Sea Serpent (CR 15/MR 6)

Spine-frilled neck arching up from the water like a snake ready to strike, this ship-sized serpent hisses a challenge.

Mythic Sea Serpent (CR 15/MR 6)
XP 51,200
Pathfinder Roleplaying Game Bestiary
N Gargantuan magical beast (aquatic, mythic)
Init +12/−8, dual initiativeMA; Senses darkvision 120 ft., low-light vision; Perception +8
Aura frightful presence (60 ft., DC 17)


AC 31, touch 8, flat-footed 29 (+2 Dex, +23 natural, –4 size)
hp 247 (15d10+165)
Fort +16, Ref +13, Will +7
Defensive Abilities elusive; DR 10/epic; Immune cold; Resist fire 30; SR 26MA


Speed 20 ft., swim 60 ft.
Melee bite +26 (4d8+15/19–20 plus grab and poison), tail slap +21 (3d6+7 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks capsize, constrict (3d6+22), fast swallow, fling, mythic power (6/day, surge +1d8), powerful blows (bite), swallow whole (4d8+22 bludgeoning damage, AC 21, hp 24), vortex (DC 32)


Str 40, Dex 14, Con 25, Int 2, Wis 11, Cha 11
Base Atk +15; CMB +34 (+38 grapple); CMD 46 (can’t be tripped)
Feats Improved Bull Rush, Improved Critical (bite), Improved InitiativeMF, Iron WillMF, Lightning Reflexes, Power AttackMF, Skill Focus (Stealth), Stealthy
Skills Perception +8, Stealth +13, Swim +23


Environment any ocean
Organization solitary
Treasure none

Special Abilities

Elusive (Su) Sea serpents have long been the stuff of maritime legends, but despite countless attempts to hunt them, they are rarely encountered unless they wish it. As a full-round action while in water, a mythic sea serpent can move up to its run speed (300 ft.) without leaving any trace of its passing (identical in effect to a pass without trace). The elusive sea serpent gains a +40 circumstance bonus to its Stealth check. In addition, except when in combat, a mythic 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.

Fling (Ex) A mythic sea serpent can drop a creature it has grabbed as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. By expending one use of mythic power, a mythic sea serpent can fling a grappled creature as a swift action.

Poison (Ex) Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds; initial effect nauseated for 1d6 rounds; secondary effect 1d4 Str; cure 2 consecutive saves. The save DC is Constitution-based.

Vortex (Su) A mythic sea serpent can generate a whirlpool as a full-round action action at will. This ability functions identically to the whirlwind special attack (see the Universal Monster Rules in Pathfinder RPG Bestiary), but the whirlpool can only form underwater and cannot leave the water. The vortex itself is 20 feet across and 120 feet deep, and deals 3d6+15 points of damage per round. Creatures in the area must succeed at a DC 32 Reflex save to avoid being caught by the mythic sea serpent’s vortex. The save DC is Strength-based.

A ship that is equal in length or shorter than the vortex’s width that passes through a vortex takes 3d6+15 points of damage and is caught up by the current. If the boat’s captain makes a DC 25 Profession (sailor) check (or if the boat is longer than the vortex’s width), the boat takes only half damage and is not caught up by the vortex.

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