Gargantuan beast, neutral
Armor Class: 16 (natural armor)
Hit Points: 217 (15d20 + 60)
Speed:
20 ft
, swim: 50 ft
Saving Throws: Str +10, Con +7
Damage Resistances: Acid; Fire; Bludgeoning, Piercing, Slashing from nonmagical attacks
Damage Immunities: Cold
Condition Immunities: Charmed, Frightened, Grappled, Petrified, Prone
Senses:
- Darkvision: 120ft.
- Passive Perception: 14
Languages: None
Challenge Rating: 10
- Elusive. When not in combat, a sea serpent cannot be detected by divination magic or seen through scrying.
- Legendary Resistance (1/Day). If the sea serpent fails a saving throw, it can choose to succeed instead.
- Water Breathing. The sea serpent can breathe only underwater.
Actions
- Multiattack. The sea serpent makes two attacks: once with its bite and once with its constrict.
- Bite. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 7) piercing damage.
- Constrict. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the sea serpent can’t constrict another target.
- Elusive Dive. The sea serpent takes the Dash action, and until the beginning of its next turn, it gains a +10 bonus on Dexterity (Stealth) checks and cannot be tracked by nonmagical means.
Legendary Actions
A sea serpent can take 1 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. A sea serpent regains spent legendary actions at the start of its turn.
- Detect (Costs 1 Action). The sea serpent makes a Wisdom (Perception) check.
- Surge (Costs 1 Action). The sea serpent swims its base movement rate, without provoking opportunity attacks.