Library / Bestiary

Sea Serpent, Deep

CR 19.00 Magical Beast N Gargantuan
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.

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

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)

Critical Focus from Feat

<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>

Dodge from Feat

<p class="stat-block-1"> 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.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Improved Iron Will from Feat

<p class="stat-block-1"> 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.</p>

<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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.</p>

Skill Focus from Feat

<p class="stat-block-1"> 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.</p>

Vital Strike from Feat

<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>

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
Sources Used in This Record
12 House/Core
  • Uses feat: Critical Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.