Serpikyl

Huge monstrosity, chaotic evil

Armor Class: 16 (natural armor)
Hit Points: 168 (16d12 + 64)
Speed: 40 ft., fly 80 ft.

STRDEXCONINTWISCHA
20 (+5)18 (+4)18 (+4)8 (-1)14 (+2)12 (+1)

Saving Throws: Dex +8, Con +8

Skills: Perception +6, Stealth +8

Damage Resistances: poison

Condition Immunities: poisoned

Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 16

Languages: understands Draconic but can’t speak

Challenge: 10 (5,900 XP)

Keen Senses: The serpikyl has advantage on Wisdom (Perception) checks that rely on sight or smell.

Slippery Scales: The serpikyl has advantage on checks and saving throws to avoid being grappled or restrained.

Actions

Multiattack: The serpikyl makes two attacks: one with its bite and one with its tail lash.
Bite: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 22 (3d10 + 5) piercing damage plus 7 (2d6) poison damage.
Tail Lash: Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
Poison Gas Breath (Recharge 5–6): The serpikyl exhales a cloud of toxic gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

A serpikyl is a terrifying hybrid of serpent and dragon, with a sinuous, eel-like body stretching up to 30 feet long, covered in iridescent scales that shimmer in shades of green and black. Its massive, dragon-like head is adorned with jagged horns and gleaming, venomous fangs, while a pair of leathery wings allows it to glide silently through the air. The creature’s most fearsome weapon is its poisonous breath, a noxious cloud that chokes and debilitates its prey.

Serpikyls are solitary predators that haunt dense jungles, misty swamps, or forgotten ruins, ambushing travelers and devouring entire caravans. They are cunning but driven by a primal, chaotic hunger, making them unpredictable and dangerous. Legends say serpikyls were born from ancient draconic experiments gone awry, their forms twisted by forbidden magic.

Tactics

A serpikyl prefers to strike from ambush, using its Stealth and blindsight to track prey in dark or foggy environments. It opens combat with its Poison Gas Breath to weaken multiple foes, then targets prone or poisoned creatures with its bite and tail lash. If overwhelmed, it takes to the air, circling back to unleash another breath attack when its foes are vulnerable.

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Posted by avachyle