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Greater Sea Serpent

by Jamie Baty

DMR2 91
Gargantuan Animal (Aquatic)
Hit Dice: 12d8+72 (126 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: swim 80 ft. (16 squares)
Armour Class: 16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15
Base Attack/Grapple: +9/+33
Attack: Bite +17 melee (3d6 +12)
Full Attack: Bite +17 melee (3d6 +12)
Space/Reach: 20 ft./ 15 ft.
Special Attacks: Always in reach, ship constriction
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +9, Will +5
Abilities: Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 4
Skills: Listen +13, Spot +13, Swim +23
Feats: Alertness, Cleave, Great Cleave, Improved Initiative, Power Attack
Environment: Any aquatic
Organisation: Solitary, Pair, or Crew (2-5)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Gargantuan); 25-36 HD (Colossal)
Level Adjustment: -

Greater sea serpents look similar to lesser sea serpents, except that they range from 60-80ft long. They are much more aggressive than their smaller brethren.

Combat
Greater sea serpents will attack anything that they spot or hear, whether creature or ship, on land or in water.

Always In Reach (Ex): A greater sea serpent may attack targets up to 40ft out of the water by lunging at them, whether they are on a ship, on land or airborne.

Ship Constriction (Ex): As a full round action, the greater sea serpent may attempt to grapple any ship of gargantuan size or smaller. The greater sea serpent's grapple check is opposed by the ship captain's Profession (Sailor) check. On a successful grapple check, a greater sea serpent wraps itself around the ship and deals 2d10+18 points of damage to the hull (or to each of the hull sections it is wrapped around) each round it remains grappled.
After the initial grapple check, the greater sea serpent may attack normally and suffer no penalties to subsequent grapple checks made against the same ship.

Scent (Ex): This special quality allows a greater sea serpent to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Greater sea serpents have a +4 racial bonus on Listen and Spot checks. A greater sea serpent has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.