Monsters / Sea Serpent

Sea Serpent

CR 12 - 19,200 XP - N Gargantuan Magical Beast

Stat block

AC25 (touch 8, flat-footed 23)HP187 (15d10+105)SavesFort +16, Ref +13, Will +7Meleebite +23 (4d8+22/19-20 plus grab), tail slap +18 (3d6+6 plus grab)Speed20 ft., swim 60 ft.AbilitiesStr 34, Dex 14, Con 25, Int 2, Wis 11, Cha 11BAB / CMB / CMD+15 / +31 / 43Sensesdarkvision 120 ft., low-light vision; Perception +8Environmentany ocean
immune coldresist fire 30

Combat brain - every behavior cites its line (7 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

constrict (from special_attacks)
special attacks: constrict 3d6+18 each round it holds
grapple-grab (from melee)
melee: bite +23 (4d8+22/19-20 plus grab), tail slap +18 (3d6+6 plus grab) - grab rides the hit
swallow (from special_attacks)
special attacks: swallow whole - a grabbed, smaller foe can be gulped down
bruiser (from abilities)
abilities: Str 34 over Dex 14 - plant and full-attack, soak the hits
strikes-first (from feats)
feats: Improved Initiative - it moves before you do
power-attack (from feats)
feats: Power Attack - trades accuracy for damage when the hit is likely
night-hunter (from senses)
senses: darkvision 120 ft., low-light vision; Perception +8 - hunts where prey is blind

On-hit riders and breath

constrict3d6+18
swallow whole4d8+18
capsize3d6+18

From the entry

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. 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. Tales of immense sea serpents have colored...