Size:
Gargantuan
Type:
Magical Beast
Form:
serpentine
Temper:
# App:
1
Lair:
Diet:
carnivore
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
lurker
Ground:
150' (50')
Climb/Arboreal:
Flight:
Swim:
60
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Action
Constrict
Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage, and the target is grappled (escape DC 21). Until this grapple ends, the creature is restrained, and the sea serpent can't constrict another target.
Action
Detect (Costs 1 Action)
The sea serpent makes a Wisdom (Perception) check.
Action
Elusive Dive
The sea serpent takes the Dash action, and until the beginning of its next turn, it gains a +10 bonus on Dexterity (Stealth) checks and cannot be tracked by nonmagical means.
Action
Multiattack
The sea serpent makes two attacks: once with its bite and once with its constrict.
Action
Surge (Costs 1 Action)
The sea serpent swims its base movement rate, without provoking opportunity attacks.
Action
Tail Slap (Costs 2 Actions)
The sea serpent makes a melee attack: +11 to hit, reach 20 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage, and the target must make a DC 19 Strength saving throw. On a failed save, the target is knocked prone.
Special
Elusive
When not in combat, a sea serpent cannot be detected by divination magic or seen through scrying.
Special
Legendary Resistance (1/Day)
If the sea serpent fails a saving throw, it can choose to succeed instead.
Special
Siege Monster
The sea serpent deals double damage to objects and structures.
Special
Water Breathing
The sea serpent can breathe only underwater.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
bite
23 (4d8+22/19-20 plus

Actions/Abilities/Traits:
(OSE)
Actions/Abilities/Traits: (OSE)
Action
squeeze
1 * bite (2d6) or 1 * squeeze (1d10 hull damage)
Special
Lunge
Up to 20' out of water to use bite attack.
Special
Squeeze
Coil around and crush a vessel (of equal size or smaller).

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Improved Bull Rush
Action
Feat 2
Improved Critical (bite)
Action
Feat 3
Improved Initiative
Action
Feat 4
Iron Will
Action
Feat 5
Lightning Reflexes
Action
Feat 6
Power Attack
Action
Feat 7
Skill Focus (Stealth)
Action
Feat 8
Stealthy
Action
Melee 1
bite +23 (4d8+22/19-20 plus grab)
Action
Melee 2
tail slap +18 (3d6+6 plus grab)
Special
Capsize (Ex)
A sea serpent can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain's Profession (sailor) check, whichever is higher.
Special
Elusive (Su)
Sea serpents have long been the stuff of maritime legends, but despite countless attempts to hunt them, they are rarely encountered unless they wish it. As a full-round action while in water, a sea serpent can move up to its run speed (300 ft.) without leaving any trace of its passing (identical in effect to a pass without trace). An elusive sea serpent gains a +40 circumstance bonus to its Stealth check. In addition, except when in combat, a sea serpent is considered to be under the effects of a nondetection spell. Both of these spell effects are at caster level 20th and cannot be dispelled.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Constrict
1d10+14 bludgeoning
Ability
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; 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).
Ability
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).
Ability
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.
Offense
Capsize
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.
Offense
Melee
Circumstance: combat round (melee)
jaws +27 [+22/+17] (reach 20 feet), Damage 3d10+14 piercing plus Grab
Offense
Ranged
Circumstance: combat round (ranged)
water spout +25 [+20/+15] (brutal, range increment 100 feet, water), Damage 2d6+12 bludgeoning plus sea serpent algae
Offense
Swallow Whole
Huge, 2d10+6 bludgeoning, Rupture 20
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Perception
darkvision
Tales of immense sea serpents have colored the accounts of seagoing folk since the first ship sailed beyond sight of land. Yet proof of these immense and elusive creatures is remarkably difficult to come by, for not only is the ocean vast and the true sea serpent rare, but these creatures are quite adept at both avoiding capture and destroying ships bent on such a daunting task. Due to the sea serpent's hermitic nature, many sailors take to ascribing the sighting of such a beast to an omen, although whether the sighting portends peril or providence depends as much upon the ship's morale as it does anything else-the sea serpent itself has little interest in prophecy, and only its hunger determines how dangerous its proximity to a curious ship can be. Deadly danger surely awaits, however, when its spine-frilled neck arches up from the water like a snake ready to strike.
5e SRD
20'-30' long, serpent-like sea monsters with rows of many fins.
OSE