Armor Class
16
Natrual Armor
Hit Points
123
(13d12 + 39)
Speed
10 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 +6, CON +5
Skills
Perception +4, Stealth +4
Damage Immunities
Lightning
Senses
Darkvision 120 ft, Passive Perception 14
Languages
Common Asukki understands it, but does not speak it.
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
Traits
Amphibious. Asukki can breathe air and water.
Actions
Multiattack. The sea serpent makes one Bite attack and one Constrict attack if Asukki takes the attack action.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target, Hit: 11 (1d10 + 7) 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.
Electrical Blast (Recharge 5-6). The sea serpent bursts with energy and releases a 20-foot circle of electricity. Each creature in that area must make a DC 15 Constitution saving throw, taking 26 (4d12) lighting damage on a failed save, or half as much damage on a successful one.