THE SHARED REFERENCE Adventurer

Monster

Young Sea Serpent

Outside your table’s allowed sources

Official reference · FTD · 2014

Creature type
Dragon
Size
Huge
Armor class
16 (natural armor)
Hit points
123 (13d12 + 39)
Speed
Walk 10 ft., Swim 40 ft.
Challenge rating
8
Alignment
Neutral
Strength
19
Dexterity
12
Constitution
17
Intelligence
11
Wisdom
13
Charisma
10
Passive Perception
14
Saving Throws
str: +7; con: +6
Skills
perception: +4; stealth: +4
Senses
darkvision 120 ft.
Languages
Common, Draconic
Immunities
cold

Traits

Amphibious

The sea serpent can breathe air and water.

Siege Monster

The sea serpent deals double damage to objects and structures.

Actions

Multiattack

The sea serpent makes one Bite attack and one Constrict or Tail attack.

Bite

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 5 (1d10) cold damage.

Constrict

Melee Weapon Attack: +7 to hit, reach 20 ft., one creature. Hit: 22 (4d8 + 4) 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: 9 (1d10 + 4) 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 38 (7d10) cold damage on a failed save, or half as much damage on a successful one.

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