Young Sea Serpent

Fizban's Treasury of Dragons p. 219

Size
Huge
Type
dragon
Alignment
typically neutral
AC
16 (natural armor)
Hit Points
123 (13d12+39)
Speed
walk 10 ft., swim 40 ft.
Saving Throws
Str +7, Con +6
Skills
Perception +4, Stealth +4
Immunities
cold
Senses
darkvision 120 ft.
Passive Perception
14
Languages
Common, Draconic
Challenge
8
Lineage
Sea Serpent
STR
19
+4
DEX
12
+1
CON
17
+3
INT
11
+0
WIS
13
+1
CHA
10
+0

Traits

Proficiency Bonus

+3

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.

recharge

D5

Other data

description