Sea Serpent

Creature 12
  • Gargantuan
  • animal
  • aquatic
Perception
+22; darkvision
Skills
Acrobatics +18, Athletics +26, Stealth +28
Str +8, Dex +4, Con +6, Int −4, Wis +2, Cha +0

Undetectable (primal) A sea serpent automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifier for its counteract modifier.

AC
35; Fort +25, Ref +21, Will +21
HP
210
Speed
20 feet, swim 60 feet

Melee ◆ jaws +27 (reach 20 feet, unarmed), Damage 3d10+14 piercing plus Grab

Melee ◆ tail +27 (agile, reach 30 feet), Damage 2d10+14 bludgeoning plus Grab

Ranged ◆ water spout +25 (brutal, water), Damage 2d6+12 bludgeoning plus Sea Serpent Algae

Capsize ◆ (attack) The sea serpent attempts to capsize an aquatic vessel of its size or smaller that it's adjacent to. It must succeed at an DC 35 Athletics check with a DC of 35 (reduced by 5 for each size smaller than the sea serpent) or the pilot's Sailing Lore DC, whichever is higher.

Constrict ◆ 1d10+14 bludgeoning, DC 32 basic Fortitude

Sea Serpent Algae (incapacitation, poison) The water in the ballast organs around the sea serpent's neck is full of psychotropic algae.

Saving Throw DC 34 Fortitude

Maximum Duration 6 rounds

Stage 1 Confused and, if flying, spends its first action each turn to descend 20 feet (1 round)

Stage 2 confused and, if flying, descends until reaching the ground or water below (1 round)

Spine Rake ◆◆ (attack, move) The sea serpent extends the spines along its back and Swims or Strides. Each creature the serpent is adjacent to at any point during its movement takes 4d6+8 slashing damage (DC 32 basic Reflex save).

Swallow Whole ◆ (attack) Huge, 2d10+6 bludgeoning, Rupture 20

Grab ◆

Source: Pathfinder Monster Core

Running this fight? Add the sea serpent to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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