Sea Serpent, Shipbreaker

Sea Serpent, Shipbreaker

This devastating serpent is over 120 feet long and 15 feet thick. Its scales are dark gray or brown, festooned with seaweed, barnacles, lampreys, and other sea life. Its maw is the size of a wagon, with teeth the size of greatswords.

Shipbreaker Sea Serpent

XP 25,000 ()

CN Gargantuan ()

Initiative +1


AC 19 (natural armor)

hp: 310 (20d20 + 100)

Saving Throws: Dex +7, Con +11, Str +14

Immunity: Paralysis, prone, stun, unconsciousness


Speed: 10 ft., swim 40 ft.

Multiattack: A shipbreaker can bite once, attack with its tail, and ram a ship (if its ram attack is available).

Melee Attack—Bite: +14 to hit (reach 5 ft.; one creature). Hit: 2d12 + 8 piercing damage plus 2d10 poison damage, and the target must make a successful DC 22 Str saving throw or be grappled and restrained. A ship breaker can have up to two creatures grappled at a time. This attack scores a critical hit if the attack roll is a natural 19 or 20.

Melee Attack—Tail Slap: +14 to hit (reach 15 ft.; one creature). Hit: 2d10 + 8 bludgeoning damage and the target is pushed 20 feet away from the sea serpent.

Melee Attack—Ram (recharge 6): automatic hit (one ship). Hit: the vessel makes a Hull saving throw, using the most appropriate DC from the table below, based on the ship’s type. The vessel sinks when it has failed the listed number of saving throws. The proficiency bonus of the ship’s captain can be added to the saving throw.

Ship TypeHull DCSinks after
Rowboat201 failed save
Barge191 failed save
Oared Galley, small182 failed saves
Oared Galley, large162 failed saves
Sailing Merchant, small172 failed saves
Sailing Merchant, large153 failed saves
Sailing Warship133 failed saves


Str 26 (+8), Dex 13 (+1), Con 21 (+5),

Int 11 (+0), Wis 17 (+3), Cha 17 (+3)

Languages: Understands Aquan and Draconic but seldom speaks

Skills: Athletics +14, Perception +9

Senses: Darkvision 60 ft.


The sea serpent can take up to three legendary actions per round. Legendary actions are taken at the end of another creature’s turn, and only one can be taken after each turn.

Coiling Maneuver: +14 to hit (reach 5 ft.; one creature). Hit: the target must make a successful DC 22 Str saving throw or be grappled and restrained by the sea serpent.

It’s Coming ‘Round!: The shipbreaker can try to recharge its ram attack. Roll 1d6; the attack recharges on a roll of 5 or 6.

Tail Attack: The sea serpent uses its tail attack against a target within reach.


Environment: Any

Organization: Solitary

The legendary shipbreaker is believed (and hoped!) to be the largest of the sea serpents, a true behemoth that rules the seas. It is a fearless hunter that enjoys attacking seagoing vessels and tearing out their hulls or capsizing them by ramming. It is believed by many sailors and seafarers that only one of these mighty beasts exists. Thankfully, it seems to spend most of its time hibernating.

A shipbreaker attacks ships and huge-sized creatures as its primary prey. It ignores smaller creatures except as snacks, or if directly threatened by one. Its favorite tactic is to either smash a ship’s hull with the shipbreaker’s massive snout or armored spine, or to crush the vessel by coiling the shipbreaker’s massive body around it, or to swamp it with a might slap of the creature’s tail. Once the vessel is destroyed and sinking, the shipbreaker feasts on the drowning sailors in the water.

The shipbreaker is most often sighted well out of sight from land. It has been known to shadow a ship for hours or days, letting its mere presence instill terror in the crew, as they know there’s no escape from the coming calamity.

It is unknown what language the shipbreaker speaks or understands, if any, because no one has ever reported hearing anything but terrifying bellows from it. In fact, the creature understands and can speak both Aquan and Common, but it almost never does. What could a mortal possibly say that would merit a response from the shipbreaker?

A shipbreaker can drag itself across reefs and even onto dry land with its broad, flat flippers, but it seldom has any reason to. If the shipbreaker is bent on destroying a ship and its crew, even taking shelter in a shallow lagoon or abandoning the ship entirely to seek safety on an island won’t stave off the shipbreaker’s fury.