Sea Serpent (5e Creature)

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Gargantuan monstrosity, neutral

Armor Class 17 (natural armour)
Hit Points 313 (19d20 + 114)
Speed 30 ft., swim 80 ft.

26 (+8) 13 (+1) 22 (+6) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Str +14, Con +12
Skills Perception +8
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 18
Languages understands Aquan but can't speak it
Challenge 18 (20,000 XP)

Hold Breath. The serpent can hold its breath for 1 hour.

Siege Monster. The serpent deals double damage to objects and structures.


Multiattack. The serpent makes two attacks: one with its bite and one with its Constrict. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage.

Constrict. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the serpent can't constrict another target.

A sea serpent attacking out of the water.

Fully grown sea serpents can be longer than ships, and they hunt massive prey. They have been known to attack ships, dragging them beneath the waves with their massive coils, and devouring entire crews in a single gulp, before dragging the husks away to build their nests. They can live for centuries, and a single sea serpent's nest might have ships from eras ago, long thought vanished. Their nests also often have the treasures of their victims, but the sea serpents care little for such trinkets. They lay their eggs in such nests, for even the youngest of newly hatched sea serpents can hold their breath far longer than any land-based humanoid as tides ebb and flow around the nests.
Some sea serpents that find their way to the Plane of Elemental Water become servants of marids, driving creatures away from places the marid wishes to be undisturbed or serving as mounts.

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