Magic Resistance. The serpent has advantage on saving throws against spells and other magical effects.
Unusual Nature. The serpent doesn’t require food, drink, or sleep.
Bladed Hide. The serpent deals 7 (2d6) piercing damage to any creature that is grappling it at the start of each of its turns.
Multiattack. The serpent makes three melee attacks, only one of which can be its Constrict.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 3 (1d6) necrotic, poison, force, fire, or cold damage (serpent's choice).
Tail. Melee Weapon Attack: +6 to hit, reach 15 ft., one creature. Hit: 19 (4d6 + 5) slashing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 18 (2d12 + 5) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained, takes 5 (2d4) piercing damage plus 3 (1d6) necrotic, poison, force, fire, or cold damage (serpent's choice), and the serpent can't constrict another target.
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