EoE:Serpentine Dragon

Serpentine Dragon
Huge Dragon, lawful neutral

Armor Class 16 (natural armor)
Hit Points 189 (14d12 + 98)
Speed 40 ft., fly 80 ft., swim 60 ft.

26 (+8) 22 (+6) 25 (+7) 20 (+5) 10 (+0) 15 (+2)

Saving Throws Agi +11, End, +12, Wil +5, Per +7
Skills Perception +12, Stealth +12
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances {{{resistances}}}
Damage Immunities fire
Condition Immunities {{{conditions}}}
Senses darkvision 120 ft., passive Perception 22
Languages Dovahzul, Tamrielic

Challenge 18 (20,000 XP)Proficiency Bonus +6
Amphibious. The serpentine dragon can breathe air and water.

Flyby. The serpentine dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Legendary Resistance (3/Day). If the serpentine dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage, plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail Whip. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Willpower saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Dragon Shouts (Recharge 5-6). The dragon uses one of the following dragon shouts:

Become Ethereal (Feim Zii Gron). The dragon speaks to the void, changing its form. Until the end of its next turn, the dragon gains the effects as though it had cast the etherealness spell and is immune to all damage except psychic.

Fire Breath (Yol Toor Shul). The dragon exhales fire in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 21 Agility saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a successful one.

Unrelenting Force (Fus Ro Dah). The dragon exhales a blast of force in a 60-foot cone. Each creature in that cone must make a DC 21 Strength saving throw. On a failed save, a creature takes 21 (6d6) force damage, is knocked back 20 feet and falls prone. On a successful save, the creature takes takes half as much damage and isn’t knocked back.
Legendary Actions
The dragon can take 3 legendary actions, choose from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Willpower (Perception) check.

Tail Attack. The dragon makes a tail whip attack.

Wing Thrash (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Agility saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed.

Found In: Enemies of Elsweyr

Serpentine Dragons

Perhaps one of the most recognizable dragons, or at least the most unique looking, is the serpentine dragon. As its namesake suggests, the serpentine dragon has a snake like form that is lithe and slender, in comparison to its larger cousins. The head is sleek without any horns, ridges, or scutes, giving it a very snake like form. This aerodynamic structure allows serpentine dragons to be the fastest of its kind.
A serpentine dragons scales reflect brightly in shades of blue and green and it has a prominent neural spine sail from the top of its neck to the start of its tail. Another unique feature is its long, villiform teeth, suggesting that the dragon prefers a diet of fish or other sea creatures.

A Serpentine Dragon's Lair

A serpentine dragon’s lair is typically found near bodies of water. Coastal caves and ship wrecks provide shelter, while rivers, lakes, and seas yield ample food supplies. Serpentine dragons are also intelligent and curious creatures. It is not uncommon to see hoards of rare books piled around the dragon’s lair.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • Magical energy surges at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must succeed on a DC 15 Willpower saving throw or take 5 (1d10) force damage and have their magicka points reduced by 5 (1d10).
  • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Endurance saving throw or take 5 (1d10) thunder damage and be deafened until the end of their next turn.

Regional Effects

The region containing a serpentine dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.
  • Underwater plants within 6 miles of the dragon’s lair take on dazzlingly bright hues.
  • Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Willpower (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must make a DC 15 Agility saving throw or fall 1d6 x 10 feet into the sinkhole.

If the dragon dies, the connection to water ends immediately and the underwater plants lose their effects over the course of 1d10 days. Any sinkholes remain where they are.