Amphibious. The Sea Serpent can breathe air and water.
Legendary Resistance (3/Day). If the Sea Serpent fails a saving throw, it can choose to succeed instead.
Multiattack. The Sea Serpent makes three attacks: one with its bite and two with its tail.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 8) piercing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 17 (2d10 + 8) bludgeoning damage.
Swallow. The Sea Serpent makes one bite attack against a Medium or smaller creature. If the attack hits, the target must make a DC 20 Strength save or be swallowed. While ingested the creature is blinded and restrained, it has total cover against attacks and other effects outside the Sea Serpent, and takes 21 (6d6) acid damage at the start of each of the Sea Serpent's turns. If the Sea Serpent takes 30 damage or more on a single turn from a creature inside it, the swallowed creature is regurgitated, falling prone in a space within 10 feet of the Sea Serpent. If the Sea Serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Torrential Expulsion (Recharge 5-6). The Sea Serpent exhales a powerful jet of water in a 5-foot line, 60 feet long. Each creature in the line must make a DC 20 Dexterity saving throw. On a failed save, a creature is pushed back 20 feet and takes 27 (6d8) bludgeoning damage. On a successful save, the creature is pushed back 10 feet and takes half damage.
If a creature is currently swallowed by the Sea Serpent, it is forcibly expelled in the direction of the water jet. The creature has disadvantage on the saving throw, taking full damage and landing prone 20 feet from the Sea Serpent. On a successful save, the creature lands prone and takes half damage.
The Sea Serpent can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Sea Serpent regains spent legendary actions at the start of its turn.
- Fanged Strike (Costs 1 Action). The Sea Serpent makes a Bite attack against a creature within range.
- Watery Thrashing (Costs 2 Actions). The Sea Serpent thrashes its body violently, forcing all creatures within a 15- foot radius to make a DC 20 Strength saving throw. On a failed save, creatures are tossed 20 feet away and take 15 (2d10 + 4) bludgeoning damage. A successful save halves the damage and prevents being tossed.
- Mighty Roar (Costs 2 Actions). The Sea Serpent lets out a deafening roar. Each creature within 120 feet that can hear it must make a DC 20 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns. Once a creature succeeds on the save, it cannot be frightened by the Sea Serpent again for 24 hours.
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Description
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Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Sea Serpent can take a lair action to cause one of the following effects. The Sea Serpent can’t take the same lair action two rounds in a row:
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Lurking Predators. The Sea Serpent’s presence calls forth other sea creatures. 1d6 Hunter Sharks appear in unoccupied spaces within 30 feet of the Sea Serpent and act on initiative count 20. They remain until slain or dismissed by the Serpent.
- Rising Mist. The Sea Serpent creates a thick fog that spreads out in a 30-foot radius centered on itself, heavily obscuring vision in the area. The mist lasts until the start of the Sea Serpent’s next turn. Creatures within the mist are Blinded until they leave the area.
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Tidal Grasp. The Sea Serpent uses its mighty tail to lash out, grabbing a creature within 30 feet. The target must succeed on a DC 20 Strength saving throw or be restrained by the Sea Serpent’s tail. While restrained, the creature is dragged 20 feet underwater (if in an appropriate area) or to a submerged location of the Sea Serpent's choosing within 20 feet, where they begin to suffocate (if they cannot breathe underwater). A creature can use its action to make a DC 20 Strength (Athletics) check to break free from the tail's grip. If the creature fails the saving throw, it takes 10 (2d6) bludgeoning damage and remains submerged until freed or released.
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