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Nessie is an aquatic predator known for its long neck and tail. Thanks to its shy nature and uncanny ability to disappear beneath the water, sightings of Nessie are rare to the point where many wonder whether it truly exists.
Illusive Lake-Dweller. Nessie makes its home in the dark reaches of a remote lake where it subsists on a diet of fish. The creature only comes to the surface when there is a shortage of prey deeper underwater or it needs to take a breath. When Nessie does breach the surface, it stays on high alert, ready to retreat back into the depths at the first sign of danger. On occasion it produces a low, horn-like sound that can be heard from miles away. It’s speculated that Nessie’s cry is a warning for all other creatures to stay away, or perhaps a mating call that still awaits a response.
Nessie’s mythic nature has inspired many explorers to visit its lake in the hopes of seeing the beast for themselves. Others come for less scrupulous reasons, such as hunters seeking a trophy to hang on their walls or evil druids wanting to bend the creature to their will.
Piscine Predator. When Nessie attacks, either out of hunger or self-preservation, it takes full advantage of its natural element, striking out from the shadowy deep with deadly precision. Thanks to the incredible reach afforded by its long neck, Nessie can pick its prey off one by one, dragging each fresh catch down to the bottom of the lake where it is finished off before the beast returns for a second course.
When an enemy proves too much to handle, Nessie attempts to retreat and hide using the plants and rock formations across the lake-bed to its advantage.
Nessie
Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 142 (15d12 + 45)
Speed 25 ft., swim 50 ft.
STR 20 (+5) DEX 14 (+2) CON 16 (+3) INT 2 (-4) WIS 12 (+1) CHA 4 (-3)
Skills Perception +4, Stealth +5
Senses Darkvision 60 ft., Passive Perception 14
Languages –
Challenge 5 (1,800 XP) Proficiency Bonus +3
Hold Breath. Nessie can hold its breath for 2 hours.
Underwater Camouflage. Nessie has advantage on Dexterity (Stealth) checks made while underwater.
ACTIONS
Multiattack. Nessie makes a bite attack and a tail attack.
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and Nessie can’t use its bite on another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Water Jet. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one creature. Hit: 16 (2d10 + 5) bludgeoning damage plus 5 (1d10) cold damage.
BONUS ACTIONS
Thrash. Nessie violently shakes a target it is grappling. The target must make a DC 16 Strength saving throw, taking 10 (3d6) bludgeoning damage on a failed save and half as much damage on a successful one.