Amphibious. The Apo'sis can breathe air and water.
Siege Monster. The Apo'sis deals double damage to objects and structures.
Multiattack. The sea serpent makes one Bite attack and one Constrict or Tail attack.
Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 5) piercing damage plus 6 (1d10) cold damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 20 ft., one creature. Hit: 29 (2d10 + 5) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the sea serpent can’t constrict another target.
Tail. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 13 (1d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 30 feet away from the sea serpent and knocked prone.
Description
Apo'sis are agile, solitary, nocturnal hunters from the fey realm. They use reefs and natural camouflage to hide before they strike. If left to grow, Apo'sis can become large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, an Apo'sis attacks with terrible bites, a lashing tail, and a constricting grip.
Apo'sis are as fiercely territorial, and they do not take kindly to ships passing over their domains.
Living amid the wreckage of sunken ships or in deep sea caves, Apo'sis live among the cargo of the craft they sink, amassing great hoards of trade goods, sailors’ trinkets, and pirates’ booty that they use as lures for the overly greedy.
Previous Versions
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9/3/2023 10:30:52 PM
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