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Sea Serpent, Deep

CR 19.00 Magical Beast N Gargantuan HD 23
This enormous, water-dwelling serpent has bright, bulging eyes and rounded jaws filled with long, jagged teeth.

An enormous monstrosity that makes its home in the darkest depths of the ocean's trenches, the deep sea serpent is as elusive as it is terrifying, the nightmare of sailors making their ways over the vast and seemingly bottomless waters. A deep sea serpent is rarely seen unless it wishes to be seen, and the beast usually has its own mysterious reasons for occasionally coming to the surface. At other times, those reasons are gruesomely obvious—the deep sea serpent rises to the surface to crush ships and devour sailors who tumble from the freshly shattered hulls.

It is thought that in incredibly remote parts of the underwater world, even more powerful deep sea serpents exist, beasts with supernatural luminous lures that can be used to blind foes, or with the ability to create overwhelming blasts of electricity that stun or even outright slay prey with a single stroke. Yet perhaps the most unnerving are the rumors of deep sea serpents that possess a remarkable intelligence. Such creatures, if they even exist, are rarely if ever seen near the surface—both their naturally elusive natures and the remote reality of their habitats mean that ensuring the veracity of these claims requires truly extraordinary efforts.

A typical deep sea serpent measures 50 feet long and weighs 35,000 pounds.

HP
333 (23d10+207)
AC
34, touch 12, flat-footed 28 (+5 Dex, +1 dodge, +22 natural, -4 size)
Init
+9
Speed
10 ft., swim 50 ft.; surge 400 ft.
Fort
+22
Ref
+20
Will
+12
BAB
+23
CMB
+41 (+45 grapple)
CMD
57 (can't be tripped)
Melee
bite +33 (6d10+14/19-20 plus grab), tail slap +33 (6d8+14/19-20 plus grab)
Space
20 ft.
Reach
20 ft.
Defensive Abilities
elusive
str
39
+14
dex
20
+5
con
28
+9
int
2
-4
wis
17
+3
cha
11
+0

capsize

constrict (6d8+21)

Powerful Tail — A deep sea serpent's tail slap is always a primary attack. When a deep sea serpent deals damage to an object with its tail slap or via constrict damage, it ignores the first 10 points of hardness that object possesses.

swallow whole (10d6+21 bludgeoning damage, AC 21, 33 hp)

Universal Monster Rules

Grab
Grab (bite, tail slap) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (6d8+21) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Swallow Whole (10d6+21 bludgeoning damage, AC 21, 33 hp) Ex from Universal Monster Rule
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes the target to take damage each round. The amount and type of damage varies and is given in the swallowing creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.
Capsize Ex from Universal Monster Rule
A creature with this special quality can attempt to capsize a boat or a ship 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 captain's Profession (sailor) check, whichever is higher. For each size category the ship is larger than the creature attempting to capsize it, the creature attempting to capsize the ship takes a cumulative –10 penalty on its combat maneuver check.

Special Abilities

Elusive from text
Powerful Tail from text
A deep sea serpent's tail slap is always a primary attack. When a deep sea serpent deals damage to an object with its tail slap or via constrict damage, it ignores the first 10 points of hardness that object possesses.

Feats, Traits & Items

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls
Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Improved Critical (tail slap) from Feat

When using the weapon you selected, your threat range is doubled.

Improved Critical (tail slap) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Improved Iron Will from Feat

Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Also in: Fortune & Luck

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skill Focus (Perception) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus
Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Perception +23, Stealth +8, Swim +22

Details
Type
Magical Beast
Alignment
N
Size
Gargantuan
Environment
any oceans
Organization
solitary
Treasure
triple
Senses
darkvision 120 ft., low-light vision; Perception +23
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
12 House/Core
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