Actions/Abilities/Traits: (D&D 5e)
Action
Bite (Snake or True Form Only)
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.
Action
Constrict (Snake or True Form Only)
Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 27 (6d6 + 6) bludgeoning damage and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained, and the Queen of Serpents can't constrict another target.
Action
Mesmerizing Gaze (Recharge 5-6)
The Queen of Serpents targets up to six creatures that she can see within 60 feet of her. Each creature must succeed on a DC 18 Charisma saving throw or be stunned for 10 minutes. The target is no longer stunned if it takes damage or another creature takes an action to shake it. If a creature's saving throw is successful, the creature is immune to the Queen of Serpents' Mesmerizing Gaze for the next 24 hours.
Action
Multiattack (Human or True Form Only)
In human form, the Queen of Serpents makes three shortsword attacks. In her true form, she makes two attacks: one with her bite and one with her shortsword.
Action
Shortsword (Human or True Form Only)
Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) piercing damage.
Legendary Action
Detect
The Queen of Serpents makes a Wisdom (Perception) check.
Legendary Action
Move
The Queen of Serpents moves up to her speed without provoking opportunity attacks.
Legendary Action
Precognition (Costs 2 Actions)
The Queen of Serpents gets a brief glimpse of the immediate future, gaining advantage on attack rolls and Dexterity-based saving throws until the end of her next turn.
Special
1/day each
astral projection, teleport
Special
2/day each
etherealness, freedom of movement
Special
3/day each
darkness, scrying
Special
At will
pass without trace, purify food and drink, protection from poison
Special
Bestowal of Trust
The Queen of Serpents can grant a single creature a +1 enhancement to Wisdom which lasts until the creature harms a reptile of any kind. Only one creature may have this enhancement at any time.
Special
Innate Spellcasting
The Queen of Serpents' innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:
Special
Keen Smell
The Queen of Serpents has advantage on Wisdom (Perception) checks that rely on smell.
Special
Legendary Resistance (3/day)
If the Queen of Serpents fails a saving throw, she can choose to succeed instead.
Special
Magic Resistance
The Queen of Serpents has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
The Queen of Serpents' weapon attacks are magical.
Special
Rejuvenation
If she dies, the Queen of Serpents' soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another serpent on the Material Plane which becomes the Queen of Serpents, with all of the hp and abilities thereof. Only killing every serpent on the Material Plane will prevent this trait from functioning.
Special
Serpent Passivism
No serpents can willingly attack the Queen of Serpents. They can be forced to do so through magical means.
Special
Shapechanger
The Queen of Serpents can use her action to polymorph into a Large constrictor snake, a Medium human woman of middle age, or back into her true human-snake hybrid form. Her statistics, other than her size, are the same in each form with the exception that only her snake and true forms retain her climbing and swimming speeds. Any equipment she is wearing or carrying transforms with her.
Special
Speak with Serpents
The Queen of Serpents can communicate with serpents as if they shared a language.