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Sea Serpent

Creature 12 — animal, aquatic

CrasherSnareLANDAQUATICanimalaquatic

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

Source: pathfinder-monster-core

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
AC 35 Fort +25 Ref +21 Will +21
HP 210
Speed 20 feet, swim 60 feet

Offense

Melee Jaws (reach-20, unarmed) +27, Damage 3d10+14 piercing plus Grab
Melee Tail (agile, reach-30) +27, Damage 2d10+14 bludgeoning plus Grab
Ranged Water Spout (brutal, water) +25, range increment 100 feet, Damage 2d6+12 bludgeoning plus Sea Serpent Algae

Abilities

Undetectable (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.
Capsize (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 — 1d10+14 bludgeoning, DC 32 Fortitude

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

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 (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 Reflex save).
Swallow Whole (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.

Effect: Engulf and Swallow Whole

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

WORKS WELL WITH

AnvilAQUATICA durable frontline occupies attention near the surface while this predator grabs and drags an isolated target under.
WeaverAQUATIC / LANDA spellcaster lowering Fortitude saves increases the odds the poison or swallow effect actually lands.
SnareAQUATICA controller that keeps targets from Swimming away compounds this predator's grab and constrict lockdown.

PUNISHES

✖ clumping✖ low Fortitude✖ vessel-based tactics
Avoid stacking with another Crasher moving through the party; both compete for the same pass-through positioning.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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