5e SRD >Creatures >

Serpent of the Duat

Gargantuan fiend, chaotic evil

Armor Class 19 (natural armor)
Hit Points 279 (18d20 + 90)
Speed 60 ft., climb 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
27 (+8) 80 (+0) 00 (+5) 56 (+3) 36 (+3) 38 (+4)

Saving Throws Str +14, Con +11, Int +9, Wis +9, Cha +10
Skills Arcana +9, Athletics +14
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal
Challenge 18 (20,000 XP)

SPECIAL TRAITS

  • Innate Spellcasting. The serpent of the Duat’s spellcasting ability is Charisma (spell save DC 18, +10 to hit on spell attacks). The scorpion-snake can innately cast the following spells, requiring no material components:
  • Magic Resistance. The serpent of the Duat has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The serpent of the Duat’s weapon attacks are magical.

ACTIONS

  • Multiattack. The serpent of the Duat makes one Bite attack, one Constrict attack, and one Sting attack.
  • Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the serpent of the Duat can’t bite another target.
  • Constrict. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the serpent of the Duat can’t constrict another target.
  • Kick. Melee Weapon Attack: +14 to hit, reach 5 ft., one target that is not grappled by the serpent of the Duat. Hit: 11 (1d6 + 8) bludgeoning damage.
  • Sting. Melee Weapon Attack: +14 to hit, range 20 ft., one target. Hit: 13 (1d10 + 8) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 33 (6d10) poison damage on a failure or half as much on a success.
  • Swallow. The serpent of the Duat makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the serpent of the Duat, and it takes 35 (10d6) acid damage at the start of each of the serpent of the Duat’s turns. If the serpent of the Duat takes 50 damage or more on a single turn from a creature inside it, the serpent of the Duat must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures that then fall prone in a space within 15 feet of the serpent of the Duat. If the serpent of the Duat dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 20 feet of movement, exiting prone.
  • Fire Breath (Recharge 5-6). The serpent of the Duat exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw taking 56 (16d6) fire damage on a failure, or half as much on a success.

LEGENDARY ACTIONS

The serpent of the Duat can take three 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’s turn. The serpent of the Duat regains spent legendary actions at the start of its turn.

  • Bite (costs 2 Actions). The serpent of the Duat makes a Bite attack.
  • Kick. The serpent of the Duat makes a Kick attack.
  • Move. The serpent of the Duat moves up to its speed without provoking opportunity attacks.

ABOUT

A serpent of this sort, a major one, is a very nasty thing indeed. The serpent’s head resembles a cross between a snake’s and crocodile’s, with long front fangs as a snake and rows of lesser teeth besides. The creature has an ophidian body some 64 feet long, about four feet in diameter at its thickest part. Set along the middle third of its body – the thickest portion – are three pairs of legs of the sort that enable the serpent to move at either a sprawling or erect gait, or slither noiselessly along. It has wings but does not actually use them to fly (relying on its magic instead).

Section 15: Copyright Notice

Necropolis, © 2021, Necromancer Games; Author Mark Greenberg, Bill Webb

This is not the complete section 15 entry - see the full license for this page