THE SHARED REFERENCE Adventurer

Monster

Princess Serissa

Outside your table’s allowed sources

Official reference · SKT · 2014

Creature type
Giant
Size
Huge
Armor class
14 (hide armor)
Hit points
200 (20d12 + 100)
Speed
Walk 50 ft., Swim 50 ft.
Challenge rating
13
Alignment
Chaotic Good
Strength
29
Dexterity
14
Constitution
20
Intelligence
16
Wisdom
18
Charisma
18
Passive Perception
19
Saving Throws
str: +14; con: +10; wis: +9; cha: +9
Skills
arcana: +8; athletics: +14; history: +8; perception: +9
Languages
Common, Giant
Resistances
cold
Immunities
lightning, thunder

Traits

Amphibious

Serissa can breathe air and water.

Actions

Multiattack

Serissa makes two maul attacks.

Maul

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) bludgeoning damage.

Rock

Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

Lightning Strike (Recharge 5–6)

Serissa hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

Innate Spellcasting

Serissa's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect magic, feather fall, levitate, light

3/day each: control weather, water breathing

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