

5th level (3 slots): Awaken, Commune with nature, Telekinesis

6th level (2 slot): Heal, Mass suggestion

7th level (2 slot): teleport, Plane shift

8th level (1 slot): Earthquake

9th level (1 slot): Time stop

Actions

Old as time's roar. any non-emperor serpent within 100 ft. must succeed a DC 19 constitution save if it can hear or be deafened permanently if it lands it will also take 2d8 thunder damage on a successful save they will only take 2d4 thunder damage and not be permanently deafened only for 2d20 minutes.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. The target must succeed a DC 15 constitution save or be poisoned and take 3d4 poison damage on a successful save they only take half the poison damage and aren't poisoned on a failed save where they land under 8 they are also incapacitated

Pressure boom. Ranged Weapon Attack: +4 to hit, range 50/120 ft., one target. Hit: 24 (6d8 + 4) bludgeoning damage. 

Reactions

Judge. any being that enters it line of sight will be judged and if it fails a DC 19 wisdom save the emperor serpent will know it's alignment and intentions, undead, celestials, fiends and beasts automatically fail the save.

Versatile dodge. When the emperor sea serpent sees an attack it can roll a DC 10 dexterity save if it succeeds it takes no damage from the attack.

Legendary Actions

every 2nd turn in the round one of the following mythic action can be used. they can only be used once per round and recharge when the serpent's turn comes around.

telepathythe emperor sea serpent speaks to up to 20 beings telepathically.

Ancient whirlpool. a whirlpool appears within 250 ft. of the emperor sea serpent and sucks in anything within 75 ft., restraining it and dealing 2d6 bludgeoning damage per round until the whirlpool dissipates. the whirlpool dissipates in 15 minutes after use.

Anti-magic scales. for 3 rounds the emperor sea serpent has resistance to force and magic weapon damage

Description

A sea serpent as old as time (not really but it would seem so) with hardened dark blue scales, crusty fins that have been flipping for hundreds of years, and crooked fangs bent by the clocks of time it knows all that has happenned in the sea and is truly immortal... would be a shame if someone killed him however... that would make someone very mad....

Lair and Lair Actions

A 1000 ft. by 1000 ft. Cavern system lined with marinite, a sea blue rock-like material with the toughness of metal, and filled with precious metals and gems with a 100 by 100 smaller cave at it's end where the ancient emperor sea serpent rests and where there might be eggs or lesser emperor sea serpent  also resting this cave has the largest amount of gold and gems.

Lair Actions

On initiative count 4 (losing initiative ties), the Emperor takes a lair action to cause one of the following effects; the Emperor sea serpent can’t use the same effect two rounds in a row:

  • A group of 1d4 emperor sea serpents come to the emperor's aid
  • A shower of boulders made of pure magic falls from the ceiling dealing 1d12 force damage to what they land on
  • A wall molds and reveals a clay golem ready to strike

Regional Effects

The region containing a legendary emperor sea serpent’s lair is made more intense, which creates one or more of the following effects:

  • Sea creatures and amphibians are more aggressive and resilient
  • The water within one and a half a miles of the lair is rough at all times and it's always raining

If the Ancient emperor sea serpent dies, these effects fade over 1d20 days.

Habitat: Underwater

KeshtheGreat

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