Monster Dossier
Sea Serpent
Sea Serpent SEA SERPENT LAIRS While an underwater cave will do, sea serpents prefer to "build" lairs by sinking ships. A sea serpent might even create a...
Traits
Rules & statistics
Monster Profile
Perception
Senses
- Name
- darkvision
Skills
- Acrobatics
- 18
- Athletics
- Std
- 26
- To Swim
- 28
- Stealth
- 28
Ability Mods
- Str
- 8
- Dex
- 4
- Con
- 6
- Int
- -4
- Wis
- 2
- Cha
- 0
Defenses
- Ac
- 35
- Saving Throws
- Fort
- 25
- Ref
- 21
- Will
- 21
- Hp
- Hp
- 210
Speed
- Walk
- 20
- Swim
- 60
Attacks
- Range
- Melee
- Name
- jaws
- Attack
- 27
- Traits
- reach
- Effects
- Grab
- Damage
- 3d10+14 piercing plus Grab
- Types
- piercing
- Range
- Melee
- Name
- tail
- Attack
- 27
- Traits
- agile
- reach
- Effects
- Grab
- Damage
- 2d10+14 bludgeoning plus Grab
- Types
- bludgeoning
- Range
- Ranged
- Name
- water spout
- Attack
- 25
- Traits
- brutal
- range increment
- water
- Effects
- sea serpent algae
- Damage
- 2d6+12 bludgeoning plus sea serpent algae
- Types
- bludgeoning
Abilities
- Top
- Traits
- abjuration
- primal
- Entries
- A sea serpent automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifier for its counteract modifier.
- Name
- Undetectable
- Bot
- Activity
- Number
- 1
- Unit
- action
- Traits
- attack
- Entries
- 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 Lore||Sailing Lore DC, whichever is higher.
- Name
- Capsize
- Activity
- Number
- 1
- Unit
- action
- Entries
- 1d10+14 bludgeoning.
- Name
- Constrict
- Type
- affliction
- Traits
- incapacitation
- poison
- DC
- 34
- Saving Throw
- Fortitude
- Max Duration
- 6 rounds
- Stages
- Stage
- 1
- Entry
- confused and, if flying, spends its first action each turn to descend 20 feet
- Duration
- 1 round
- Stage
- 1
- Entry
- confused and, if flying, descends until reaching the ground or water below
- Duration
- 1 round
- Name
- Sea Serpent Algae
- Activity
- Number
- 2
- Unit
- action
- Traits
- attack
- move
- Entries
- The sea serpent extends the spines along its back and Swims or Stride||Strides. Each creature the serpent is adjacent to at any point during its movement takes 4d6+8 slashing damage (32 basic Reflex save).
- Name
- Spine Rake
- Activity
- Number
- 1
- Unit
- action
- Traits
- attack
- Entries
- Huge, 2d10+6 bludgeoning, Rupture 20.
- Name
- Swallow Whole
Background
Lore
Sea Serpent
SEA SERPENT LAIRS
While an underwater cave will do, sea serpents prefer to "build" lairs by sinking ships. A sea serpent might even create a massive underwater graveyard by crashing several ships in the same location and letting the debris stack up on the ocean floor.
These fabled beasts resemble massive snakes with long rows of finned spines down their back. Temperamental and territorial, sea serpents can capsize a boat with ease, and most won't hesitate to do so when hungry or threatened. Stories abound of aggrieved captains who spend their entire lives hunting down the elusive monster that sunk their ships and took their livelihoods. These hunts rely on rumors and glimpses of the beasts, as few survive the catastrophes wrought by sea serpents.
While many fishermen's tales paint sea serpents as divinely appointed guardians of the ocean or, alternately, as evil and demonic agents, the truth is that most sea serpents are simply very large beasts with a knack for avoiding magical detection.