Sea Serpent, Variant (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Sea Serpent Head[edit]

Titanic monstrosity, lawful good


Armor Class 24 (natural armor)
Hit Points 605 (10d100 + 100)
Speed 100 ft., burrow 100 ft., swim 200 ft.


STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 30 (+10) 12 (+1) 14 (+2) 19 (+4)

Saving Throws Str +19, Dex +9, Con +19, Cha +13
Skills Acrobatics +9, Athletics +19, Intimidation +13, Nature +10, Perception +11, Sleight of Hand +9, Stealth +9
Damage Vulnerabilities cold, poison
Damage Resistances bludgeoning, piercing, and slashing from magical weapons
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses truesight 120 ft., passive Perception 19
Languages
Challenge 30 (155,000 XP)


Legendary Resistance (3/Day). If the serpent fails a saving throw, it can choose to succeed instead.

Magic Resistance. The serpent has advantage on saving throws against spells and other magical effects.

Siege Monster. The serpent deals double damage to objects and structures.

Amphibious. The serpent can breathe both air and water.

Magical Attacks. The serpent's attacks are magical.

ACTIONS

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

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 38(8d6 + 10) piercing damage. If the target is Colossal or smaller, it is grappled (escape DC 21). Until this grapple ends, the creature is restrained, and they take 7 (2d6) slashing damage.

Breath. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 31 (6d6 + 10) thunder damage.

Frightful Presence. Each creature of the serpent's choice that is within 120 feet of it and aware of it must succeed on a DC 21 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 great beasts that coil around a world of oceans, sea serpents are monsters few have encountered, and fewer have survived. Each serpent is composed of at least one head, tail, and body. For each year a serpent survives, they gain another body segment. Despite their reputation, most sea serpents are good-natured beasts, wishing only to travel freely. However, when a parasitic sea god attaches itself to a sea serpent, its mind is poisoned by its evil, violently lashing out at anything that comes close. Serpents in the world are often revered as peace-imparting gods and world-ending monsters.


Sea Serpent Body[edit]

Titanic monstrosity, lawful good


Armor Class 24 (natural armor)
Hit Points 605 (10d100 + 100)
Speed 60 ft., burrow 60 ft., swim 120 ft.


STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 30 (+10) 12 (+1) 14 (+2) 19 (+4)

Saving Throws Str +19, Dex +9, Con +19, Cha +13
Skills Acrobatics +9, Athletics +19, Intimidation +13, Nature +10, Perception +11, Sleight of Hand +9, Stealth +9
Damage Vulnerabilities cold, poison
Damage Resistances bludgeoning, piercing, and slashing from magical weapons
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses truesight 120 ft., passive Perception 19
Languages
Challenge 30 (155,000 XP)


Legendary Resistance (3/Day). If the serpent fails a saving throw, it can choose to succeed instead.

Magic Resistance. The serpent has advantage on saving throws against spells and other magical effects.

Siege Monster. The serpent deals double damage to objects and structures.

Amphibious. The serpent can breathe both air and water.

Magical Attacks. The serpent's attacks are magical.

ACTIONS

Multiattack. The serpent makes three thrash attacks.

Thrash. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage.



Sea Serpent Tail[edit]

Titanic monstrosity, lawful good


Armor Class 24 (natural armor)
Hit Points 605 (10d100 + 100)
Speed 60 ft., burrow 60 ft., swim 120 ft.


STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 30 (+10) 12 (+1) 14 (+2) 19 (+4)

Saving Throws Str +19, Dex +9, Con +19, Cha +13
Skills Acrobatics +9, Athletics +19, Intimidation +13, Nature +10, Perception +11, Sleight of Hand +9, Stealth +9
Damage Vulnerabilities cold, poison
Damage Resistances bludgeoning, piercing, and slashing from magical weapons
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses truesight 120 ft., passive Perception 19
Languages Deep Speech
Challenge 30 (155,000 XP)


Legendary Resistance (3/Day). If the serpent fails a saving throw, it can choose to succeed instead.

Magic Resistance. The serpent has advantage on saving throws against spells and other magical effects.

Siege Monster. The serpent deals double damage to objects and structures.

Amphibious. The serpent can breathe both air and water.

Magical Attacks. The serpent's attacks are magical.

Ambulation.' If the serpent's tail is reduced to 0 hit points, the serpent's movement speeds are reduced to

ACTIONS

Multiattack. The serpent's tail can use its Thrust. It then makes three thrash attacks.

Thrash. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage.

Thrust. All creatures in water in a 60 ft. cone must attempt a DC 21 Strength saving throw. On a failure, they take 24 (4d6+10) bludgeoning damage and are pushed 60 ft. away. On a success, they take half as much damage and are moved half as far.




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