SEA SERPENT – 5e stats

Gargantuan (dragon), neutral

Armor Class 22 (natural armor)
Hit Points 348 (24d20 + 96)
Speed 0 ft., swim 60 ft.

Proficiency Bonus +5
Proficiency Bonus +11 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
23 (+6)16 (+3)19 (+4)14 (+2)15 (+2)16 (+3)

Saving Throws Dex +8, Con +9, Wis +7, Cha +8
Skills Insight +7, Perception +7, Stealth +8
Resistances cold, fire
Condition Immunities charmed, frigthened, prone
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
Languages Draconic
Challenge 15 (13,000 XP)

Amphibious. The sea serpent can breathe air and water.

Capsize. The sea serpent can attempt to capsize a ship that is Large or smaller by ramming it as an action. The sea serpent must move at least 120 feet straight toward the ship before hitting it. The ship must make a DC 18 Dexterity saving throw with a bonus equal to the ship’s size modifier (see the Dungeon Master’s Guide for details). On a failed save, the ship capsizes and is subject to sinking (see the Dungeon Master’s Guide for details). On a successful save, the ship takes 44 (8d10) bludgeoning damage from the impact.

Curse of the Sea. The sea serpent can curse a ship and its crew as an action when it spots a ship within 120 feet of it. Each creature on the ship must make a DC 16 Charisma saving throw. If more than half of the creatures on the ship fail the saving throw, the ship and all the creatures on it are cursed. A cursed creature has disadvantage on all saving throws until it docks at the nearest port and stays on land for at least one month. A cursed ship has disadvantage on all ability checks and saving throws made to avoid sinking or being damaged by environmental effects. If the ship is sunk or destroyed before the curse is lifted, the curse becomes permanent on the creatures that were on it, unless removed by a Remove Curse spell or similar magic. The sea serpent can have only one ship and its crew cursed at a time.

Whirlpool. The sea serpent can create a whirlpool around a ship that is Large or smaller as an action. The sea serpent must be within 40 feet of the ship to use this ability. Each round, the sea serpent moves faster, closing the distance to the ship by 10 feet. During each succeeding round, the ship spins faster and the sea serpent gains depth, imposing disadvantage on attack roll of ranged attacks made by creatures on the ship. The sea serpent eventually reaches a speed of 30 feet, its increasing speed and innate magic creating a whirlpool that draws the ship down into the water after a period equal to one round per 10 feet of the ship’s length.

ACTIONS

  • Multiattack. The sea serpent makes two attacks: one with its bite and one with its tail.
  • Bite. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 133 (6d8 + 6). If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained and automatically suffers bite damage, but the sea serpent can’t bite another target. The sea serpent can swallow a creature that is Large or smaller while it is grappling it. A swallowed creature is blinded and restrained, and it takes 25 (6d6 + 4) acid damage at the start of each of the sea serpent’s turns. If the sea serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
  • Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is a Large or smaller object or structure, this attack deals double damage to it. If the target is a creature of Huge size or smaller, the sea serpent can use a bonus action to constrict it. A constricted creature is grappled (escape DC 18), restrained, and takes 34 (8d6 + 6) bludgeoning damage at the start of each of the sea serpent’s turns. The sea serpent can constrict only one creature at a time.
  • Water Jet (Recharge 5-6). The sea serpent exhales a jet of pressurized water in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half as much damage on a successful one. If the target is a Large or smaller object or structure, this attack deals double damage to it.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A sea serpent is a type of dragon that lives in the seas and oceans. It has a long serpentine body with blue and red scales, a frill along its spine, and a collection of fins on its head. It can breathe air and water, and it can deal double damage to objects and structures with its powerful bite and tail. It can also constrict its prey with its coils. It can speak Common and Draconic, and it is typically neutral in alignment.

COMBAT

A sea serpent is a formidable opponent in combat, as it can use its speed, size, and strength to its advantage. It can attack with its bite, tail, and constrict, as well as use its breath weapon to unleash a jet of pressurized water, a blast of scalding steam, or a spray of corrosive acid. It can also use its special abilities to capsize a ship, create a whirlpool, or curse a ship and its crew. A sea serpent is resistant to cold and fire damage, and it can use its legendary resistance to avoid failing a saving throw.

HABITAT / SOCIETY

A sea serpent is a solitary and territorial creature, that claims a large area of the sea as its domain. It does not tolerate intruders, especially ships, and will attack them unless they offer tribute or consent. A sea serpent can be placated with offerings of riches, but prefers live sacrifices. A sea serpent is not interested in forming alliances or friendships with other creatures, except for other sea serpents of the opposite sex. A sea serpent mates once every few years, and lays a clutch of eggs in a hidden underwater cave. The eggs hatch after a year, and the young sea serpents are left to fend for themselves.

ECOLOGY

A sea serpent is a carnivorous creature, that feeds on fish, whales, sharks, and other marine animals. It can also prey on humans and other creatures that venture into the sea. A sea serpent can go for long periods without eating, as it can store energy in its scales. A sea serpent can live for hundreds of years, and grows larger as it ages. A sea serpent sheds its scales every few years, and leaves them behind as a sign of its presence. A sea serpent’s scales are highly valued for their magical properties, and can be used to make armor, weapons, or potions.