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:
± 50'
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
2 claws/1 stinger
Circumstance: Combat
2 claws/1 stinger
Special
Constrict Ship
Can wrap around a ship and constrict; roll 2d10 for damage to the vehicle, and reduce any effective Hardness by half.
Environments
aquatic-salt
Serpentine monsters which live in the sea, ranging from 20' to 40' long
Sea serpents are, obviously, serpentine monsters which live in the sea. They range from 20' to 40' long. A sea serpent can choose to wrap around a ship and constrict; in this case, roll 2d10 for damage to the vehicle, and reduce any effective Hardness by half.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI (Greater Sea Serpent)
Actions/Abilities/Traits: BECMI (Greater Sea Serpent)
Action
1 bite or 1 squeeze
3-18 or 2-20
Actions/Abilities/Traits: BECMI (Greater Sea Serpent)
Actions/Abilities/Traits: BECMI (Lesser Sea Serpent)
Actions/Abilities/Traits: BECMI (Lesser Sea Serpent)
Action
1 bite or 1 squeeze
2-12 or 1-10
Actions/Abilities/Traits: BECMI (Lesser Sea Serpent)
Actions/Abilities/Traits: D&D 5e (Ancient Sea Serpent)
Actions/Abilities/Traits: D&D 5e (Ancient Sea Serpent)
Attributes
Strength: 24
Dexterity: 15
Constitution: 20
Intelligence: 13
Wisdon: 16
Charisma: 12
Saving Throws
Saving Throw Bonuses
Strength: +12
Consitution: +10
Skills
perception: +8
stealth: +7
Offense
Bite
Circumstance: Melee
12 to hit, reach 15 ft., one target. (2d12 + 7) piercing damage plus 6 (1d12) cold damage.
Offense
Constrict
Circumstance: Melee
12 to hit, reach 20 ft., one creature. (4d10 + 7) bludgeoning damage, and the target is grappled (escape 20). Until this grapple ends, the target is restrained, and the sea serpent can't constrict another target.
Offense
Tail
Circumstance: Melee
12 to hit, reach 20 ft., one target. (1d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a 20 Strength saving throw or be pushed up to 30 feet away from the sea serpent and knocked prone.
Action
Multiattack
The sea serpent makes one Bite attack and one Constrict or Tail attack.
Action
Rime Breath {@recharge 5}
The sea serpent exhales a 60-foot cone of cold. Each creature in that area must make a 18 Constitution saving throw, taking 49 (9d10) cold damage on a failed save, or half as much damage on a successful one.
Legendary Action
Tail
The sea serpent makes one Tail attack.
Legendary Action
Bite (Costs 2 Actions)
The sea serpent makes one Bite attack
Trait
Amphibious
The sea serpent can breathe air and water.
Trait
Legendary Resistance (2/Day)
If the sea serpent fails a saving throw, it can choose to succeed instead.
Trait
Siege Monster
The sea serpent deals double damage to objects and structures.
Trait
Passive Perception
18
Immunities
Damage Immunities
cold
Senses
darkvision 120 ft.
Languages
Common
Draconic
Sea serpents rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors' worst nightmares. Their strong fins propel them through the water at great speed.
Young sea serpents are agile hunters. They use reefs and natural camouflage to hide before they strike, picking off members of a ship's crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors' corpses floating frozen amid the wreckage of their ships.
Sea serpents are as fiercely territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission. Some can be appeased by offerings of treasure, but most demand that a ship's crew sacrifice one or more of their own.
Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors' trinkets, and pirates' booty.
5e Tools
Actions/Abilities/Traits: D&D 5e (Ancient Sea Serpent)
Actions/Abilities/Traits: D&D 5e (Young Sea Serpent)
Actions/Abilities/Traits: D&D 5e (Young Sea Serpent)
Attributes
Strength: 19
Dexterity: 12
Constitution: 17
Intelligence: 11
Wisdon: 13
Charisma: 10
Saving Throws
Saving Throw Bonuses
Strength: +7
Consitution: +6
Skills
perception: +4
stealth: +4
Offense
Bite
Circumstance: Melee
7 to hit, reach 10 ft., one target. (2d10 + 4) piercing damage plus 5 (1d10) cold damage.
Offense
Constrict
Circumstance: Melee
7 to hit, reach 20 ft., one creature. (4d8 + 4) bludgeoning damage. If the target is Large or smaller, it is grappled (escape 15). Until this grapple ends, the target is restrained, and the sea serpent can't constrict another target.
Offense
Tail
Circumstance: Melee
7 to hit, reach 15 ft., one target. (1d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a 15 Strength saving throw or be pushed up to 20 feet away and knocked prone.
Action
Multiattack
The sea serpent makes one Bite attack and one Constrict or Tail attack.
Action
Rime Breath {@recharge 5}
The sea serpent exhales a 30-foot cone of cold. Each creature in that area must make a 14 Constitution saving throw, taking 38 (7d10) cold damage on a failed save, or half as much damage on a successful one.
Trait
Amphibious
The sea serpent can breathe air and water.
Trait
Siege Monster
The sea serpent deals double damage to objects and structures.
Trait
Passive Perception
14
Immunities
Damage Immunities
cold
Senses
darkvision 120 ft.
Languages
Common
Draconic
Sea serpents rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors' worst nightmares. Their strong fins propel them through the water at great speed.
Young sea serpents are agile hunters. They use reefs and natural camouflage to hide before they strike, picking off members of a ship's crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors' corpses floating frozen amid the wreckage of their ships.
Sea serpents are as fiercely territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission. Some can be appeased by offerings of treasure, but most demand that a ship's crew sacrifice one or more of their own.
Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors' trinkets, and pirates' booty.
5e Tools
Actions/Abilities/Traits: D&D 5e (Young Sea Serpent)
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
aquatic-salt
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: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Uncommon
aquatic-salt
Offense
2 Attacks
Circumstance: Combat
1d6/3d6
Offense
Special Attacks
Circumstance: Combat
Poison, constrict
Defense
Special Defenses
Circumstance: Combat
Nil
Resistance
Magic Resistance
Circumstance: innate
Nil
Special
Poisonous Bite
1d6 points of damage and death in 1d4 rounds, save vs poison to negate.
Special
Constrict
Coiling attack which can crush a ship or creature in 1d6+4 (5-10) rounds.
Special
Deep Diving
Capable of diving to great depths and staying underwater for long periods of time.
Special
Territorial
Very territorial but not otherwise aggressive, only attacking when hungry. Once attacking, fearless and relentless and will fight to the death.
Serpentine monsters which live in the sea, ranging from 20' to 40' long
Descriptions of sea serpents vary with the region in which they are found. Sometimes they appear as giant sea snakes and other times as dragon-like serpentine creatures with legs or flippers. What is known for certain is a sea serpent can be encountered in any ocean, sea, or large body of fresh water. Sea serpents have two attacks. It has a poisonous bite for 1d6 points of damage and death in 1d4 rounds, save vs poison to negate; and a coiling attack which can crush a ship or creature in 1d6+4 (5-10) rounds. Sea serpents are very territorial but are not otherwise aggressive, only attacking when hungry. Once a sea serpent attacks, however, it is fearless and relentless and will fight to the death. Sea serpents are capable of diving to great depths and staying underwater for long periods of time. Sea serpents only lair in caves in very deep water and tend to be solitary or, at most, a mated pair.
OSRIC
Actions/Abilities/Traits: OSRIC
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
Actions/Abilities/Traits: Pathfinder 2e
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
Serpentine monsters which live in the sea, ranging from 20' to 40' long
Sea serpents are, obviously, serpentine monsters which live in the sea. They range from 20' to 40' long. A sea serpent can choose to wrap around a ship and constrict; in this case, roll 2d10 for damage to the vehicle, and reduce any effective Hardness by half.
Basic Fantasy Role-Playing Game
20'-30' long, serpent-like sea monsters with rows of many fins.
OSE
Serpentine monsters which live in the sea, ranging from 20' to 40' long
Descriptions of sea serpents vary with the region in which they are found. Sometimes they appear as giant sea snakes and other times as dragon-like serpentine creatures with legs or flippers. What is known for certain is a sea serpent can be encountered in any ocean, sea, or large body of fresh water. Sea serpents have two attacks. It has a poisonous bite for 1d6 points of damage and death in 1d4 rounds, save vs poison to negate; and a coiling attack which can crush a ship or creature in 1d6+4 (5-10) rounds. Sea serpents are very territorial but are not otherwise aggressive, only attacking when hungry. Once a sea serpent attacks, however, it is fearless and relentless and will fight to the death. Sea serpents are capable of diving to great depths and staying underwater for long periods of time. Sea serpents only lair in caves in very deep water and tend to be solitary or, at most, a mated pair.
OSRIC