Huge Undead, Neutral
Armor Class 16 (natural armor)
Hit Points 123 (13d12 + 39)
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
STR
19 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
11 (+0)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws STR +7, CON +6
Skills Perception +4, Stealth +4
Damage Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 14
Languages Common, Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Undead Nature. The sea serpent does not need to breath, eat or sleep.

Siege Monster. The sea sepent deals double damage to objects and structures.

Actions

Multiattack. The sea serpent makes one Bite attack and one Constrict or Tail attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 5 (1d10) cold damage.

Constrict. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage. If the target ist Large or smaller, it ist grappled (escape DC 15). Until this grapple ends, the target ist restrained, and the sea serpent can't cosntrict another target.

Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the target is a creature it must succeed on a DC 15 Strength saving throw or be pushed up to 20 feet away and knocked prone.

 Rime Breath (Recharge 5–6). The sea serpent exhales a 30-foot cone of cold. Each creature in that area must make a DC 14 Constitution saving throw, taking 38 (7d10) cold damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

 

Previous Versions

Name Date Modified Views Adds Version Actions
6/2/2022 3:02:48 PM
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Coming Soon

Habitat: Arctic

Haboschion

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