Sea Serpent
Creature 12- 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