Great Serpent (Jujutsu Kaisen Supplement)

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Great Serpent[edit]

Huge monstrosity (shikigami), unaligned


Armor Class 15 (natural armor)
Hit Points 133 (14d12 + 42)
Speed 30 ft., swim 30 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Str +7, Con +6
Skills Athletics +7, Perception +3, Stealth +5
Proficiency Bonus +3
Damage Resistances poison
Senses blindsight 10 ft., passive Perception 13
Languages
Challenge 5 (1,800 XP)


Cursed Weapons. The Great Serpent's weapon attacks are magical.

Shadow Burrow. Great Serpent can burrow into the ground without leaving behind any hole or passage as it swims through the shadows themselves to dig.

ACTIONS

Multiattack. The serpent makes two bite attacks. It may replace one of these with a constrict attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage and the target must make a DC 14 Constitution saving throw, taking 10 (2d6) poison damage on a failed save, or half as much damage on a successful one.

Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 4) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 15. On a failure, the target is grappled. Until this grapple ends, the creature is restrained, and the serpent can't constrict another target. The creature may make a Strength or Dexterity saving throw as an action to attempt to escape the grapple, DC 15, escaping on a success.


Fushiguro_attacking_Sukuna_with_Monster_Serpent.png
A Great Serpent trapping a target with it's bite, [[1]]

The great serpent is a gigantic white snake with a tan yellow underbelly. Like most of the ten shadows shikigami, the snake has black markings all over its body, including a symbol on its forehead.

Improved Durability. This creature uses the Improved Durability rule.

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