Sunscale Serpent

Level 14
Creature· beastUncommonHugeRemaster
AC
36
HP
251
Speed
40 ft.
Perception
+25
Fort
+25
Ref
+26
Will
+28
Immunities disease, paralyzed, poison, precision
Resistances all-damage 14
Languages common, draconic
Senses low-light-vision, tremorsense 100 ft. (imprecise)
Skills stealth +33, survival +28, acrobatics +25, athletics +25
Other Speeds fly 40 ft.
Recall Knowledge DC 34 (nature)

Attacks

Melee Jaws +28 (magical, reach 10 ft., unarmed), Damage 3d8+11 force
Melee Tail +28 (agile, magical, reach 15 ft.), Damage 3d6+11 force

Abilities

Constant Spellsinteraction
Reactive Strike (Tail Only)
Bond with Mortal

Frequency once per day


Effect The spirit guide spends 10 minutes to form a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 28, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a ne

Bonded Strike◆◆

Requirements The sunscale serpent is currently Bonded with a Mortal


Effect The sunscale serpent makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target.

Sun's Heat◆◆

The sunscale serpent Flies up to its fly Speed. All creatures directly below the spaces it moves through must succeed at a DC 31 fortitude save or be exposed to sun's touch poison. The serpent cannot fly further than 60 feet above the target or the poison becomes too dispersed in the fall to take effect.

Sun's Touch

Saving Throw DC 34 fortitude

Maximum Duration 6 rounds

Stage 1 6d8 poison damage and Clumsy 1 (1 round)

Stage 2 8d6 poison damage and Clumsy 2 (1 round)

Stage 3 6d10 poison damage and Fatigued (1 round)

Swallow Whole

Large, (2d10+9)[force,(2d10)[fire]], Rupture 32


Unleash the Sun◆◆◆

Requirements The sunscale serpent is flying


Effect The sunscale serpent Flies up to its fly Speed, then crashes to the ground, releasing a wave of heat dealing 5d10 fire damage to all creatures within a 60-foot area and searing their eyes with the erupting glory of its scales. Each creature in the area must attempt a DC 31 reflex save.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is Dazzled for 1

Improved Grab
Push