AC 15 (natural armor)
HP 95 (10d12+30; bloodied 47)
Speed 20 ft., swim 50 ft.
Proficiency +3; Maneuver DC 16
Skills Athletics +8, Perception +4, Stealth +6 (1d8)
Senses passive Perception 14
Hold Breath. Nessie can hold her breath for 1 hour.
Magnificent Swimmer. While in the water, Nessie is considered to be under the constant effects of a freedom of movement spell.
Meniscus Mirage. While underwater, Nessie can use a bonus action to cast mislead without the use of components (spell save DC 12). Only creatures above the water are affected by this trait and it ends whenever Nessie ceases concentrating on it or emerges from the water.
Watery Teleport (Recharge 6). Nessie may teleport (as the spell) from one part of a body of water to another part of the same body of water.
Multiattack. Nessie attacks twice: once with its bite and once with its tail slap.
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8+5) piercing damage.
Tail Slap. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 12 (2d6+5) bludgeoning damage.
We head to the Scottish Highlands for one of the most famous mythical beasts in the world—the one and only Nessie, the Loch Ness monster!
First reported, along with who knows how many other fictitious aquatic beasts, at the start of the Middle Ages, when the monster was mentioned in the Life of St. Columba, the tale of an Irish adept staying in the Highlands. Modern civilization started to take an interest in Nessie since the Inverness Courier published an article about the creature in 1933. Since then photographs and reports of the creature have become commonplace, continuing to this very day.
Some people suggest that Nessie is a plesiosaur. Others think that there may be more than one monster. This version of the Loch Ness Monster is an intelligent, magical water beast.
Beasts are natural animals whose existence and abilities are nonmagical. A bear and a tyrannosaurus rex are both beasts.