b'Sea Serpent \n'b'  Family:   Aquatic &amp; Fish  \n'b'\n'b'  Gargantuan   beast ,  unaligned  \n'b'  Armor Class  16 (natural armor) \n'b' Hit Points  217 (15d20 + 60) \n'b' Speed  20 ft., swim 60 ft.\n'b' STATS STR: 24 (+7) DEX:  14 (+2)  CON:  19 (+4)  INT:  3 (-4)  WIS:  11 (+0)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +11,  Con  +8 \n'b' Skills   Perception  +4,  Stealth  +6 \n'b' Damage Resistances  fire \n'b' Damage Immunities  cold \n'b' Senses   darkvision  120 ft., passive  Perception  14 \n'b' Languages  \xe2\x80\x93 \n'b' Challenge  12 (8,400 XP) \n'b' Special Traits \n'b'\n'b'  Elusive . When not in combat, a sea serpent cannot be detected by  divination  magic or seen through  scrying . \n'b'  Legendary Resistance (1/Day) . If the sea serpent fails a saving throw, it can choose to succeed instead. \n'b'  Siege Monster . The sea serpent deals double damage to objects and structures. \n'b'  Water Breathing . The sea serpent can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The sea serpent makes two attacks: once with its bite and once with its constrict. \n'b'  Bite .  Melee Weapon Attack : +11 to hit, reach 20 ft., one target.  Hit : 25 (4d8 + 7) piercing damage. \n'b'  Constrict .  Melee Weapon Attack : +11 to hit, reach 20 ft., one target.  Hit : 21 (4d6 + 7) bludgeoning damage, and the target is  grappled  (escape DC 21). Until this grapple ends, the creature is  restrained , and the sea serpent can\xe2\x80\x99t constrict another target. \n'b'  Elusive Dive . The sea serpent takes the  Dash  action, and until the beginning of its next turn, it gains a +10 bonus on  Dexterity  ( Stealth ) checks and cannot be tracked by nonmagical means. \n'b'\n'b' Legendary Actions \n'b' A sea serpent can take 3 legendary  actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. A sea serpent regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Detect (Costs 1 Action) . The sea serpent makes a  Wisdom  ( Perception ) check. \n'b'  Surge (Costs 1 Action) . The sea serpent swims its base movement rate, without provoking opportunity attacks. \n'b'  Tail Slap (Costs 2 Actions) . The sea serpent makes a  melee attack : +11 to hit, reach 20 ft., one target.  Hit : 21 (4d6 + 7) bludgeoning damage, and the target must make a DC 19  Strength  saving throw. On a failed save, the target is knocked  prone . \n'b'\n'b' About \n'b' Tales of immense sea serpents have colored the accounts of seagoing folk since the first ship sailed beyond sight of land. Yet proof of these immense and elusive creatures is remarkably difficult to come by, for not only is the ocean vast and the true sea serpent rare, but these creatures are quite adept at both avoiding capture and destroying ships bent on such a daunting task. Due to the sea serpent\xe2\x80\x99s hermitic nature, many sailors take to ascribing the sighting of such a beast to an omen, although whether the sighting portends peril or providence depends as much upon the ship\xe2\x80\x99s morale as it does anything else-the sea serpent itself has little interest in prophecy, and only its hunger determines how dangerous its proximity to a curious ship can be. Deadly danger surely awaits, however, when its spine-frilled neck arches up from the water like a snake ready to strike.'