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.
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.
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.
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