Spine-frilled neck arching up from the water like a snake ready to strike, this ship-sized serpent hisses a challenge.
N Gargantuan magical beast (aquatic)
Init +6; Senses darkvision 120 ft., low-light vision; Perception +8
AC 25, touch 8, flat-footed 23 (+2 Dex, +17 natural, –4 size)
hp 187 (15d10+105)
Fort +16, Ref +13, Will +7
Defensive Abilities elusive; Immune cold; Resist fire 30
Speed 20 ft., swim 60 ft.
Melee bite +23 (4d8+22/19-20 plus grab), tail slap +18 (3d6+6 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks capsize, constrict (3d6+18), swallow whole (4d8+18 bludgeoning damage, AC 18, hp 18)
Str 34, Dex 14, Con 25, Int 2, Wis 11, Cha 11
Base Atk +15; CMB +31 (+35 grapple); CMD 43 (can't be tripped)
Feats Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth), Stealthy
Skills Perception +8, Stealth +13, Swim +20
Profession (sailor) check, whichever is higher.
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.