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Sea Serpent

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.

Recall Knowledge (Nature): DC 32

Sea SerpentCreature 12

Source Bestiary pg. 288
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 modifler for its counteract modifier.
AC 35, Fort +25, Ref +21, Will +21
HP 210
Speed 20 feet, swim 60 feet
Melee Single ActionSingle Action jaws +27 (reach 20 feet), Damage 3d10+14 piercing plus GrabMelee Single ActionSingle Action tail +27 (agile, reach 30 feet), Damage 2d10+14 bludgeoning plus GrabRanged Single ActionSingle Action water spout +25 (brutal, range increment 100 feet, water), Damage 2d6+12 bludgeoning plus sea serpent algaeCapsize Single ActionSingle Action (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 Single ActionSingle Action 1d10+14 bludgeoningSea 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 Two ActionsTwo Actions (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 Single ActionSingle Action (attack) Huge, 2d10+6 bludgeoning, Rupture 20

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.