Huge Undead, Unaligned
Armor Class 16 Natural
Hit Points 50 (5d20)
Speed 60 ft., Generally it's preferred method of movement. , Walk 20 ft. Slower, and less common for it to use. A dangerous thing to see is an angered Skeletal Serpent.
STR
15 (+2)
DEX
6 (-2)
CON
12 (+1)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws STR +4
Senses Tremorsense 120 foot range makes it a threat to those on land., Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Chitin Skin : Tough chitin-like outsides prevents most physical damage, although it is incredibly weak to all forms of magic due to this.

Actions

Bite : The creature attacks one target by ramming it with it's head, or putting it into their flat, stone-like jaws. 1d8+3

Tail Thrash : In this attack, the creature lashes it's tail, hitting any 3 bunched together targets for 1d4+2 damage. 

Rotted Phlegm : The creature rears back and spits upon a creature of it's choosing. This target will take no damage, but will become immobilized upon a failed Dex save of 15.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Although dangerous, these slow, lumbering creatures are no problem for any experienced adventurers. It burrows through the ground at a much faster pace than it moves upon land. It's body is cumbersome and it's exposed joints are incredibly weak. It has segmented eyes which allows it to take most of it's surroundings in. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: undead

Habitat: ArcticGrassland

SolemnTestofFate

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