Djones
- •Rapier (x2).
1d20+8 to hit, 1d8+8 piercing
- •Action Surge (1/combat).
Attack again.
- •Second Wind (1/combat).
Restore 3d10 hit points
- •Commander's Stike (*4).
Command an ally to attack, they use their reaction and deal an additional 1d8 damage
- •Goading Attack (*4).
1d20+8 to hit, 2d8+8 piercing. Target must make a DC 15 Wisdom save or have disadvantage on attacks against other creatures until the end of your next turn.
- •Riposte (*4).
When a creature misses you use a reaction to attack them for 1d20+8 to hit, 2d8+8 piercing.
- Crossbow.
1d20+7 to hit, range 60/120ft, 2d6+4 piercing
- •Parry (reaction).
Add 3 AC against melee attack that would hit.
- •Sword (x2).
1d20+7 to hit, 2d6+7 slashing
- •Shield Bash.
1d20+7 to hit, 2d4+7 bludgeoning. DC 15 strength or be knocked prone
Made up of 4 Large segments, 2x Body, 1x Head, and 1x Tail. They share a health pool. Each ability is used from the location of its segment.
- •Brace (Body).
Prepare to attack!
- •Bite (Head).
3d8 damage, reach 4.
- •Slam (Tail).
1d6+10 damage to everything in line of width 2.
- •Move (Body).
Move each segment to a new location.
At 50 HP, Brace (Body) now gives the Sea Serpent Heavy Armor for the next attack.
The Sea Serpent is dying! 30 more damage and it dies. Until then, it can pick any action to take.