Gargantuan Dragon, Neutral
Armor Class 19 (natural armor)
Hit Points 230 (25d12 + 85)
Speed 40 ft., swim 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
25 (+7)
CHA
17 (+3)
Saving Throws DEX +9, CON +12, WIS +14, CHA +10
Skills Perception +11, Stealth +7
Damage Immunities Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 21
Languages Common
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The serpent can breathe air and water.

Immune. The serpent cannot be effected by any magic.

Undying. The serpent will reappear after a couple days.

 

Actions

Multiattack. The serpent can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage 

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage

Squeeze. Ship/Defense Attack: The serpent wraps itself tighter around your vessel, the vessel takes 30pts of damage.

Frightful Presence. Each creature of the serpents'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.

 

Legendary Actions

The serpent can take 3 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 dragon regains spent legendary actions at the start of its turn.

Unknowing Whispers. Echoes from other realms swirl around you. WIS save DC 15 or take 3d6 psychic damage (half on fail)

Swallow. The serpent attempts to swallow the creature that last attacked it. STR save DC 17 or be swallowed whole. Take 3d6 acid damage, you are grappled. Can attempt to break grapple on your next turn.

Devour Magic. Pick a player, have them roll a d20, on a 4 or lower, have them pick a magical item, that item then loses all magical abilities. 

 

Habitat: Underwater

if_you_die_in_the_game

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