Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core.
The Sea Serpent is a Level 12 creature, with Armor Class 35 and 210 hit points. A massive, serpentine predator that reigns over the ocean depths, crushing hulls with its immense size.
Undetectable (primal). A sea serpent automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth check modifier for its counteract modifier. Capsize (1 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 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 (1 action). 1d10+14 bludgeoning, DC 32 basic Fortitude save. The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. 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 save. 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 (2 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 (1 action) (attack). Huge, 2d10+6 bludgeoning, Rupture 20. The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed. A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space. If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage. Grab (1 action). Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained. Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
210 hit points.
Level 12.
AC 35.
Speed 20 ft., swim 60 ft.
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