CREATURE 12
Perception +22; darkvision
Skills Acrobatics +18, Athletics +26 (+28 to Swim), Stealth +28
Str +8 Dex +4 Con +6 Int -4 Wis +2 Cha +0
Undetectable (abjuration, 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), Damage 3d10+14 piercing plus Grab
Melee tail +27 (agile, reach 30 feet), Damage 2d10+14 bludgeoning plus Grab
Ranged water spout +25 (brutal, range increment 100 feet, 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 Athletics check with a DC of 35 or the pilot's Sailing Lore DC, whichever is higher.
Constrict 1d10+14 bludgeoning.
Sea Serpent Algae (incapacitation, poison) 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 1 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.
Open Sea Serpent in the interactive creatures list or browse all creatures starting with S.