A serpent thick as a telephone pole, long enough to encircle a small building. Great Serpent doesn’t chase - it waits for something to come within reach, then makes sure it doesn’t leave.
Huge shikigami, unaligned
| Stat | Value |
|---|---|
| Armor Class | 14 |
| Hit Points | 76 (8d12 + 24) |
| Speed | 30 ft., burrow 20 ft., swim 30 ft. |
| Challenge | 6 |
| Summon Cost | 6 Cursed Energy |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 10 (+0) | 17 (+3) | 3 (-4) | 10 (+0) | 6 (-2) |
Senses darkvision 60 ft., passive Perception 10 · Languages understands its sorcerer’s commands but can’t speak
Traits
Cursed Manifestation. Only creatures that can sense cursed energy can perceive or harm Great Serpent. It is exorcised when reduced to 0 hit points and can’t be summoned again until its sorcerer finishes a long rest.
Bound Servant. Great Serpent cannot act on its own initiative. Its sorcerer uses a bonus action to command it to take an action.
Shadow Tunneling. Great Serpent can burrow through solid ground without disturbing the material it moves through, leaving no tunnel behind it.
Actions
Multiattack. Great Serpent makes one Bite attack and uses Constrict.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 minute. The target can repeat the save at the end of each of its turns, ending the poison on a success.
Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller. Until the grapple ends, the target is restrained and takes 15 (2d10 + 4) bludgeoning damage at the start of each of its turns.