It came, it saw, it conquered. Whenever it spots a target, it relentlessly pursues it, even leaving its lair and territory (up to 20 meters away from territory) to fight the creature.
Water Breathing. The serpent can breathe only underwater.
Tectonic. The serpent has a thick layer of natural stone armor, making it so physical attacks only do 3/4ths of the original damage.
Piercing Sight. The serpent locks onto a creature and doesn't lose their sights in them, unless they take massive amounts of damage from other creatures, or the targeted creature dies.
Rugged Bite. Melee Bite Attack: +12 to hit, reach 8 ft., one target. Hit: 12 (1d6 + 11) piercing damage.
Tail Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., up to 3 targets. Hit: 10 (1d4 + 9) bludgeon damage.
Skull of Stone. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 10) bludgeon damage.
Safety in Stone. If a cliff is within 10 ft of the serpent, the serpent can burrow into the cliff.
Description
A menacing serpent relentlessly patrolling their territory, its wretched form cladded by stone. Its most prominent feature however, is its glaring eye. Many have made the mistake of entering the territory of the serpent. Few have ever left, and those who have, had its burning eye, forever etched into their memory.
Lair and Lair Actions
The lair of the serpent itself is quite small for its size, only being a medium sized, flooded, wall-side cave with scarce amounts of land. There isn't much to this lair, except for the occasional horde of treasure from fallen ships.
Lair Actions
On initiative count 20 (losing initiative ties), the serpent takes a lair action to cause one of the following effects; the serpent can’t use the same effect two rounds in a row:
- The serpent causes a tremor in the arena which makes rocks that are 10 ft in diameter passively fall from the ceiling for 4 turns. All creatures in the trajectory of these rocks must do a DC 17 Dexterity saving throw, dealing 36 (2d6+34) bludgeon damage on a failed throw and half as much on a successful one.
- The serpent gains a temporary boost of speed for 4 turns, speeding up to 60 ft.
Regional Effects
The region containing a legendary serpent’s lair is guarded by the serpent, which creates one or more of the following effects:
- If anyone heads into the serpent's region (which is it's territory), the serpent has a good chance to detect and chase them down.
- Items that go overboard have a good chance of being lost to the serpent, and hoarded in its lair.
If the serpent dies, these effects will vanish instantly.
Previous Versions
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