Amphibious. The serpent can breathe air and water.
Legendary Resistance (3/Day). If the serpent fails a saving throw, it can choose to succeed instead.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the serpent's choice that is within 120 feet of the serpent and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the serpent's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5–6). The serpent exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
The serpent can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The serpents regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Lair and Lair Actions
Black Sea Serpents usually make lairs in deep oceans near coasts . A black sea serpent's lair is a deep ocean cave, grotto, or ruin that is flooded, providing pools where the serpent rests, and where its victims can bleed out. The lair is littered with the acid-pitted bones of previous victims, watched over by crumbling statues.
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