Lightning Charge. The serpent can hold a maximum of 4 charges at once. When it reaches 4, the serpent's current health instantly doubles, ignoring maximum health, and does triple attack damage for all abilities while its charge is maxed out. The charges only clear when a Mega Laser attack has been used.
Born of the Storm. When hit with lightning damage, the serpent gains a Lightning Charge.
Magnetized. At the start of every turn in combat, roll a d10. If the result is a 9 or 10, the serpent gains a Lightning Charge.
Storm Aura. When a creature starts its turn within 40 feet of the serpent or enters its aura for the first time on its turn, it must make a DC 15 Constitution saving throw or be stunned. The creature repeats the saving throw at the end of its following turns. If it fails a second time, the creature loses half its current health, and any damage it deals is halved permanently. If it succeeds with its third saving throw, the serpent dies.
Lightning Rod. The serpent exhales sparking storm clouds that target a singular enemy within 250 feet. Roll a d20. If the result is a 13 or higher, the attack hits and deals 3d10 lightning damage, regardless of the target's AC.
Mega Laser. The serpent builds up a powerful mote of pure energy, releasing it in a line 300 feet long and 15 feet wide. Roll a d20. If the result is a 13 or higher, the attack hits everything within the attack's path and deals 100d50 force damage, regardless of the AC of the targets. This attack requires the serpent to have maxed out its Lightning Charges and will reset the counter when the attack is used.
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