Sea Serpent
Sea Serpent of the - - Classification
Generic
Origin or Ancestry
Parent Species
Geographic Distribution within -
Related Creatures
Anatomy and Morphology
Perception and Sensory or Extra Sensory Capabilities
Genetics and Reproduction
Growth Rate and Stages
Ecology and Habitat
Biological Cycle
Dietary Needs and Habits
Extended
Biological Traits
Average Lifespan
Average Hight
Average Weight
Average Length
Geographic Distribution
Facial Characteristics and Features
Body Tint, Coloring, and Markings
Symbiotic and Parasitic Species
Socials Structures
Domestication
Uses, Byproducts, and Exploitation
Statblock
Young Sea Serpent
16
123
10ft, Swim 40ft
19
12
17
11
13
10
Stength
+7
Dexterity
+1
Constitution
+6
Intellegence
+0
Wisdom
+1
Charisma
+0
Perception
+4
Stealth
+4
Cold
Passive Perception 14, Darkvision 120ft
Modern Thandian, Primordial Draconic
8 (3,900 XP)
+3
Amphibious
The Serpent can breathe air and water.
Siege Monster
The Serpent deals double damage to objects and structures
Multiattack
The sea serpent makes one Bite attack and one Constrict or Tail attack.
Actions
Bite
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d10 + 4 (15) piercing damage plus 1d10 (5) cold damage.
Constrict
Melee Weapon Attack: +7 to hit, reach 20 ft., one creature. Hit: 4d8+4 (22) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the sea serpent can't constrict another target.
Tail
Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 1d10 + 4 (9) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 20 feet away and knocked prone.
Rime Breath (Recharge 5-6)
The sea serpent exhales a 30-foot cone of cold. Each creature in that area must make a DC 14 Constitution saving throw, taking 7d10 (38) cold damage on a failed save, or half as much damage on a successful one.
Ancient Sea Serpent
17
170
10ft, Swim 40ft
19
12
17
11
13
10
Stength
+7
Dexterity
+1
Constitution
+6
Intellegence
+0
Wisdom
+1
Charisma
+0
Perception
+4
Stealth
+4
Cold
Passive Perception 14, Darkvision 120ft
Modern Thandian, Primordial Draconic
8 (3,900 XP)
+3
Amphibious
The Serpent can breathe air and water.
Siege Monster
The Serpent deals double damage to objects and structures
Legendary Resistance (2/Day)
If the sea serpent fails a saving throw, it can choose to succeed instead.
Multiattack
The sea serpent makes one Bite attack and one Constrict or Tail attack.
Legendary Action Uses: 3
Immediately after another creature's turn, The ancient sea serpent can expend a use to take one of the following actions. The ancient sea serpent regains all expended uses at the start of each of its turns.
Actions
Bite
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 2d12 + 7 (20) piercing damage plus 1d12 (6) cold damage.
Constrict
Melee Weapon Attack: +12 to hit, reach 20 ft., one creature. Hit: 4d10 + 7 (29) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the sea serpent can't constrict another target.
Tail
Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 1d12 + 7 (13) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 30 feet away from the sea serpent and knocked prone.
Rime Breath (Recharge 5–6)
The sea serpent exhales a 60-foot cone of cold. Each creature in that area must make a DC 18 Constitution saving throw, taking 9d10 (49) cold damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Tail
The sea serpent makes one Tail attack.
Bite (Costs 2 Actions)
The sea serpent makes one Bite attack.
Mentions
| Type1 | Name |
|---|---|
| TTRPG |