Sailor's Nightmare. The serpent can choose to use its Constrict action on a ship, dealing damage on the vessel with each successful roll. In this way it may destroy the vessel. (A large ship has an AC of 18 and 50 HP.)
Multiattack. The serpent makes two attacks per turn.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 20 (3d10 + 4) piercing damage. The target must succeed on a DC 12 Constitution saving throw or take 9 (1d10+4) necrotic damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 30 ft, 1 target. Hit: 22 (4d8+4) bludgeoning damage. If the target is a creature that is Medium or smaller, the target becomes grappled and must succeed a DC 15 Strength check to escape. Until the grapple is broken, the creature is restrained and takes 4 (1d8) bludgeoning damage every turn until it escapes.
Spines: Melee Weapon Attack: +5 to hit, reach 15 ft, 2 targets. Hit: 6 (1d8+4) slash damage. Targets must succeed a DC 12 Dexterity saving throw or be pushed up to 20 feet away and knocked prone.
Necrotic Breath (Recharge 5): The serpent exhales a 30-foot cone of ethereal, necrotic energy. Each creature in that area must make a DC 14 Constitution saving throw, taking 30 (6d10) necrotic damage on a failed saving throw, or half as much damage on a successful one.
Description
An ethereal sea serpent is one that lives in the Ethereal Plane, drifting through the ether and devouring whatever energy sources it comes across. Blending in to the ethereal mists with their pale, silvery scales and bone-white spines along their backs, these creatures are difficult to see until they're right on top of you... at which point it's usually too late to do anything about it. They typically feed on the ghosts and non-material beings that haunt the Ethereal Plane, which means that they're starving for something tangible. Such as, say, a boat full of people.







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