Young Sea Serpent

Level 1
Creature· animalUncommonSmallLegacy
AC 16
HP 20
Speed 20 ft.
Fort +10
Ref +5
Will +5
Perc +7
Size Small
Uncommon
Senses darkvision
Speeds 20 ft., swim 40 ft.
Skills stealth +8, athletics +6, acrobatics +4
Recall Knowledge nature DC 17

Attacks

Melee Jaws +9/+4/-1(reach 10 ft., unarmed)
Damage: 1d6+2 piercing
Effect: grab
Ranged Waterspout +7/+2/-3 (range 30 ft.)(brutal, water)
Effect: young sea serpent algae

Abilities

Constrictoffensive

(1d4+2) bludgeoning damage, no listed Fortitude save The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Spine Rake◆◆offensive(attack, move)

The young sea serpent extends the spines along its back and Swims or Strides. Each creature the serpent is adjacent to at any point during its movement takes (1d4+2) slashing damage (DC 14 reflex save).

Young Sea Serpent Algaeoffensive(incapacitation, poison)

The water in the ballast organs around the sea serpent's neck is full of psychotropic algae. Saving throw DC 18 fortitude Maximum duration 3 rounds Stage 1 Confused and, if flying, spends its first action each turn to descend 20 feet (1 round)

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Traits