Amphibious. The sea wyrm can breathe air and water.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) piercing damage, and if the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the wyrm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wyrm, and it takes 14 (4d6) acid damage at the start of each of the wyrm’s turns.
If the wrym takes 20 damage or more on a single turn from a creature inside it, the wyrm must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wyrm. If the wyrm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Constrict. Melee Weapon Attack: +10 to hit, reach 15 ft., one creature. Hit: 20(3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the wyrm can't constrict another target.
Sleep Breath (1/day). The wyrm exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
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