Sea Serpent
| Statistic | Value |
|---|---|
| Size/Type | Colossal Dragon (Aquatic) |
| Hit Dice | 38d12+380 (627 hp) |
| Initiative | +1 |
| Speed | 20 ft. (4 squares), swim 120 ft. |
| Armor Class | 18 (size -8, +16 natural), touch 2, flat-footed 18 |
| Base Attack/Grapple | +38/+54 |
| Attack | Bite +45 melee (4d8+15/19–20) |
| Full Attack | Bite +45 melee (4d8+15/19–20), tail slap (4d6+7) |
| Space/Reach | 30 ft./20 ft. (30 ft. with bite) |
| Special Attacks | Breath weapon, improved grab, swallow whole, frightful presence, tail sweep |
| Special Qualities | Darkvision 120 ft., blindsense 240 ft., immunity to cold, sleep, and paralysis, low-light vision |
| Saves | Fort +31, Ref +20, Will +26 |
| Abilities | Str 40, Dex 12, Con 30, Int 5, Wis 24, Cha 20 |
| Skills | Hide +3*, Listen +18, Move Silently +17, Search +5, Spot +18, Survival +17, Swim +35 |
| Feats | Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Diehard, Endurance, Great Cleave, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Overrun, Power Attack |
| Environment | Cold aquatic |
| Organization | Solitary |
| Challenge Rating | 23 |
| Treasure | Triple standard |
| Alignment | Usually neutral |
| Advancement | 39–60 HD (Colossal) |
| Level Adjustment | ― |
Description
This immense wyrm has a scaly dark green hide, with a long fin running along its spine. A pair of frilly flaps sit to either side of its sleek head. The mouth is serpent-like, and parts with a loud hiss to reveal row upon row of white fangs.
This distant relative of the flying dragon is an immense creature whose bulk can only be supported while swimming in the ocean. On land the sea serpent could only wriggle across the surface like a particularly massiv and clumsy snake.
The sea serpent has a long, sinuous body that is covered by thick, dark green scales. It typically has a frilly fin that runs nearly the full length of its back, but lacks a tail fin or any other flippers. Its head is sleek and streamlined with only a pair of webbed frilly fins that are normally held tightly behind the head, but is expanded in a threatening manner to frighten a foe.
This creature normally spends almost its entire life dwelling deep below the waves, hunting for large prey near the ocean bottom. Only when it becomes acutely hungry will it venture near the surface, where it hunts for creatures like whales or porpoises. Usually it dwells within huge underwater caverns or grottos, and has been known to recluse in its home for years at a time before emerging to sate its hunger.
The sea serpent is the mortal enemy of the sea dragon, and the later will almost instinctively drive the serpent from its territory.
Sea serpents can reach lengths of over 200 feet in length, with a cross-section of about 15 ft. After hatching, infant sea serpents grow to full length within a decade, then gradually expand in girth as they age. It is not particularly intelligent for a dragon, but most can crudely converse in both Aquan and Draconic.
Combat
Despite its size, the sea serpent is a surprisingly stealthy creature and it approaches suitably large prey cautiously in an effort to gain surprise. Its acute underwater senses aid in this task as it maneuvers in great loops to find a direction of approach. Once ready it approaches swiftly and suddenly can blasts the prey with a powerful burst of ultrasonic sound before closing for the kill.
Improved Grab (Ex): To use this ability, a sea serpent must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe on the following round.
Swallow Whole (Ex): A sea serpent can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+15 points of crushing damage plus 8 points of acid damage per round from the sea serpent’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 75 points of damage to the gizzard (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Colossal sea serpent’s interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.
Breath Weapon (Su): 60-ft. cone, damage 10d6 sonic plus stun for 1d6 rounds, Fortitude DC 44 half and no stun.
This breath weapon will only operate underwater and can not be heard by creatures that are unable hear ultrasonic noises. The effect will be discerned as an intense heat and discomfort throughout the body, accompanied by disorientation and a slight nausea.
Frightful Presence (Ex): 300-ft. radius, HD 37 or less, Will DC 34.
Tail Sweep (Ex): Half-circle 40-ft. in diameter, Medium or smaller opponents take 2d8+22 points of bludgeoning damage, Reflex DC 44 half.
Blindsense (Ex): A sea serpent notices and locates creatures within 240 feet underwater. Opponents still have 100% concealment against a creature with blindsense.
Skills: A sea serpent has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*They have a +12 racial bonus on Hide checks when more that 100 feet underwater.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, sea serpents also gain the following special benefits.
- The save DC of the breath weapon and tail sweep is equal to 10 + ½ HD + Constitution modifier.
- The save DC of the frightful presence is equal to 10 + ½ HD + Charisma modifier.
- 42–47 HD ― Breath weapon damage 12d6 sonic plus stun for 1d10 rounds.
- 44–49 HD ― +18 natural armor; gizzard AC 19.
- 48–53 HD ― Breath weapon damage 14d6 sonic plus stun for 2d6 rounds.
- 54–59 HD ― Breath weapon damage 16d6 sonic plus stun for 2d10 rounds.
- 50–55 HD ― +20 natural armor; gizzard AC 20.
- 56+ HD ― +22 natural armor; gizzard AC 21.
- 60 HD ― Breath weapon damage 18d6 sonic plus stun for 4d6 rounds.