Sea Serpent, Deep

This enormous, water-dwelling serpent has bright, bulging eyes and rounded jaws filled with long, jagged teeth.

Deep Sea Serpent CR 19

XP 204,800
N Gargantuan magical beast (aquatic)
Init +9; Senses darkvision 120 ft., low-light vision; Perception +23

DEFENSE

AC 34, touch 12, flat-footed 28 (+5 Dex, +1 dodge, +22 natural, -4 size)
hp 333 (23d10+207)
Fort +22, Ref +20, Will +12
Defensive Abilities elusive; Immune cold; Resist fire 30

OFFENSE

Speed 10 ft., swim 50 ft.; surge 400 ft.
Melee bite +33 (6d10+14/19-20 plus grab), tail slap +33 (6d8+14/19-20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks capsize, constrict (6d8+21), powerful tail, swallow whole (10d6+21 bludgeoning damage, AC 21, 33 hp)

STATISTICS

Str 39, Dex 20, Con 28, Int 2, Wis 17, Cha 11
Base Atk +23; CMB +41 (+45 grapple); CMD 57 (can’t be tripped)
Feats Critical Focus, Dodge, Improved Critical (bite), Improved Critical (tail slap), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Vital Strike
Skills Perception +23, Stealth +8, Swim +22

SPECIAL ABILITIES

Elusive (Ex)

As a full-round action while in water, a deep sea serpent can move up to its run speed (200 feet) without leaving any trace of its passing (identical in effect to pass without trace). An elusive deep sea serpent gains a +40 circumstance bonus on 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 effects function at caster level 20th and cannot be dispelled.

Powerful Tail (Ex)

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.

Surge (Ex)

A deep sea serpent can surge forward as a full-round action at a speed of 400 feet. It must move in a straight line, but does not provoke attacks of opportunity while surging.

ECOLOGY

Environment any oceans
Organization solitary
Treasure triple

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.

Variant: Deep Sea Serpent, Void Serpent (CR 19)

[Source]

This enormous, unsettling flying serpent is utterly black, seeming to absorb all light save its glowing red, bulging eyes. This creature’s rounded jaws are filled with long, jagged black teeth. Sometimes called null dragons, emissaries of annihilation, these monsters are the bane of all existence, particularly dragonkind.

Ironically, the greatest of all dragonslayers is itself a dragon. Void serpents hate all dragon kind, even themselves. Some sages claim that spheres of annilation are really void serpent eggs.

Type/Subtype Extraplanar; this replaces the deep sea serpent’s aquatic subtype.

Speed 10 ft., fly 90 ft.; this replaces a deep sea serpent’s normal speed and surge ability.

Abrogate (Su)

The void serpent negates the benefits of its opponent’s strongest offensive combat ability (subject to GM adjudication). This can be either some personal power (such as the highest level class ability or a creature’s highest level of spell-casting or spell-like abilities) or simply the being’s highest ability score, which no longer provides any bonus while within range (no save). This ability extends to a range of 1,000 ft. This ability affects eidolons and intelligent magic items (but not intelligent artifacts), treating them as separate enemies. However, it has no effect upon non-intelligent magic items.

This replaces a deep sea serpent’s elusive defensive ability.

Entropic Wounds (Ex)

The void serpent’s physical attacks cause damage that is resistant to healing.

Natural healing, supernatural healing and extraordinary forms of healing (such as fast healing and regeneration) require the subject to make a successful Fort save (DC 30) each time an attempt is made to heal the damage.

Failure means that damage cannot be healed by that particular form of healing. Healing via spells and/or spell-like abilities requires a successful caster level check DC 30, as do the use of spells or effects that would return a creature to life, and those returned to life gain an additional negative level (even those raised by true resurrection). The save DC is Constitution-based.

This replaces a deep sea serpent’s capsize special attack.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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