
Original generation · R21 Media Group
Brineknot Serpent
Huge monstrosity, unaligned
A brineknot is not one serpent but five that never finished separating. It moves as a single braided mass and fights as five, and cutting it apart is exactly as effective as it sounds and exactly as dangerous. Saltspire harbour law still pays a bounty per coil rather than per kill, which tells you how these fights usually end.
Armor Class 16 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 30 ft., swim 50 ft.
- STR
- 22 (+6)
- DEX
- 12 (+1)
- CON
- 20 (+5)
- INT
- 3 (-4)
- WIS
- 12 (+1)
- CHA
- 6 (-2)
Saving Throws Con +9, Wis +5
Skills Perception +5
Damage Resistances cold, lightning
Condition Immunities prone, restrained
Senses darkvision 60 ft., passive Perception 15
Languages —
Challenge 11
Traits
Many Coils. The serpent has five coils. Whenever it takes 30 or more damage in a single turn, it loses one coil. It can't regain lost coils, and it dies when its last coil is severed.
Hold Breath. The serpent can hold its breath for 1 hour.
Actions
Multiattack. The serpent makes one bite attack and one constrict attack for every two coils it has remaining, to a minimum of one of each.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 9 (2d8) poison damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 10 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage. The target is grappled (escape DC equal to 10 + the number of coils the serpent has remaining) and restrained until the grapple ends.