Huge Fey, Neutral
Armor Class 15 (natural armor)
Hit Points 202 (15d20 + 45)
Speed 30 ft., swim 80 ft.
STR
21 (+5)
DEX
17 (+3)
CON
17 (+3)
INT
13 (+1)
WIS
19 (+4)
CHA
9 (-1)
Saving Throws STR +9, CON +7, CHA +3
Skills Perception +8, Stealth +7
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Druidic, Primordial, Sylvan, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Amphibious. The serpent can breathe air and water.

Electric Body. At the start of each of the serpent's turns, if it is in water, each creature within 10 feet of it in the same water takes 13 (3d8) lightning damage. A creature that touches the serpent or hits it with a melee attack while within 5 feet of it takes 9 (2d8) lightning damage.

Enticing Lure. The serpent has a small antenna wriggling atop its head that acts as a magical lure, which it can cause to glow or cease glowing as a bonus action. While the lure is glowing, each creature that starts its turn within 60 feet of the serpent must succeed on a DC 15 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the glowing lure as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead, constructs, and creatures that can't be charmed are immune to this effect. If a creature's saving throw is successful or the effect ends for it, the creature is immune the Serpent's Enticing Lure for the next 24 hours.

Innate Spellcasting. The serpent's innate spellcasting ability is Wisdom (spell save DC 16). The serpent can innately cast the following spells, requiring no components:

At will: drown (new)fog cloudlightning bolttidal wave
1/day each: control watermaelstrom

Magic Resistance. The serpent has advantage on saving throws against spells and other magical effects.

Magic Weapons. The serpent's weapon attacks are magical.

Underwater Camouflage. The serpent has advantage on Dexterity (Stealth) checks made while underwater.

Actions

Multiattack. The serpent makes two attacks: one with its bite and one with its constrict.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) piercing damage.

Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, it takes 18 (4d8) lightning damage at the end of each of its turns, and the serpent can't constrict another target.

Shock. Melee Spell Attack: +9 to hit, reach 20 ft., one target. Hit: 45 (10d8) lightning damage.

Description

The Serpent of the Deep lurks in the deepest, darkest waters of the Spirit World. This mighty leviathan pulses with lightning, a magical lure dangling from its head, the seas around it swirling at its command. The Serpent is a primal incarnation of storms as well as the deep sea.

The alien-minded Serpent is difficult to safely meet with. One must be able to survive the crushing pressure and icy waters of its deep, dark domain, and of course they must convince the Serpent that they are unworthy of being eaten before being considered at all for the role of the Serpent's champion.

Primal Spirit Avatars

The wilderness in all its many forms — tundra, forest, desert, and other biomes — is not without awareness or agency. The land itself gives birth to mighty spirits, fey and elementals that are so ancient that they are largely forgotten except by the oldest in the multiverse. These primal spirits are all connected to a form of land, taking the shape of a plant or animal from their domains.

Though they are composed of powerful magic, these mighty spirits struggle to physically leave their ancient realms in some of the oldest parts of the Feywild: the savage wilds called the Spirit World. If their domains on the Material Plane are threatened, they project a weak reflection of their true nature, an avatar, to defend the land. These avatars take little effort for a primal spirit to control, and the spirit is not harmed if the avatar is slain.

Incarnations of Ancient Titans. The primal spirits are ancient beings that traversed the Feywild and the Material Plane when the world was young and the land was still forming. The spirits are each representations of the lands themselves. The majority of these spirits keep their ancient, true names a secret, though some are known by nicknames they have adopted for the benefit of mortals, such as Coyote or Greatmother Oak. Those nicknames have been used so often that they are now applied to any coyote or any oak tree, instead of merely the primal spirit, and the original names of these animals and plants have been lost.

Druids Serve as Champions. Primal spirits often require the aid of druids and archdruids to help defend their lands against despoilers. Druids can be trusted to act more swiftly and in more places than a spirit could possibly manage from their realm in the Feywild. Arch-druids can wield powerful enough magic to summon an avatar of the spirit without effort from the spirit itself, but primal spirits trust very few with this privilege. They entreat carefully with archdruids and only select their favorite among them as a champion who can conjure their avatar to aid both their goals.

Hatred for Despoilers. The spirits of nature despise those that would despoil nature in any of its forms. Not all forms of consumption earn the spirits' ire: the spirits themselves are often predator or prey, and understand that survival often means destruction. They despise the reckless and sometimes gleeful destruction of nature that has nothing to do with survival and too much to do with mortal flaws such as greed, pride, or ambition. This is what the spirits consider to be "despoiling."

Primal Nature. A primal spirit avatar doesn't require air, food, drink, or sleep.

Monster Tags: fey

Habitat: Underwater

BenevolentEvil

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